Defender first person tracers done
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@@ -359,26 +359,41 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
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return;
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}
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (!camera.Valid()) {
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return;
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}
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float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
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for (auto& pellet : pattern) {
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glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(wi.Player.FirstChildByName("Camera"))) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
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glm::vec3 origin = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
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glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(camera)) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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glm::vec3 direction = pelletRotation * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(origin, direction);
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// Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
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float distance;
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glm::vec3 hitPosition;
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Collision::EntityFirstHitByRay(Ray(cameraPosition, direction), m_CollisionOctree, distance, hitPosition);
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EntityWrapper ray = SpawnerSystem::Spawn(muzzle);
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if (ray.Valid()) {
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ComponentWrapper cTransform = ray["Transform"];
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glm::vec3& position = cTransform["Position"];
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glm::vec3& orientation = cTransform["Orientation"];
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glm::vec3& scale = cTransform["Scale"];
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glm::vec3& rayOrigin = cTransform["Position"];
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glm::vec3& rayOrientation = cTransform["Orientation"];
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glm::vec3& rayScale = cTransform["Scale"];
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position = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
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orientation = glm::eulerAngles(pelletRotation);
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scale.z = distance;
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glm::vec3 muzzlePosition = Transform::AbsolutePosition(muzzle);
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glm::quat muzzleOrientation = Transform::AbsoluteOrientation(muzzle);
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rayOrigin = muzzlePosition;
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glm::vec3 muzzleToHit = hitPosition - muzzlePosition;
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glm::vec3 lookVector = glm::normalize(-muzzleToHit);
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float pitch = std::asin(-lookVector.y);
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float yaw = std::atan2(lookVector.x, lookVector.z);
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glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0));
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rayOrientation = glm::eulerAngles(orientation);
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rayScale.z = glm::length(muzzleToHit);
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}
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}
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}
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