Merge remote-tracking branch 'origin/Networking' into Networking

This commit is contained in:
Jocke
2016-01-23 16:41:42 +01:00
11 changed files with 25 additions and 29 deletions
+12
View File
@@ -36,6 +36,18 @@ EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
return EntityWrapper::Invalid;
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity == potentialParent) {
return true;
}
}
return false;
}
bool EntityWrapper::Valid()
{
if (this->World == nullptr) {
+3 -20
View File
@@ -48,14 +48,9 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
}
EntityWrapper entity(m_World, modelComponent.EntityID);
bool isLocalPlayer = entity == m_LocalPlayer;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity == m_LocalPlayer) {
isLocalPlayer = true;
}
}
if (isLocalPlayer) {
// Don't render the local player
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
continue;
}
@@ -149,18 +144,6 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
continue;
}
EntityWrapper entity(m_World, textComponent.EntityID);
bool isLocalPlayer = entity == m_LocalPlayer;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity == m_LocalPlayer) {
isLocalPlayer = true;
}
}
if (isLocalPlayer) {
continue;
}
Font* font;
try {
font = ResourceManager::Load<Font>(resource);
+3 -2
View File
@@ -27,16 +27,17 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
}
}
if (transform.Info.Name == "Transform") {
bool isLocalPlayer = entity == m_LocalPlayer || entity.Parent() == m_LocalPlayer;
bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
// HACK: Hardcoded tolerance value for player position desync = 1
if (isLocalPlayer && glm::length(nextPosition - currentPosition) < 1.f) {
return;
}
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
// Orientation
//bool isPlayer = entity.HasComponent("Player") || entity.Parent().HasComponent("Player");
// Don't force orientation for players
if (!isLocalPlayer) {
glm::quat nextOrientation = sTransform.Orientation;
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));