Merge remote-tracking branch 'origin/master' into HEAD
Conflicts: src/Engine/Rendering/CubeMapPass.cpp src/Engine/Rendering/DrawFinalPass.cpp
This commit is contained in:
@@ -12,55 +12,56 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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if (!boundingBox) {
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return;
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}
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ComponentWrapper& cTransform = entity["Transform"];
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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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 = (glm::vec3)cPhysics["PrevOrigin"];
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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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bool traceCollision = rayLength > diameter;
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//hack solution: If prevOrigin is less than -9000 in all dimensions,
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//then it means it is not set, i.e. this is the first collision check for the entity.
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if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
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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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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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@@ -86,10 +87,13 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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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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(glm::vec3&)cTransform["Position"] += 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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@@ -99,6 +103,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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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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@@ -112,5 +117,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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(bool)cPhysics["IsOnGround"] = false;
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}
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(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
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m_PrevPositions[entity] = boxA.Origin();
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}
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@@ -51,6 +51,40 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
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return EntityWrapper::Invalid;
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}
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EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
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{
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if (!Valid()) {
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return EntityWrapper::Invalid;
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}
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EntityWrapper clone = cloneRecursive(*this, EntityWrapper::Invalid);
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this->World->SetParent(clone.ID, parent.ID);
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return clone;
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}
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std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
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{
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std::vector<EntityWrapper> childrenWithComponent;
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childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
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return childrenWithComponent;
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}
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void EntityWrapper::DeleteChildren()
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{
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auto itPair = this->World->GetDirectChildren(this->ID);
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if (itPair.first == itPair.second) {
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return;
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}
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std::vector<EntityID> entitiesToDelete;
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for (auto it = itPair.first; it != itPair.second; it++) {
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entitiesToDelete.push_back(it->second);
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}
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for (auto& e : entitiesToDelete) {
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this->World->DeleteEntity(e);
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}
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}
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bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
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{
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EntityWrapper entity = *this;
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@@ -90,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
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}
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}
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ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
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{
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return this->operator[](componentName.c_str());
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}
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bool EntityWrapper::operator==(const EntityWrapper& e) const
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{
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return (this->ID == e.ID) && (this->World == e.World);
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@@ -111,7 +150,7 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
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return EntityWrapper::Invalid;
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}
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auto itPair = this->World->GetChildren(parent);
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auto itPair = this->World->GetDirectChildren(parent);
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if (itPair.first == itPair.second) {
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return EntityWrapper::Invalid;
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}
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@@ -131,3 +170,42 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
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return EntityWrapper::Invalid;
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}
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EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper parent)
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{
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EntityWrapper clone = EntityWrapper(entity.World, entity.World->CreateEntity(parent.ID));
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entity.World->SetName(clone.ID, entity.Name());
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// Clone components
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for (auto& kv : entity.World->GetComponentPools()) {
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if (kv.second->KnowsEntity(entity.ID)) {
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ComponentWrapper c1 = kv.second->GetByEntity(entity.ID);
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ComponentWrapper c2 = entity.World->AttachComponent(clone.ID, kv.first);
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c1.Copy(c2);
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}
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}
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// Clone children
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auto children = entity.World->GetDirectChildren(entity.ID);
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for (auto it = children.first; it != children.second; ++it) {
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EntityWrapper child(entity.World, it->second);
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cloneRecursive(child, clone);
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}
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return clone;
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}
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void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
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{
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auto itPair = this->World->GetDirectChildren(entity.ID);
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if (itPair.first == itPair.second) {
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return;
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}
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for (auto it = itPair.first; it != itPair.second; ++it) {
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EntityWrapper child = EntityWrapper(entity.World, it->second);
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if (child.HasComponent(componentType)) {
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childrenWithComponent.push_back(child);
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}
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childrenWithComponentRecursive(componentType, child, childrenWithComponent);
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}
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}
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@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
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va_end(args);
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if (logLevel == LOG_LEVEL_ERROR) {
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std::cerr << file << ":" << line << " " << func << std::endl;
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std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
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//std::cerr << file << ":" << line << " " << func << std::endl;
|
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//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
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} else {
|
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std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
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}
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@@ -127,7 +127,7 @@ void World::SetParent(EntityID entity, EntityID parent)
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m_EntityChildren.insert(std::make_pair(parent, entity));
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}
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetChildren(EntityID entity)
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> World::GetDirectChildren(EntityID entity)
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{
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return m_EntityChildren.equal_range(entity);
|
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}
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|
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@@ -598,6 +598,19 @@ bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
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entityImport(m_World);
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}
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|
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if (e.ModCtrl && e.KeyCode == GLFW_KEY_C) {
|
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m_CopyTarget = m_CurrentSelection;
|
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}
|
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|
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if (e.ModCtrl && e.KeyCode == GLFW_KEY_V) {
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if (m_OnEntityPaste != nullptr) {
|
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EntityWrapper copy = m_OnEntityPaste(m_CopyTarget, m_CurrentSelection);
|
||||
if (copy != EntityWrapper::Invalid) {
|
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SelectEntity(copy);
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
if (e.KeyCode == GLFW_KEY_DELETE) {
|
||||
if (m_CurrentSelection.Valid()) {
|
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entityDelete(m_CurrentSelection);
|
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|
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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));
|
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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()) {
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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")) {
|
||||
|
||||
@@ -17,7 +17,7 @@ void CubeMapPass::LoadTextures(std::string input)
|
||||
m_CubeMapTextures.push_back(img);
|
||||
}
|
||||
GenerateCubeMapTexture();
|
||||
m_PreviusCubeMapTexture = input;
|
||||
m_PreviusCubeMapTexture = input;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
@@ -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"
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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")) {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
+17
-35
@@ -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;
|
||||
}
|
||||
+50
-6
@@ -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)
|
||||
Reference in New Issue
Block a user