Defender first person tracers done

This commit is contained in:
viktorljung
2016-03-13 02:35:02 +01:00
parent c0fc36845f
commit 60c6aa2486
3 changed files with 27 additions and 11 deletions
@@ -5,6 +5,7 @@
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h"
#include <glm/gtx/vector_angle.hpp>
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
@@ -166,7 +166,7 @@
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
<Position X="0.0145629933" Y="0.0680000037" Z="-0.306000024"/>
</c:Transform>
</Components>
<Children/>
@@ -359,26 +359,41 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
return;
}
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (!camera.Valid()) {
return;
}
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
for (auto& pellet : pattern) {
glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(wi.Player.FirstChildByName("Camera"))) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
glm::vec3 origin = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(camera)) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
glm::vec3 direction = pelletRotation * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction);
// Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
float distance;
glm::vec3 hitPosition;
Collision::EntityFirstHitByRay(Ray(cameraPosition, direction), m_CollisionOctree, distance, hitPosition);
EntityWrapper ray = SpawnerSystem::Spawn(muzzle);
if (ray.Valid()) {
ComponentWrapper cTransform = ray["Transform"];
glm::vec3& position = cTransform["Position"];
glm::vec3& orientation = cTransform["Orientation"];
glm::vec3& scale = cTransform["Scale"];
glm::vec3& rayOrigin = cTransform["Position"];
glm::vec3& rayOrientation = cTransform["Orientation"];
glm::vec3& rayScale = cTransform["Scale"];
position = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
orientation = glm::eulerAngles(pelletRotation);
scale.z = distance;
glm::vec3 muzzlePosition = Transform::AbsolutePosition(muzzle);
glm::quat muzzleOrientation = Transform::AbsoluteOrientation(muzzle);
rayOrigin = muzzlePosition;
glm::vec3 muzzleToHit = hitPosition - muzzlePosition;
glm::vec3 lookVector = glm::normalize(-muzzleToHit);
float pitch = std::asin(-lookVector.y);
float yaw = std::atan2(lookVector.x, lookVector.z);
glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0));
rayOrientation = glm::eulerAngles(orientation);
rayScale.z = glm::length(muzzleToHit);
}
}
}