Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # resources/Schema/Types/Entity.xsd
This commit is contained in:
@@ -17,105 +17,107 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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auto prevPosIt = m_PrevPositions.find(entity);
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if (prevPosIt != m_PrevPositions.end()) {
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = prevPosIt->second;
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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if (rayLength > diameter) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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if (entity == LocalPlayer) {
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auto prevPosIt = m_PrevPositions.find(entity);
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if (prevPosIt != m_PrevPositions.end()) {
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = prevPosIt->second;
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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if (rayLength > diameter) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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break;
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}
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break;
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}
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}
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}
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}
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
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//Here we know boxB is a entity with Collideable, AABB, and Model.
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
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//Here we know boxB is a entity with Collideable, AABB, and Model.
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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continue;
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}
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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}
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}
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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}
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//This should apply air friction and such, iff zero models were hit.
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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//This should apply air friction and such, iff zero models were hit.
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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m_PrevPositions[entity] = boxA.Origin();
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m_PrevPositions[entity] = boxA.Origin();
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}
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}
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@@ -34,6 +34,18 @@ EntityWrapper EntityWrapper::Parent()
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}
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}
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EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
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{
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EntityWrapper entity = *this;
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while (entity.Parent().Valid()) {
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entity = entity.Parent();
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if (entity.Name() == parentEntityName) {
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return entity;
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}
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}
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return EntityWrapper::Invalid;
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}
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EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
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{
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return firstChildByNameRecursive(name, this->ID);
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@@ -338,6 +338,15 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
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}
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}
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if (ci.Name == "Spawner") {
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if (ImGui::Button("Activate")) {
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Events::SpawnerSpawn e;
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e.Spawner = entity;
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e.Parent = entity;
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m_EventBroker->Publish(e);
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}
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}
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return true;
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}
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@@ -381,14 +390,52 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
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// Limit scale values to a minimum of 0
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return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
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} else if (field.Name == "Orientation") {
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// Make orentations have a period of 2*Pi
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glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
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if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
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val = tempVal;
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return true;
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} else {
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return false;
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//glm::vec3 tempVal = val;
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glm::vec3 originalVal = val;
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ImVec2 cursorPos = ImGui::GetCursorScreenPos();
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glm::tvec3<bool> isSnapping(false, false, false);
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bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
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if (changed) {
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// Make orentations have a period of 2*Pi
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val = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
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for (int i = 0; i < 3; i++) {
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if (val[i] < 0) {
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val[i] += glm::two_pi<float>();
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}
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}
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}
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// Snap to angle
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//float snapRange = glm::pi<float>() / 15.f;
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//float snapAngle = glm::quarter_pi<float>();
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//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
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//for (int i = 0; i < 3; i++) {
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// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
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//}
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//if (changed && ImGui::IsMouseDown(0)) {
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// glm::vec3 change = val - originalVal;
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// for (int i = 0; i < 3; i++) {
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// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
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// val[i] -= snap[i] - snapRange;
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// }
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// }
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//}
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// Draw snapping outline
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float width = ImGui::CalcItemWidth() / 3.f;;
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float spacing = GImGui->Style.ItemInnerSpacing.x;
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for (int i = 0; i < 3; i++) {
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if (isSnapping[i]) {
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ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
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ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
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auto window = ImGui::GetCurrentWindow();
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const ImU32 col = window->Color(ImGuiCol_HeaderActive);
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window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
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}
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}
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return changed;
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} else {
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return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
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}
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@@ -1,4 +1,5 @@
|
||||
#include "GUI/ButtonSystem.h"
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#include "Input/EInputCommand.h"
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||||
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ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer)
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: System(params)
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@@ -37,10 +38,20 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e)
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m_PickEntity = EntityWrapper(m_World, m_PickData.Entity);
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//You have clicked on a button entity, send pressed event.
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Events::ButtonPressed ePressed;
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ePressed.Entity = m_PickEntity;
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ePressed.EntityName = m_PickEntity.Name();
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m_EventBroker->Publish(ePressed);
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if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
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Events::InputCommand eInputCmd;
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eInputCmd.PlayerID = LocalPlayer.ID;
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eInputCmd.Player = LocalPlayer;
|
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EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
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eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
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eInputCmd.Value = (float)button["InputCmdButton"]["PressValue"];
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m_EventBroker->Publish(eInputCmd);
|
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} else {
|
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Events::ButtonPressed ePressed;
|
||||
ePressed.Entity = m_PickEntity;
|
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ePressed.EntityName = m_PickEntity.Name();
|
||||
m_EventBroker->Publish(ePressed);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -55,10 +66,20 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e)
|
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if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
|
||||
EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
|
||||
|
||||
Events::ButtonReleased eReleased;
|
||||
eReleased.EntityName = m_PickEntity.Name();
|
||||
eReleased.Entity = m_PickEntity;
|
||||
m_EventBroker->Publish(eReleased);
|
||||
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
|
||||
Events::InputCommand eInputCmd;
|
||||
eInputCmd.PlayerID = LocalPlayer.ID;
|
||||
eInputCmd.Player = LocalPlayer;
|
||||
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
|
||||
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
|
||||
eInputCmd.Value = 0;
|
||||
m_EventBroker->Publish(eInputCmd);
|
||||
} else {
|
||||
Events::ButtonReleased eReleased;
|
||||
eReleased.EntityName = m_PickEntity.Name();
|
||||
eReleased.Entity = m_PickEntity;
|
||||
m_EventBroker->Publish(eReleased);
|
||||
}
|
||||
|
||||
if(m_World->HasComponent(m_PickData.Entity, "Button")) {
|
||||
if (ent == m_PickEntity) {
|
||||
|
||||
@@ -49,18 +49,24 @@ void Packet::WriteString(const std::string& str)
|
||||
// Message, add one extra byte for null terminator
|
||||
size_t sizeOfString = str.size() + 1;
|
||||
if (m_Offset + sizeOfString > m_MaxPacketSize) {
|
||||
//LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
if (m_MaxPacketSize >= 32000) {
|
||||
LOG_WARNING("Package::WriteString(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
}
|
||||
resizeData();
|
||||
}
|
||||
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
|
||||
m_Offset += sizeOfString * sizeof(char);
|
||||
memcpy(m_Data + m_Offset, str.data(), str.size() * sizeof(char));
|
||||
m_Offset += str.size() * sizeof(char);
|
||||
m_Data[m_Offset] = '\0';
|
||||
m_Offset += 1;
|
||||
}
|
||||
|
||||
void Packet::WriteData(char * data, int sizeOfData)
|
||||
{
|
||||
|
||||
if (m_Offset + sizeOfData > m_MaxPacketSize) {
|
||||
//LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
if (m_MaxPacketSize >= 32000) {
|
||||
LOG_WARNING("Package::WriteData(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
}
|
||||
while (m_Offset + sizeOfData > m_MaxPacketSize) {
|
||||
resizeData();
|
||||
}
|
||||
|
||||
@@ -74,7 +74,10 @@ size_t TCPClient::readBuffer()
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > m_Socket->available()) {
|
||||
LOG_WARNING("TCPClient::readBuffer(): We haven't got the whole packet yet.");
|
||||
return 0;
|
||||
}
|
||||
// if the buffer is to small increase the size of it
|
||||
// TODO if message is huge 1 time the buffer will not decrease.
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
|
||||
@@ -106,7 +106,10 @@ int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > playerDefinition.TCPSocket->available()) {
|
||||
LOG_WARNING("TCPServer::readBuffer(): We haven't got the whole packet yet.");
|
||||
return 0;
|
||||
}
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
|
||||
@@ -45,7 +45,10 @@ int UDPClient::readBuffer()
|
||||
boost::asio::ip::udp::socket::message_peek, error);
|
||||
int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > m_Socket->available()) {
|
||||
LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet.");
|
||||
//return 0;
|
||||
}
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
|
||||
@@ -92,6 +92,11 @@ int UDPServer::readBuffer()
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > m_Socket->available()) {
|
||||
LOG_WARNING("UDPServer::readBuffer(): We haven't got the whole packet yet.");
|
||||
//return 0;
|
||||
}
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
|
||||
@@ -17,7 +17,7 @@ void Renderer::Initialize()
|
||||
m_TextPass->Initialize();
|
||||
|
||||
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
|
||||
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
|
||||
+7
-3
@@ -18,7 +18,9 @@
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||
#include "Game/Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
@@ -26,7 +28,7 @@
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
#include "Game/Systems/TextFieldReader.h"
|
||||
#include "Game/Systems/AbilityCooldownHUDSystem.h"
|
||||
#include "Game/Systems/CapturePointArrowHUDSystem.h"
|
||||
#include "Game/Systems/KillFeedSystem.h"
|
||||
@@ -128,14 +130,16 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AssaultWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<SidearmWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
@@ -145,7 +149,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
|
||||
|
||||
@@ -1,36 +0,0 @@
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
|
||||
void AmmunitionHUDSystem::Update(double dt)
|
||||
{
|
||||
//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
|
||||
|
||||
auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
|
||||
if (ammunitionHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
|
||||
|
||||
EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
|
||||
|
||||
if (!playerEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
|
||||
if(magazineAmmo.Valid()) {
|
||||
if(magazineAmmo.HasComponent("Text")) {
|
||||
(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper ammo = entity.FirstChildByName("Ammo");
|
||||
if (ammo.Valid()) {
|
||||
if (ammo.HasComponent("Text")) {
|
||||
(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -18,14 +18,9 @@ PlayerMovementSystem::~PlayerMovementSystem()
|
||||
void PlayerMovementSystem::Update(double dt)
|
||||
{
|
||||
updateMovementControllers(dt);
|
||||
if (IsServer) {
|
||||
for (auto& kv : m_PlayerInputControllers) {
|
||||
updateVelocity(kv.first, dt);
|
||||
}
|
||||
} else {
|
||||
if (LocalPlayer.Valid()) {
|
||||
updateVelocity(LocalPlayer, dt);
|
||||
}
|
||||
// Only do physics calculations on client and only for themselves.
|
||||
if (IsClient && LocalPlayer.Valid()) {
|
||||
updateVelocity(LocalPlayer, dt);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -67,7 +62,14 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
}
|
||||
|
||||
bool sniperSprinting = false;
|
||||
if (player.HasComponent("SprintAbility")) {
|
||||
if (controller->SpecialAbilityKeyDown()) {
|
||||
playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
|
||||
playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
|
||||
sniperSprinting = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (player.HasComponent("Physics")) {
|
||||
ComponentWrapper cPhysics = player["Physics"];
|
||||
@@ -123,6 +125,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
}
|
||||
if (sniperSprinting) {
|
||||
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
|
||||
}
|
||||
velocity += accelerationSpeed * wishDirection;
|
||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||
}
|
||||
|
||||
@@ -105,7 +105,7 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command != "PickTeam") {
|
||||
if (e.Command != "PickTeam" && e.Command != "SwapToClassPick") {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -113,11 +113,12 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
// A dead client should be able to swap to the spectator camera.
|
||||
// A dead client should be able to swap to the overwatch camera.
|
||||
if (IsClient && !LocalPlayer.Valid()) {
|
||||
// Set the spectator camera as active, if it exists.
|
||||
// Find the camera.
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
|
||||
// Set the camera as active, if it exists.
|
||||
// Find the respawn camera or class pick camera.
|
||||
std::string camName = e.Command == "SwapToClassPick" ? "PickClassCamera" : "SpectatorCamera";
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName);
|
||||
if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) {
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = spectatorCam;
|
||||
@@ -135,10 +136,18 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
auto iter = m_SpawnRequests.begin();
|
||||
for (; iter != m_SpawnRequests.end(); ++iter) {
|
||||
if (iter->PlayerID == e.PlayerID) {
|
||||
// If player wants to switch class, remove their spawn request.
|
||||
if (e.Command == "SwapToClassPick") {
|
||||
m_SpawnRequests.erase(iter);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (e.Command == "SwapToClassPick") {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (iter != m_SpawnRequests.end()) {
|
||||
// If player is in queue to spawn, then change their team affiliation in the request.
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
#include "Game/Systems/TextFieldReader.h"
|
||||
|
||||
void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cAmmunitionHUD, double dt)
|
||||
{
|
||||
if (!entity.HasComponent("Text")) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the entity to read from
|
||||
const std::string& parentEntityName = cAmmunitionHUD["ParentEntityName"];
|
||||
EntityWrapper readEntity = entity;
|
||||
if (!parentEntityName.empty()) {
|
||||
readEntity = entity.FirstParentByName(parentEntityName);
|
||||
if (!readEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Find the component to read from
|
||||
const std::string& componentType = cAmmunitionHUD["ComponentType"];
|
||||
if (componentType.empty() || !readEntity.HasComponent(componentType)) {
|
||||
return;
|
||||
}
|
||||
ComponentWrapper component = readEntity[componentType];
|
||||
|
||||
// Find the field to read from
|
||||
const std::string& fieldName = cAmmunitionHUD["Field"];
|
||||
if (fieldName.empty() || component.Info.Fields.count(fieldName) == 0) {
|
||||
return;
|
||||
}
|
||||
const ComponentInfo::Field_t& field = component.Info.Fields.at(fieldName);
|
||||
|
||||
std::string& text = entity["Text"]["Content"];
|
||||
|
||||
if (field.Type == "int") {
|
||||
text = boost::lexical_cast<std::string>((const int&)component[fieldName]);
|
||||
} else if (field.Type == "float") {
|
||||
text = boost::lexical_cast<std::string>((const float&)component[fieldName]);
|
||||
} else if (field.Type == "double") {
|
||||
text = boost::lexical_cast<std::string>((const double&)component[fieldName]);
|
||||
} else if (field.Type == "bool") {
|
||||
text = boost::lexical_cast<std::string>((const bool&)component[fieldName]);
|
||||
} else if (field.Type == "string") {
|
||||
text = (const std::string&)component[fieldName];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
|
||||
void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& fireCooldown = cWeapon["FireCooldown"];
|
||||
fireCooldown = glm::max(0.0, fireCooldown - dt);
|
||||
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
// Decrement reload timer
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
reloadTimer = glm::max(0.0, reloadTimer - dt);
|
||||
|
||||
// Start reloading automatically if at 0 mag ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (m_ConfigAutoReload && magAmmo <= 0) {
|
||||
OnReload(cWeapon, wi);
|
||||
}
|
||||
|
||||
// Handle reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading && reloadTimer <= 0.0) {
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
|
||||
ammo = glm::max(0, ammo - (magSize - magAmmo));
|
||||
magAmmo = glm::min(magSize, ammo);
|
||||
isReloading = false;
|
||||
}
|
||||
|
||||
// Restore view angle
|
||||
if (IsClient) {
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
float& returnSpeed = cWeapon["ViewReturnSpeed"];
|
||||
if (currentTravel > 0) {
|
||||
float change = returnSpeed * dt;
|
||||
currentTravel = glm::max(0.f, currentTravel - change);
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
cameraOrientation.x -= change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fire if we're able to fire
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
if (magAmmo >= magSize) {
|
||||
return;
|
||||
}
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (ammo <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
isReloading = true;
|
||||
reloadTimer = reloadTime;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (magAmmo <= 0) {
|
||||
return;
|
||||
} else {
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
// View punch
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x += change;
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = glm::quat(Transform::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
if (ray.Valid()) {
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = distance;
|
||||
}
|
||||
}
|
||||
|
||||
// Deal damage
|
||||
if (dealDamage(cWeapon, wi)) {
|
||||
// Show hit marker
|
||||
EntityWrapper hitMarkerSpawner = wi.Player.FirstChildByName("HitMarkerSpawner");
|
||||
if (hitMarkerSpawner.Valid()) {
|
||||
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/hitclick.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
|
||||
bool isReloading = cWeapon["IsReloading"];
|
||||
return triggerHeld && cooldownPassed;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only handle damage for the local player
|
||||
if (wi.Player != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!wi.Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 3D-pick middle of screen
|
||||
Rectangle viewport = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen(viewport.Width / 2, viewport.Height / 2);
|
||||
// TODO: Some horizontal spread
|
||||
PickData pickData = m_Renderer->Pick(centerScreen);
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us somehow shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
double damage = cWeapon["BaseDamage"];
|
||||
// If friendly fire, reduce damage to 0 (needed to make Boosts, Ammosharing work)
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||
damage = 0;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = wi.Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
|
||||
return damage > 0;
|
||||
}
|
||||
@@ -2,40 +2,113 @@
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
(double&)cWeapon["TimeSinceLastFire"] += dt;
|
||||
double& fireCooldown = cWeapon["FireCooldown"];
|
||||
fireCooldown = glm::max(0.0, fireCooldown - dt);
|
||||
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
// Decrement reload timer
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
reloadTimer = glm::max(0.0, reloadTimer - dt);
|
||||
|
||||
bool isFiring = cWeapon["IsFiring"];
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (isFiring && cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
// Start reloading automatically if at 0 mag ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (m_ConfigAutoReload && magAmmo <= 0) {
|
||||
OnReload(cWeapon, wi);
|
||||
}
|
||||
|
||||
// Handle reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading && reloadTimer <= 0.0) {
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (magAmmo < magSize && ammo > 0) {
|
||||
ammo -= 1;
|
||||
magAmmo += 1;
|
||||
reloadTimer = reloadTime;
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/Zoom.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
isReloading = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore view angle
|
||||
if (IsClient) {
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
float& returnSpeed = cWeapon["ViewReturnSpeed"];
|
||||
if (currentTravel > 0) {
|
||||
float change = returnSpeed * dt;
|
||||
currentTravel = glm::max(0.f, currentTravel - change);
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
cameraOrientation.x -= change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fire if we're able to fire
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = true;
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = false;
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
||||
void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
if (magAmmo >= magSize) {
|
||||
return;
|
||||
}
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (ammo <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
isReloading = true;
|
||||
reloadTimer = reloadTime;
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
@@ -51,17 +124,22 @@ bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::Input
|
||||
return false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
// Stop reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
isReloading = false;
|
||||
|
||||
// Ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (magAmmo <= 0) {
|
||||
return;
|
||||
} else {
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
@@ -72,11 +150,29 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
std::vector<glm::vec2> pelletAngles;
|
||||
for (int i = 0; i < numPellets; i++) {
|
||||
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
||||
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
|
||||
}
|
||||
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||
|
||||
// View punch
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x += change;
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tracers
|
||||
EntityWrapper weaponModelEntity;
|
||||
if (wi.Player == LocalPlayer) {
|
||||
@@ -95,13 +191,18 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(wi, direction, pelletDamage);
|
||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
// Sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/Blast.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
@@ -160,16 +261,12 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
|
||||
LOG_DEBUG("Damage: %f", damage);
|
||||
}
|
||||
|
||||
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
return triggerHeld && cooldownPassed && isNotShielding;
|
||||
}
|
||||
|
||||
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
if (cooldown > 0) {
|
||||
cooldown -= dt;
|
||||
if (cooldown < 0) {
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
}
|
||||
|
||||
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
// TODO: Ammo checks
|
||||
return triggerHeld && cooldown <= 0.0;
|
||||
}
|
||||
Reference in New Issue
Block a user