Merge branch 'master' into CoolDeathAnimation

# Conflicts:
#	include/Engine/Rendering/ModelJob.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
2016-01-27 10:31:28 +01:00
44 changed files with 838 additions and 138 deletions
+5
View File
@@ -10,6 +10,8 @@
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/LifetimeSystem.h"
#include "../Engine/Rendering/AnimationSystem.h"
Game::Game(int argc, char* argv[])
@@ -85,10 +87,13 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
+27
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@@ -0,0 +1,27 @@
#include "Systems/LifetimeSystem.h"
void LifetimeSystem::Update(double dt)
{
for (auto& e : m_Deletions) {
m_World->DeleteEntity(e.ID);
}
m_Deletions.clear();
}
void LifetimeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt)
{
if (dt == 0.0) {
return;
}
if (!entity.Valid()) {
return;
}
double& lifetime = cLifetime["Lifetime"];
lifetime -= dt;
if (lifetime <= 0.0) {
m_Deletions.push_back(entity);
}
}
+57
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@@ -0,0 +1,57 @@
#include "Game/Systems/PlayerHUD.h"
PlayerHUD::PlayerHUD(World* world, EventBroker* eventBrokerer)
:System(world, eventBrokerer)
, m_World(world)
, m_EventBroker(eventBrokerer)
{
}
PlayerHUD::~PlayerHUD()
{
}
void PlayerHUD::Update(double dt)
{
auto healthHUDs = m_World->GetComponents("HealthHUD");
if (healthHUDs == nullptr) {
return;
}
for (auto& healthHUDComponent : *healthHUDs) {
EntityWrapper entity = EntityWrapper(m_World, healthHUDComponent.EntityID);
EntityWrapper entityIDParent = entity;
while (entityIDParent.Parent().Valid()) {
entityIDParent = entityIDParent.Parent();
if (entityIDParent.HasComponent("Health")) {
break;
}
}
if (entityIDParent.HasComponent("Health")) {
if (entity.HasComponent("Text")) {
std::string s = "";
s = s + std::to_string((int)(double)entityIDParent["Health"]["Health"]);
s = s + "/";
s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 1.f);
entity["Text"]["Content"] = s;
}
if(entity.HasComponent("Fill")) {
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 0.f);
(double&)entity["Fill"]["Percentage"] = healthPercentage;
}
}
}
}
+4 -4
View File
@@ -102,10 +102,10 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
}
// TODO: Set the player name to whatever
//EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
//if (playerName.Valid()) {
// playerName["Text"]["Content"] = ???;
//}
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
if (playerName.Valid()) {
playerName["Text"]["Content"] = e.PlayerName;
}
return true;
}
+2 -1
View File
@@ -50,7 +50,8 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
// Set its position and orientation to that of the SpawnPoint
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
// TODO: Quaternions, bitch
//spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
return spawnedEntity;
}
+51 -7
View File
@@ -25,24 +25,68 @@ bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
{
// Only shoot if the player is alive
if (!m_LocalPlayer.Valid()) {
return false;
}
if (e.Command == "PrimaryFire" && e.Value > 0) {
Events::Shoot eShoot;
eShoot.Player = m_LocalPlayer;
if (e.PlayerID == -1) {
eShoot.Player = m_LocalPlayer;
} else {
eShoot.Player = e.Player;
}
m_EventBroker->Publish(eShoot);
}
return true;
}
bool WeaponSystem::OnShoot(const Events::Shoot& eShoot)
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
{
if (!eShoot.Player.Valid()) {
return false;
}
// TODO: Weapon firing effects here
auto rayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
auto rayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
EntityWrapper weapon = eShoot.Player.FirstChildByName("WeaponMuzzle");
if (weapon.Valid()) {
EntityWrapper ray;
if ((ComponentInfo::EnumType)eShoot.Player["Team"]["Team"] == eShoot.Player["Team"]["Team"].Enum("Red")) {
EntityFileParser parser(rayRed);
EntityID rayID = parser.MergeEntities(m_World);
ray = EntityWrapper(m_World, rayID);
} else {
EntityFileParser parser(rayBlue);
EntityID rayID = parser.MergeEntities(m_World);
ray = EntityWrapper(m_World, rayID);
}
glm::mat4 transformation = Transform::AbsoluteTransformation(weapon);
glm::vec3 scale;
glm::vec3 translation;
glm::quat orientation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(transformation, scale, orientation, translation, skew, perspective);
// Matrix to euler angles
glm::vec3 euler;
euler.y = glm::asin(-transformation[0][2]);
if (cos(euler.y) != 0) {
euler.x = atan2(transformation[1][2], transformation[2][2]);
euler.z = atan2(transformation[0][1], transformation[0][0]);
} else {
euler.x = atan2(-transformation[2][0], transformation[1][1]);
euler.z = 0;
}
//LOG_DEBUG("rotation: %f %f %f", euler.x, euler.y, euler.z);
(glm::vec3&)ray["Transform"]["Position"] = translation;
(glm::vec3&)ray["Transform"]["Orientation"] = euler;
//(glm::vec3&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
}
// Only run further picking code client-side!
if (eShoot.Player != m_LocalPlayer) {
return false;