Merge remote-tracking branch 'origin/master' into HEAD

Conflicts:
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/DrawFinalPass.cpp
This commit is contained in:
Teejoon
2016-03-01 12:11:27 +01:00
parent df7ace6626
commit 77eaa45702
60 changed files with 1481 additions and 701 deletions
+49 -44
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@@ -12,55 +12,56 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
if (!boundingBox) {
return;
}
ComponentWrapper& cTransform = entity["Transform"];
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
bool traceCollision = rayLength > diameter;
//hack solution: If prevOrigin is less than -9000 in all dimensions,
//then it means it is not set, i.e. this is the first collision check for the entity.
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = prevPosIt->second;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
if (rayLength > diameter) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
}
break;
}
}
}
@@ -86,10 +87,13 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
everHitTheGround = true;
@@ -99,6 +103,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
@@ -112,5 +117,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false;
}
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
m_PrevPositions[entity] = boxA.Origin();
}
+79 -1
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@@ -51,6 +51,40 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
{
if (!Valid()) {
return EntityWrapper::Invalid;
}
EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid);
this->World->SetParent(clone.ID, parent.ID);
return clone;
}
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
{
std::vector<EntityWrapper> childrenWithComponent;
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
return childrenWithComponent;
}
void EntityWrapper::DeleteChildren()
{
auto itPair = this->World->GetDirectChildren(this->ID);
if (itPair.first == itPair.second) {
return;
}
std::vector<EntityID> entitiesToDelete;
for (auto it = itPair.first; it != itPair.second; it++) {
entitiesToDelete.push_back(it->second);
}
for (auto& e : entitiesToDelete) {
this->World->DeleteEntity(e);
}
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
@@ -90,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
}
}
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
{
return this->operator[](componentName.c_str());
}
bool EntityWrapper::operator==(const EntityWrapper& e) const
{
return (this->ID == e.ID) && (this->World == e.World);
@@ -111,7 +150,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid;
}
auto itPair = this->World->GetChildren(parent);
auto itPair = this->World->GetDirectChildren(parent);
if (itPair.first == itPair.second) {
return EntityWrapper::Invalid;
}
@@ -131,3 +170,42 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent)
{
EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID));
entity.World->SetName(clone.ID, entity.Name());
// Clone components
for (auto& kv : entity.World->GetComponentPools()) {
if (kv.second->KnowsEntity(entity.ID)) {
ComponentWrapper c1 = kv.second->GetByEntity(entity.ID);
ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first);
c1.Copy(c2);
}
}
// Clone children
auto children = entity.World->GetDirectChildren(entity.ID);
for (auto it = children.first; it != children.second; ++it) {
EntityWrapper child(entity.World, it->second);
cloneRecursive(child, clone);
}
return clone;
}
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
{
auto itPair = this->World->GetDirectChildren(entity.ID);
if (itPair.first == itPair.second) {
return;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
EntityWrapper child = EntityWrapper(entity.World, it->second);
if (child.HasComponent(componentType)) {
childrenWithComponent.push_back(child);
}
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
}
}
+2 -2
View File
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
va_end(args);
if (logLevel == LOG_LEVEL_ERROR) {
std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
//std::cerr << file << ":" << line << " " << func << std::endl;
//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
}
+1 -1
View File
@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
m_EntityChildren.insert(std::make_pair(parent, entity));
}
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetChildren(EntityID entity)
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity)
{
return m_EntityChildren.equal_range(entity);
}
+13
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@@ -598,6 +598,19 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
entityImport(m_World);
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
m_CopyTarget = m_CurrentSelection;
}
if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
if (m_OnEntityPaste != nullptr) {
EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
if (copy != EntityWrapper::Invalid) {
SelectEntity(copy);
}
}
}
if (e.KeyCode == GLFW_KEY_DELETE) {
if (m_CurrentSelection.Valid()) {
entityDelete(m_CurrentSelection);
+6
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@@ -28,6 +28,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorGUI->SetEntityDeleteCallback(std::bind(&EditorSystem::OnEntityDelete, this, std::placeholders::_1));
m_EditorGUI->SetEntityChangeParentCallback(std::bind(&EditorSystem::OnEntityChangeParent, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetEntityChangeNameCallback(std::bind(&EditorSystem::OnEntityChangeName, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetEntityPasteCallback(std::bind(&EditorSystem::OnEntityPaste, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetComponentAttachCallback(std::bind(&EditorSystem::OnComponentAttach, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetComponentDeleteCallback(std::bind(&EditorSystem::OnComponentDelete, this, std::placeholders::_1, std::placeholders::_2));
m_EditorGUI->SetWidgetModeCallback(std::bind(&EditorSystem::setWidgetMode, this, std::placeholders::_1));
@@ -160,6 +161,11 @@ void EditorSystem::OnEntityChangeName(EntityWrapper entity, const std::string& n
}
}
EntityWrapper EditorSystem::OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent)
{
return entityToCopy.Clone(parent);
}
void EditorSystem::OnComponentAttach(EntityWrapper entity, const std::string& componentType)
{
if (entity.Valid()) {
+8 -2
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@@ -261,8 +261,14 @@ void Client::parseEntityDeletion(Packet & packet)
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
if (m_World->ValidEntity(localEntity)) {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
if (m_World->HasComponent(localEntity,"Player")) {
Events::PlayerDeath e;
e.Player = EntityWrapper(m_World, localEntity);
m_EventBroker->Publish(e);
} else {
m_World->DeleteEntity(localEntity);
deleteFromServerClientMaps(entityToDelete, localEntity);
}
}
}
}
+3 -3
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@@ -186,7 +186,7 @@ void Server::addInputCommandsToPacket(Packet& packet)
void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
{
auto itPair = m_World->GetChildren(entityID);
auto itPair = m_World->GetDirectChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
// Loop through every child
for (auto it = itPair.first; it != itPair.second; it++) {
@@ -234,7 +234,7 @@ void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
{
auto itPair = m_World->GetChildren(entityID);
auto itPair = m_World->GetDirectChildren(entityID);
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
// Loop through every child
for (auto it = itPair.first; it != itPair.second; it++) {
@@ -601,7 +601,7 @@ void Server::parsePlayerTransform(Packet& packet)
bool Server::shouldSendToClient(EntityWrapper childEntity)
{
auto children = m_World->GetChildren(childEntity.ID);
auto children = m_World->GetDirectChildren(childEntity.ID);
for (auto it = children.first; it != children.second; it++) {
EntityWrapper child(m_World, it->second);
if(child.HasComponent("CapturePoint")) {
+1 -1
View File
@@ -17,7 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
m_CubeMapTextures.push_back(img);
}
GenerateCubeMapTexture();
m_PreviusCubeMapTexture = input;
m_PreviusCubeMapTexture = input;
}
}
+4 -3
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@@ -187,10 +187,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_ONE, GL_ONE);
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
+9 -4
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@@ -16,7 +16,7 @@
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/HealthHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
@@ -48,7 +48,6 @@ Game::Game(int argc, char* argv[])
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
// Create the core event broker
m_EventBroker = new EventBroker();
@@ -98,6 +97,10 @@ Game::Game(int argc, char* argv[])
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
}
} else {
// If network is disabled, pretend we're a server
m_IsClient = true;
m_IsServer = true;
}
// Create Octrees
@@ -120,7 +123,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
@@ -135,7 +138,6 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
@@ -145,6 +147,9 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
@@ -13,6 +13,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
component.Info.Name == "Transform"
|| component.Info.Name == "Physics"
|| component.Info.Name == "AssaultWeapon"
|| component.Info.Name == "DefenderWeapon"
|| component.Info.Name == "Animation"
|| component.Info.Name == "AnimationOffset"
|| entity.Name() == "PlayerName"
+1 -1
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@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer) {
if (!IsServer && LocalPlayer.Valid()) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
+11 -6
View File
@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (isOnGround) {
controller->SetDoubleJumping(false);
}
//If player presses Jump and is not crouching.
if (controller->Jumping() && !controller->Crouching()) {
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["Player"]["JumpSpeed"];
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
//Enter here if player can double jump and is doing so.
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
// If IsServer and network is off this will not work
if (IsClient) {
//put a hexagon at the players feet
@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
m_EventBroker->Publish(e);
}
}
velocity.y = 4.f;
}
if (player.HasComponent("AABB")) {
+23 -12
View File
@@ -1,29 +1,40 @@
#include "Systems/PlayerSpawnSystem.h"
//This should be set by the config anyway.
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
, m_Timer(0.f)
, m_DbgConfigForceRespawn(false)
{
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
}
void PlayerSpawnSystem::Update(double dt)
{
//Increase timer.
m_Timer += dt;
if (m_Timer < m_RespawnTime) {
return;
// If there are no CapturePointGameMode components we will just spawn immediately.
// Should be able to support older maps with this.
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
auto pool = m_World->GetComponents("CapturePointGameMode");
if (pool != nullptr && pool->size() > 0)
{
// Take the first CapturePointGameMode component found.
ComponentWrapper& modeComponent = *pool->begin();
// Increase timer.
double& timer = (double&)modeComponent["RespawnTime"];
timer += dt;
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
if (timer < maxRespawnTime) {
return;
}
// If respawn time has passed, we spawn all players that have requested to be spawned.
timer = 0;
}
//If respawn time has passed, we spawn all players that have requested to be spawned.
m_Timer = 0.f;
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
if (m_SpawnRequests.size() == 0) {
return;
}
+1 -1
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@@ -36,7 +36,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
}
// Find any SpawnPoints existing as children of spawner
auto children = spawner.World->GetChildren(spawner.ID);
auto children = spawner.World->GetDirectChildren(spawner.ID);
std::vector<EntityWrapper> spawnPoints;
for (auto kv = children.first; kv != children.second; ++kv) {
const EntityID& child = kv->second;
@@ -1,13 +1,5 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
{
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
}
void AssaultWeaponBehaviour::Fire()
{
m_TimeSinceLastFire = 0.0;
@@ -36,7 +28,7 @@ void AssaultWeaponBehaviour::Reload()
return;
}
// Don't reload if we're completly out of ammo
// Don't reload if we're completely out of ammo
if (ammo == 0) {
playEmptySound();
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
@@ -56,14 +48,14 @@ void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Reloading) {
m_ReloadTimer -= dt;
// Re-enable glow on reload impersonator half-way through the animation
// Re-enable glow on reload impostor half-way through the animation
if (IsClient) {
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
if (m_FirstPersonReloadImpersonator.Valid()) {
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
if (m_FirstPersonReloadImpostor.Valid()) {
m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true;
}
if (m_ThirdPersonReloadImpersonator.Valid()) {
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
if (m_ThirdPersonReloadImpostor.Valid()) {
m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true;
}
}
}
@@ -96,21 +88,6 @@ void AssaultWeaponBehaviour::Update(double dt)
}
}
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
{
if (e.Entity != m_FirstPersonModel) {
return false;
}
//if (e.Name == "ShootRifle") {
// if (!m_Firing) {
// playIdleAnimation();
// }
//}
return true;
}
bool AssaultWeaponBehaviour::hasAmmo()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
@@ -177,7 +154,6 @@ void AssaultWeaponBehaviour::spawnTracer()
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
@@ -215,6 +191,12 @@ void AssaultWeaponBehaviour::playEmptySound()
void AssaultWeaponBehaviour::viewPunch()
{
// Since we send absolute client orientations to server, running this server side would
// cause aim desync.
if (!IsClient) {
return;
}
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
@@ -323,8 +305,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
if (IsClient) {
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]);
}
firstPersonWeaponModel["Model"]["Visible"] = false;
}
@@ -332,8 +314,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
if (IsClient) {
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]);
}
thirdPersonWeaponModel["Model"]["Visible"] = false;
}
@@ -371,7 +353,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
return false;
}
// Don't let us shoot ourselves in the foot
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
return false;
}
@@ -0,0 +1,188 @@
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
(double&)cWeapon["TimeSinceLastFire"] += dt;
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
{
ComponentWrapper cWeapon = wi.GetComponent();
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);
}
}
void DefenderWeaponBehaviour::OnPrimaryFire(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);
}
}
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = false;
}
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
{
if (e.Command == "SpecialAbility" && IsServer) {
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
if (attachment.Valid()) {
if (e.Value > 0) {
SpawnerSystem::Spawn(attachment, attachment);
} else {
attachment.DeleteChildren();
}
}
}
return false;
}
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["TimeSinceLastFire"] = 0.0;
int numPellets = cWeapon["NumPellets"];
float spreadAngle = cWeapon["SpreadAngle"];
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
// Calculate pellet angles
// HACK: Random for now?
// TODO: Make distribution even for each quadrant
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;
// Tracers
EntityWrapper weaponModelEntity;
if (wi.Player == LocalPlayer) {
weaponModelEntity = wi.FirstPersonEntity;
} else {
weaponModelEntity = wi.ThirdPersonEntity;
}
if (weaponModelEntity.Valid()) {
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
for (auto& angles : pelletAngles) {
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
glm::vec3& orientation = ray["Transform"]["Orientation"];
orientation.x += angles.x;
orientation.y += angles.y;
glm::vec3 trajectory = direction * distance;
dealDamage(wi, direction, pelletDamage);
}
}
}
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
{
// Only deal damage client side
if (!IsClient) {
return;
}
// Only handle shooting for the local player
if (wi.Player != LocalPlayer) {
return;
}
// Make sure the player isn't shooting from the grave
if (!wi.Player.Valid()) {
return;
}
glm::vec3 maxRange = direction * 2.f;
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
if (!camera.Valid()) {
return;
}
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
EntityWrapper victim(m_World, pickData.Entity);
if (!victim.Valid()) {
return;
}
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
return;
}
// Only care about players being hit
if (!victim.HasComponent("Player")) {
victim = victim.FirstParentWithComponent("Player");
}
if (!victim.Valid()) {
return;
}
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
return;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = wi.Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
LOG_DEBUG("Damage: %f", damage);
}
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
{
ComponentWrapper cTransform = camera["Transform"];
ComponentWrapper cCamera = camera["Camera"];
Camera cam(
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
(double)cCamera["FOV"],
(double)cCamera["NearClip"],
(double)cCamera["FarClip"]
);
cam.SetPosition(cTransform["Position"]);
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
return cam;
}
@@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
void WeaponSystem::Update(double dt)
{
// TODO: Clear inactive weapons
}
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
@@ -72,20 +72,64 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
{
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
// Find the weapon attachments matching the slot selected
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if (person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if (person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID);
return;
}
// TODO: Delete old weapons
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
// Create the correct behaviour
if (firstPersonWeapon.Valid()) {
if (firstPersonWeapon.HasComponent("AssaultWeapon") {
}
}
// Primary
if (slot == 1) {
// TODO: if class...
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
}
// Secondary
if (slot == 2) {
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
}
if (nextBehaviour != nullptr) {
// TODO: Destroy previous behaviour and make new
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons[player] = nextBehaviour;
}
}
}
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)