Merge remote-tracking branch 'origin/master' into TextRendering
This commit is contained in:
@@ -14,6 +14,7 @@ struct ComponentInfo
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struct Field_t
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struct Field_t
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{
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{
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std::string Name;
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std::string Type;
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std::string Type;
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unsigned int Offset;
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unsigned int Offset;
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unsigned int Stride;
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unsigned int Stride;
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@@ -21,7 +22,7 @@ struct ComponentInfo
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std::string Name;
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std::string Name;
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std::unordered_map<std::string, Field_t> Fields;
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std::unordered_map<std::string, Field_t> Fields;
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std::vector<const Field_t*> FieldsInOrder;
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std::vector<std::string> FieldsInOrder;
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Meta_t Meta;
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Meta_t Meta;
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std::shared_ptr<char> Defaults = nullptr;
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std::shared_ptr<char> Defaults = nullptr;
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};
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};
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@@ -4,59 +4,14 @@
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#include "../GLM.h"
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#include "../GLM.h"
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#include "World.h"
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#include "World.h"
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static class Transform
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namespace Transform
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{
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{
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public:
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static glm::vec3 AbsolutePosition(World* world, EntityID entity)
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{
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glm::vec3 position;
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while (entity != EntityID_Invalid) {
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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EntityID parent = world->GetParent(entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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entity = parent;
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}
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return position;
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}
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};
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static glm::quat AbsoluteOrientation(World* world, EntityID entity)
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{
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glm::quat orientation;
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while (entity != EntityID_Invalid) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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entity = world->GetParent(entity);
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}
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return orientation;
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};
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static glm::vec3 AbsoluteScale(World* world, EntityID entity)
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{
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glm::vec3 scale(1.f);
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while (entity != EntityID_Invalid) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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scale *= (glm::vec3)transform["Scale"];
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entity = world->GetParent(entity);
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}
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return scale;
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};
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static glm::mat4 ModelMatrix(EntityID entity, World* world)
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{
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glm::vec3 position = Transform::AbsolutePosition(world, entity);
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glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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return modelMatrix;
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}
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};
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#endif
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#endif
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@@ -23,7 +23,6 @@ public:
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~Client();
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~Client();
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void Start(World* world, EventBroker* eventBroker) override;
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void Start(World* world, EventBroker* eventBroker) override;
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void Update() override;
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void Update() override;
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void Close();
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private:
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private:
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// Assio UDP logic
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// Assio UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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@@ -32,7 +31,7 @@ private:
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// Sending message to server logic
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// Sending message to server logic
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int bytesRead = -1;
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int bytesRead = -1;
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char readBuf[1024] = { 0 };
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char readBuf[INPUTSIZE] = { 0 };
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int snapshotInterval = 33;
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int snapshotInterval = 33;
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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@@ -49,7 +48,6 @@ private:
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// Network logic
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// Network logic
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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SnapshotDefinitions m_NextSnapshot;
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SnapshotDefinitions m_NextSnapshot;
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bool m_ThreadIsRunning = true;
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double m_DurationOfPingTime;
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double m_DurationOfPingTime;
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std::clock_t m_StartPingTime;
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std::clock_t m_StartPingTime;
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// Use to check if we should send disconnect message
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// Use to check if we should send disconnect message
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@@ -59,7 +57,7 @@ private:
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// Private member functions
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// Private member functions
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void readFromServer();
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void readFromServer();
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void sendSnapshotToServer();
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void sendSnapshotToServer();
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int receive(char* data, size_t length);
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int receive(char* data, size_t length);
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void send(Packet& packet);
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void send(Packet& packet);
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void connect();
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void connect();
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void disconnect();
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void disconnect();
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@@ -67,6 +65,7 @@ private:
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void moveMessageHead(char*& data, size_t& length, size_t stepSize);
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void moveMessageHead(char*& data, size_t& length, size_t stepSize);
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void parseMessageType(Packet& packet);
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void parseMessageType(Packet& packet);
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void parseEventMessage(Packet& packet);
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void parseEventMessage(Packet& packet);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
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void parseConnect(Packet& packet);
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void parseConnect(Packet& packet);
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void parsePing();
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void parsePing();
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void parseServerPing();
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void parseServerPing();
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@@ -6,7 +6,7 @@
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#include "Network/Packet.h"
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#include "Network/Packet.h"
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#define MAXCONNECTIONS 8
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#define MAXCONNECTIONS 8
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#define INPUTSIZE 128
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#define INPUTSIZE 4097
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class Network
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class Network
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{
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{
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@@ -14,15 +14,17 @@ public:
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Packet(MessageType type, unsigned int& packetID);
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Packet(MessageType type, unsigned int& packetID);
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// Used to create packet from already existing data buffer.
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// Used to create packet from already existing data buffer.
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Packet(char* data, const int sizeOfPacket);
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Packet(char* data, const int sizeOfPacket);
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~Packet();
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~Packet();
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void Init(MessageType type, unsigned int& packetID);
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// Add primitive types like int, float, char...
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// Add primitive types like int, float, char...
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template<typename T>
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template<typename T>
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void WritePrimitive(T val)
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void WritePrimitive(T val)
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{
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{
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// Check if we are trying to add more than the package can fit.
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// Check if we are trying to add more than the package can fit.
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if (m_MaxPacketSize < m_Offset + sizeof(T)) {
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if (m_MaxPacketSize < m_Offset + sizeof(T)) {
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LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for!");
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LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
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resizeData();
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}
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}
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memcpy(m_Data + m_Offset, &val, sizeof(T));
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memcpy(m_Data + m_Offset, &val, sizeof(T));
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m_Offset += sizeof(T);
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m_Offset += sizeof(T);
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@@ -41,7 +43,7 @@ public:
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return returnValue;
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return returnValue;
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}
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}
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// Add a string to the message
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// Add a string to the message
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void WriteString(std::string str);
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void WriteString(const std::string& str);
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// Add data to the message
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// Add data to the message
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void WriteData(char* data, int sizeOfData);
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void WriteData(char* data, int sizeOfData);
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// Pops the first element as if it was a string.
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// Pops the first element as if it was a string.
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@@ -50,12 +52,15 @@ public:
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int Size() { return m_Offset; };
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int Size() { return m_Offset; };
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char* Data() { return m_Data; };
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char* Data() { return m_Data; };
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unsigned int DataReadSize() { return m_ReturnDataOffset; }
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unsigned int MaxSize() { return m_MaxPacketSize; }
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private:
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private:
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char* m_Data;
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char* m_Data;
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unsigned int m_ReturnDataOffset = 0;
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unsigned int m_ReturnDataOffset = 0;
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int m_Offset = 0;
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int m_Offset = 0;
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unsigned int m_MaxPacketSize = 128;
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unsigned int m_MaxPacketSize = 512;
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void resizeData();
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};
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};
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#endif
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#endif
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@@ -20,8 +20,6 @@ public:
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~Server();
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~Server();
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void Start(World* m_world, EventBroker *eventBroker) override;
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void Start(World* m_world, EventBroker *eventBroker) override;
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void Update() override;
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void Update() override;
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void Close();
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private:
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private:
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// UDP logic
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// UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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@@ -30,7 +28,7 @@ private:
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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// Sending messages to client logic
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// Sending messages to client logic
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char readBuffer[1024] = { 0 };
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char readBuffer[INPUTSIZE] = { 0 };
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int bytesRead = 0;
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int bytesRead = 0;
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// time for previouse message
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// time for previouse message
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousePingMessage = std::clock();
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@@ -55,9 +53,6 @@ private:
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unsigned int m_PacketID;
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unsigned int m_PacketID;
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unsigned int m_PreviousPacketID;
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unsigned int m_PreviousPacketID;
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unsigned int m_SendPacketID;
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unsigned int m_SendPacketID;
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// Close logic
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bool m_ThreadIsRunning = true;
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// Private member functions
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// Private member functions
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int receive(char* data, size_t length);
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int receive(char* data, size_t length);
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@@ -14,22 +14,24 @@
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#include "ModelJob.h"
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#include "ModelJob.h"
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#include "Renderer.h"
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#include "Renderer.h"
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#include "../Core/Transform.h"
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#include "../Core/Transform.h"
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#include "DebugCameraInputController.h"
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class RenderSystem : public ImpureSystem
|
class RenderSystem : public ImpureSystem
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{
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{
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public:
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public:
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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|
~RenderSystem();
|
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|
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virtual void Update(World* world, double dt) override;
|
virtual void Update(World* world, double dt) override;
|
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|
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private:
|
private:
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World* m_World = nullptr;
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World* m_World = nullptr;
|
||||||
const IRenderer* m_Renderer = nullptr;
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const IRenderer* m_Renderer;
|
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|
|
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RenderFrame* m_RenderFrame;
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RenderFrame* m_RenderFrame;
|
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bool m_SwitchCamera = false;
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bool m_SwitchCamera = false;
|
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Camera* m_Camera = nullptr;
|
Camera* m_Camera;
|
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Camera* m_DefaultCamera = nullptr;
|
DebugCameraInputController<RenderSystem>* m_DebugCameraInputController;
|
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|
|
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std::list<ComponentWrapper> m_CameraComponents;
|
std::list<ComponentWrapper> m_CameraComponents;
|
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|
|
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@@ -41,8 +43,6 @@ private:
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|
|
||||||
void updateCamera(World* world, double dt);
|
void updateCamera(World* world, double dt);
|
||||||
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
|
||||||
glm::mat4 m_ViewMatrix;
|
|
||||||
glm::mat4 m_ProjectionMatrix;
|
|
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|
|
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
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void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
|
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+178
-178
@@ -8,196 +8,196 @@
|
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namespace Collision
|
namespace Collision
|
||||||
{
|
{
|
||||||
|
|
||||||
//note: this one hasnt been delta adjusted like RayVsAABB has
|
//note: this one hasnt been delta adjusted like RayVsAABB has
|
||||||
bool RayAABBIntr(const Ray& ray, const AABB& box)
|
bool RayAABBIntr(const Ray& ray, const AABB& box)
|
||||||
{
|
{
|
||||||
glm::vec3 w = 75.0f * ray.Direction();
|
glm::vec3 w = 75.0f * ray.Direction();
|
||||||
glm::vec3 v = glm::abs(w);
|
glm::vec3 v = glm::abs(w);
|
||||||
glm::vec3 c = ray.Origin() - box.Center() + w;
|
glm::vec3 c = ray.Origin() - box.Center() + w;
|
||||||
glm::vec3 half = box.HalfSize();
|
glm::vec3 half = box.HalfSize();
|
||||||
|
|
||||||
if (abs(c.x) > v.x + half.x) {
|
if (abs(c.x) > v.x + half.x) {
|
||||||
return false;
|
return false;
|
||||||
}
|
|
||||||
if (abs(c.y) > v.y + half.y) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (abs(c.z) > v.z + half.z) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
|
|
||||||
}
|
}
|
||||||
|
if (abs(c.y) > v.y + half.y) {
|
||||||
bool RayVsAABB(const Ray& ray, const AABB& box)
|
return false;
|
||||||
{
|
|
||||||
float dummy;
|
|
||||||
return RayVsAABB(ray, box, dummy);
|
|
||||||
}
|
}
|
||||||
|
if (abs(c.z) > v.z + half.z) {
|
||||||
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
|
|
||||||
{
|
|
||||||
glm::vec3 invdir = 1.0f / ray.Direction();
|
|
||||||
glm::vec3 origin = ray.Origin();
|
|
||||||
|
|
||||||
float t1 = (box.MinCorner().x - origin.x)*invdir.x;
|
|
||||||
float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
|
|
||||||
float t3 = (box.MinCorner().y - origin.y)*invdir.y;
|
|
||||||
float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
|
|
||||||
float t5 = (box.MinCorner().z - origin.z)*invdir.z;
|
|
||||||
float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
|
|
||||||
|
|
||||||
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
|
|
||||||
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
|
|
||||||
|
|
||||||
//if (tmax < 0 || tmin > tmax)
|
|
||||||
//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
|
|
||||||
//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
|
|
||||||
if (tmax < 0 || tmin>(tmax + 0.0001f))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
outDistance = (tmin > 0) ? tmin : tmax;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AABBVsAABB(const AABB& a, const AABB& b)
|
|
||||||
{
|
|
||||||
const glm::vec3& aCenter = a.Center();
|
|
||||||
const glm::vec3& bCenter = b.Center();
|
|
||||||
const glm::vec3& aHSize = a.HalfSize();
|
|
||||||
const glm::vec3& bHSize = b.HalfSize();
|
|
||||||
//Test will probably exit because of the X and Z axes more often, so test them first.
|
|
||||||
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
|
|
||||||
{
|
|
||||||
minimumTranslation = glm::vec3(0, 0, 0);
|
|
||||||
const glm::vec3& aMax = a.MaxCorner();
|
|
||||||
const glm::vec3& bMax = b.MaxCorner();
|
|
||||||
const glm::vec3& aMin = a.MinCorner();
|
|
||||||
const glm::vec3& bMin = b.MinCorner();
|
|
||||||
const glm::vec3& bSize = b.Size();
|
|
||||||
const glm::vec3& aSize = a.Size();
|
|
||||||
float minOffset = INFINITY;
|
|
||||||
float off;
|
|
||||||
auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
|
|
||||||
for (int i = 0; i < 3; ++i) {
|
|
||||||
off = bMax[i] - aMin[i];
|
|
||||||
if (off > 0 && off < bSize[i] + aSize[i]) {
|
|
||||||
if (off < minOffset) {
|
|
||||||
minimumTranslation = glm::vec3();
|
|
||||||
minimumTranslation[i] = minOffset = off;
|
|
||||||
}
|
|
||||||
axisesIntersecting[i] = true;
|
|
||||||
}
|
|
||||||
off = aMax[i] - bMin[i];
|
|
||||||
if (off > 0 && off < bSize[i] + aSize[i]) {
|
|
||||||
if (off < minOffset) {
|
|
||||||
minOffset = off;
|
|
||||||
minimumTranslation = glm::vec3();
|
|
||||||
minimumTranslation[i] = -off;
|
|
||||||
}
|
|
||||||
axisesIntersecting[i] = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return glm::all(axisesIntersecting);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool RayVsModel(const Ray& ray,
|
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
|
|
||||||
const std::vector<unsigned int>& modelIndices)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
|
||||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
|
||||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
|
||||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
|
||||||
glm::vec3 m = ray.Origin() - v0;
|
|
||||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
|
||||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
|
||||||
float DetInv = glm::dot(e1, DxE2);
|
|
||||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
DetInv = 1.0f / DetInv;
|
|
||||||
float u = glm::dot(m, DxE2) * DetInv;
|
|
||||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
|
||||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
|
||||||
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
|
||||||
if (0 <= glm::dot(e2, MxE1) * DetInv) {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RayVsModel(const Ray& ray,
|
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
|
return false;
|
||||||
const std::vector<unsigned int>& modelIndices,
|
}
|
||||||
float& outDistance,
|
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
|
||||||
float& outUCoord,
|
return false;
|
||||||
float& outVCoord)
|
}
|
||||||
{
|
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
|
||||||
outDistance = INFINITY;
|
}
|
||||||
bool hit = false;
|
|
||||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
|
||||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
|
||||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
|
||||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
|
||||||
glm::vec3 m = ray.Origin() - v0;
|
|
||||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
|
||||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
|
||||||
float DetInv = glm::dot(e1, DxE2);
|
|
||||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
DetInv = 1.0f / DetInv;
|
|
||||||
float dist = glm::dot(e2, MxE1) * DetInv;
|
|
||||||
if (dist >= outDistance) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
float u = glm::dot(m, DxE2) * DetInv;
|
|
||||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
|
||||||
|
|
||||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
bool RayVsAABB(const Ray& ray, const AABB& box)
|
||||||
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
{
|
||||||
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
|
float dummy;
|
||||||
outDistance = dist;
|
return RayVsAABB(ray, box, dummy);
|
||||||
outUCoord = u;
|
}
|
||||||
outVCoord = v;
|
|
||||||
hit = true;
|
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
|
||||||
|
{
|
||||||
|
glm::vec3 invdir = 1.0f / ray.Direction();
|
||||||
|
glm::vec3 origin = ray.Origin();
|
||||||
|
|
||||||
|
float t1 = (box.MinCorner().x - origin.x)*invdir.x;
|
||||||
|
float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
|
||||||
|
float t3 = (box.MinCorner().y - origin.y)*invdir.y;
|
||||||
|
float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
|
||||||
|
float t5 = (box.MinCorner().z - origin.z)*invdir.z;
|
||||||
|
float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
|
||||||
|
|
||||||
|
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
|
||||||
|
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
|
||||||
|
|
||||||
|
//if (tmax < 0 || tmin > tmax)
|
||||||
|
//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
|
||||||
|
//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
|
||||||
|
if (tmax < 0 || tmin>(tmax + 0.0001f))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
outDistance = (tmin > 0) ? tmin : tmax;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AABBVsAABB(const AABB& a, const AABB& b)
|
||||||
|
{
|
||||||
|
const glm::vec3& aCenter = a.Center();
|
||||||
|
const glm::vec3& bCenter = b.Center();
|
||||||
|
const glm::vec3& aHSize = a.HalfSize();
|
||||||
|
const glm::vec3& bHSize = b.HalfSize();
|
||||||
|
//Test will probably exit because of the X and Z axes more often, so test them first.
|
||||||
|
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
|
||||||
|
{
|
||||||
|
minimumTranslation = glm::vec3(0, 0, 0);
|
||||||
|
const glm::vec3& aMax = a.MaxCorner();
|
||||||
|
const glm::vec3& bMax = b.MaxCorner();
|
||||||
|
const glm::vec3& aMin = a.MinCorner();
|
||||||
|
const glm::vec3& bMin = b.MinCorner();
|
||||||
|
const glm::vec3& bSize = b.Size();
|
||||||
|
const glm::vec3& aSize = a.Size();
|
||||||
|
float minOffset = INFINITY;
|
||||||
|
float off;
|
||||||
|
auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
|
||||||
|
for (int i = 0; i < 3; ++i) {
|
||||||
|
off = bMax[i] - aMin[i];
|
||||||
|
if (off > 0 && off < bSize[i] + aSize[i]) {
|
||||||
|
if (off < minOffset) {
|
||||||
|
minimumTranslation = glm::vec3();
|
||||||
|
minimumTranslation[i] = minOffset = off;
|
||||||
}
|
}
|
||||||
|
axisesIntersecting[i] = true;
|
||||||
|
}
|
||||||
|
off = aMax[i] - bMin[i];
|
||||||
|
if (off > 0 && off < bSize[i] + aSize[i]) {
|
||||||
|
if (off < minOffset) {
|
||||||
|
minOffset = off;
|
||||||
|
minimumTranslation = glm::vec3();
|
||||||
|
minimumTranslation[i] = -off;
|
||||||
|
}
|
||||||
|
axisesIntersecting[i] = true;
|
||||||
}
|
}
|
||||||
return hit;
|
|
||||||
}
|
}
|
||||||
|
return glm::all(axisesIntersecting);
|
||||||
|
}
|
||||||
|
|
||||||
bool RayVsModel(const Ray& ray,
|
bool RayVsModel(const Ray& ray,
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
|
const std::vector<RawModel::Vertex>& modelVertices,
|
||||||
const std::vector<unsigned int>& modelIndices,
|
const std::vector<unsigned int>& modelIndices)
|
||||||
glm::vec3& outHitPosition)
|
{
|
||||||
{
|
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||||
float u;
|
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||||
float v;
|
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||||
float dist;
|
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||||
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
|
glm::vec3 m = ray.Origin() - v0;
|
||||||
outHitPosition = ray.Origin() + dist * ray.Direction();
|
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||||
return hit;
|
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
||||||
|
float DetInv = glm::dot(e1, DxE2);
|
||||||
|
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
DetInv = 1.0f / DetInv;
|
||||||
|
float u = glm::dot(m, DxE2) * DetInv;
|
||||||
|
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||||
|
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||||
|
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
||||||
|
if (0 <= glm::dot(e2, MxE1) * DetInv) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RayVsModel(const Ray& ray,
|
||||||
|
const std::vector<RawModel::Vertex>& modelVertices,
|
||||||
|
const std::vector<unsigned int>& modelIndices,
|
||||||
|
float& outDistance,
|
||||||
|
float& outUCoord,
|
||||||
|
float& outVCoord)
|
||||||
|
{
|
||||||
|
outDistance = INFINITY;
|
||||||
|
bool hit = false;
|
||||||
|
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||||
|
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||||
|
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||||
|
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||||
|
glm::vec3 m = ray.Origin() - v0;
|
||||||
|
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||||
|
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
||||||
|
float DetInv = glm::dot(e1, DxE2);
|
||||||
|
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
DetInv = 1.0f / DetInv;
|
||||||
|
float dist = glm::dot(e2, MxE1) * DetInv;
|
||||||
|
if (dist >= outDistance) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
float u = glm::dot(m, DxE2) * DetInv;
|
||||||
|
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||||
|
|
||||||
|
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||||
|
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
||||||
|
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
|
||||||
|
outDistance = dist;
|
||||||
|
outUCoord = u;
|
||||||
|
outVCoord = v;
|
||||||
|
hit = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return hit;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RayVsModel(const Ray& ray,
|
||||||
|
const std::vector<RawModel::Vertex>& modelVertices,
|
||||||
|
const std::vector<unsigned int>& modelIndices,
|
||||||
|
glm::vec3& outHitPosition)
|
||||||
|
{
|
||||||
|
float u;
|
||||||
|
float v;
|
||||||
|
float dist;
|
||||||
|
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
|
||||||
|
outHitPosition = ray.Origin() + dist * ray.Direction();
|
||||||
|
return hit;
|
||||||
|
}
|
||||||
|
|
||||||
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
|
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -144,10 +144,11 @@ void EntityFilePreprocessor::parseComponentInfo()
|
|||||||
}
|
}
|
||||||
|
|
||||||
auto& field = compInfo.Fields[name];
|
auto& field = compInfo.Fields[name];
|
||||||
|
field.Name = name;
|
||||||
field.Type = type;
|
field.Type = type;
|
||||||
field.Offset = fieldOffset;
|
field.Offset = fieldOffset;
|
||||||
field.Stride = stride;
|
field.Stride = stride;
|
||||||
compInfo.FieldsInOrder.push_back(&field);
|
compInfo.FieldsInOrder.push_back(name);
|
||||||
|
|
||||||
fieldOffset += stride;
|
fieldOffset += stride;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,52 @@
|
|||||||
|
#include "Core/Transform.h"
|
||||||
|
|
||||||
|
glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
|
||||||
|
{
|
||||||
|
glm::vec3 position;
|
||||||
|
|
||||||
|
while (entity != EntityID_Invalid) {
|
||||||
|
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||||
|
EntityID parent = world->GetParent(entity);
|
||||||
|
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
|
||||||
|
entity = parent;
|
||||||
|
}
|
||||||
|
|
||||||
|
return position;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity)
|
||||||
|
{
|
||||||
|
glm::quat orientation;
|
||||||
|
|
||||||
|
while (entity != EntityID_Invalid) {
|
||||||
|
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||||
|
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
|
||||||
|
entity = world->GetParent(entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
return orientation;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
|
||||||
|
{
|
||||||
|
glm::vec3 scale(1.f);
|
||||||
|
|
||||||
|
while (entity != EntityID_Invalid) {
|
||||||
|
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||||
|
scale *= (glm::vec3)transform["Scale"];
|
||||||
|
entity = world->GetParent(entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
return scale;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
|
||||||
|
{
|
||||||
|
glm::vec3 position = Transform::AbsolutePosition(world, entity);
|
||||||
|
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
|
||||||
|
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
|
||||||
|
|
||||||
|
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||||
|
return modelMatrix;
|
||||||
|
}
|
||||||
|
|
||||||
@@ -124,6 +124,9 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
|||||||
if (m_Selection == 0) {
|
if (m_Selection == 0) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
if (m_Camera == nullptr) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
||||||
glm::vec3 widgetOrientation = widgetTransform["Orientation"];
|
glm::vec3 widgetOrientation = widgetTransform["Orientation"];
|
||||||
|
|||||||
@@ -62,7 +62,7 @@ void InputProxy::Process()
|
|||||||
e.Command = command;
|
e.Command = command;
|
||||||
e.Value = currentValue;
|
e.Value = currentValue;
|
||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||||
m_LastCommandValues[command] = currentValue;
|
m_LastCommandValues[command] = currentValue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -78,7 +78,7 @@ void InputProxy::Process()
|
|||||||
}
|
}
|
||||||
//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
|
//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
|
||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||||
}
|
}
|
||||||
m_CommandQueue.clear();
|
m_CommandQueue.clear();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,7 +17,6 @@ Client::Client(ConfigFile* config) : m_Socket(m_IOService)
|
|||||||
|
|
||||||
Client::~Client()
|
Client::~Client()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Client::Start(World* world, EventBroker* eventBroker)
|
void Client::Start(World* world, EventBroker* eventBroker)
|
||||||
@@ -27,14 +26,8 @@ void Client::Start(World* world, EventBroker* eventBroker)
|
|||||||
m_World = world;
|
m_World = world;
|
||||||
|
|
||||||
// Subscribe to events
|
// Subscribe to events
|
||||||
m_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1));
|
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
|
||||||
m_EventBroker->Subscribe(m_EInputCommand);
|
|
||||||
|
|
||||||
|
|
||||||
//while (m_PlayerName.size() > 7) {
|
|
||||||
// LOG_INFO("Please enter your name (No longer than 7 characters):");
|
|
||||||
// std::cin >> m_PlayerName;
|
|
||||||
//}
|
|
||||||
m_Socket.connect(m_ReceiverEndpoint);
|
m_Socket.connect(m_ReceiverEndpoint);
|
||||||
LOG_INFO("I am client. BIP BOP");
|
LOG_INFO("I am client. BIP BOP");
|
||||||
}
|
}
|
||||||
@@ -44,18 +37,9 @@ void Client::Update()
|
|||||||
readFromServer();
|
readFromServer();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Client::Close()
|
|
||||||
{
|
|
||||||
if (m_WasStarted) {
|
|
||||||
disconnect();
|
|
||||||
m_ThreadIsRunning = false;
|
|
||||||
m_EventBroker->Unsubscribe(m_EInputCommand);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Client::readFromServer()
|
void Client::readFromServer()
|
||||||
{
|
{
|
||||||
if (m_Socket.available()) {
|
while (m_Socket.available()) {
|
||||||
bytesRead = receive(readBuf, INPUTSIZE);
|
bytesRead = receive(readBuf, INPUTSIZE);
|
||||||
if (bytesRead > 0) {
|
if (bytesRead > 0) {
|
||||||
Packet packet(readBuf, bytesRead);
|
Packet packet(readBuf, bytesRead);
|
||||||
@@ -65,7 +49,7 @@ void Client::readFromServer()
|
|||||||
std::clock_t currentTime = std::clock();
|
std::clock_t currentTime = std::clock();
|
||||||
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
|
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
|
||||||
if (isConnected()) {
|
if (isConnected()) {
|
||||||
sendSnapshotToServer();
|
//sendSnapshotToServer();
|
||||||
}
|
}
|
||||||
previousSnapshotMessage = currentTime;
|
previousSnapshotMessage = currentTime;
|
||||||
}
|
}
|
||||||
@@ -73,13 +57,12 @@ void Client::readFromServer()
|
|||||||
|
|
||||||
void Client::sendSnapshotToServer()
|
void Client::sendSnapshotToServer()
|
||||||
{
|
{
|
||||||
// Reset previouse key state in snapshot.
|
// Reset previous key state in snapshot.
|
||||||
m_NextSnapshot.InputForward = "";
|
m_NextSnapshot.InputForward = "";
|
||||||
m_NextSnapshot.InputRight = "";
|
m_NextSnapshot.InputRight = "";
|
||||||
|
|
||||||
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
|
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
|
||||||
|
|
||||||
|
|
||||||
// See if any movement keys are down
|
// See if any movement keys are down
|
||||||
// We dont care if it's overwritten by later
|
// We dont care if it's overwritten by later
|
||||||
// if statement. Watcha gonna do, right!
|
// if statement. Watcha gonna do, right!
|
||||||
@@ -125,6 +108,8 @@ void Client::parseMessageType(Packet& packet)
|
|||||||
// Read packet ID
|
// Read packet ID
|
||||||
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
||||||
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
||||||
|
if (m_PacketID <= m_PreviousPacketID)
|
||||||
|
return;
|
||||||
//IdentifyPacketLoss();
|
//IdentifyPacketLoss();
|
||||||
|
|
||||||
switch (static_cast<MessageType>(messageType)) {
|
switch (static_cast<MessageType>(messageType)) {
|
||||||
@@ -184,33 +169,51 @@ void Client::parseEventMessage(Packet& packet)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
|
||||||
|
{
|
||||||
|
for (auto field : componentInfo.FieldsInOrder) {
|
||||||
|
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
|
||||||
|
if (fieldInfo.Type == "string") {
|
||||||
|
std::string& value = packet.ReadString();
|
||||||
|
m_World->GetComponent(entityID, componentType)[fieldInfo.Name] = value;
|
||||||
|
} else {
|
||||||
|
memcpy(m_World->GetComponent(entityID, componentType).Data + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Field parse
|
||||||
void Client::parseSnapshot(Packet& packet)
|
void Client::parseSnapshot(Packet& packet)
|
||||||
{
|
{
|
||||||
std::string tempName;
|
std::string componentType = packet.ReadString();
|
||||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
while (packet.DataReadSize() < packet.Size()) {
|
||||||
// We're checking for empty name for now. This might not be the best way,
|
EntityID entityID = packet.ReadPrimitive<EntityID>();
|
||||||
// but it is to avoid sending redundant data.
|
ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
|
||||||
tempName = packet.ReadString();
|
if (m_World->ValidEntity(entityID)) {
|
||||||
|
if (m_World->HasComponent(entityID, componentType)) {
|
||||||
|
// If the entity and the component exists update it
|
||||||
// Apply the position data read to the player entity
|
updateFields(packet, componentInfo, entityID, componentType);
|
||||||
// New player connected on the server side
|
// if entity exists but not the component
|
||||||
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
|
} else {
|
||||||
m_PlayerDefinitions[i].Name = tempName;
|
// Create component
|
||||||
m_PlayerDefinitions[i].EntityID = createPlayer();
|
m_World->AttachComponent(entityID, componentType);
|
||||||
} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
|
// Copy data to newly created component
|
||||||
// Someone disconnected
|
updateFields(packet, componentInfo, entityID, componentType);
|
||||||
// TODO: Insert code here
|
}
|
||||||
break;
|
// If the entity dosent exist nor the component
|
||||||
} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
|
} else {
|
||||||
// Not a connected player
|
//Create Entity
|
||||||
break;
|
// If entity dosen't exist
|
||||||
}
|
EntityID newEntityID = m_World->CreateEntity();
|
||||||
if (m_PlayerDefinitions[i].EntityID != -1) {
|
// Check if EntityIDs are out of sync
|
||||||
|
if (newEntityID != entityID) {
|
||||||
// Move player to server position
|
LOG_INFO("Client::parseSnapshot(Packet& packet): Newly created EntityID is not the \
|
||||||
int dataSize = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Info.Meta.Stride;
|
same as the one sent by server (EntityIDs are out of sync)");
|
||||||
memcpy(m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Data, packet.ReadData(dataSize), dataSize);
|
}
|
||||||
|
// Create component
|
||||||
|
m_World->AttachComponent(newEntityID, componentType);
|
||||||
|
// Copy data to newly created component
|
||||||
|
updateFields(packet, componentInfo, newEntityID, componentType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -225,7 +228,7 @@ int Client::receive(char* data, size_t length)
|
|||||||
0, error);
|
0, error);
|
||||||
|
|
||||||
if (error) {
|
if (error) {
|
||||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
LOG_ERROR("receive: %s", error.message().c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
return bytesReceived;
|
return bytesReceived;
|
||||||
|
|||||||
@@ -3,13 +3,7 @@
|
|||||||
Packet::Packet(MessageType type, unsigned int& packetID)
|
Packet::Packet(MessageType type, unsigned int& packetID)
|
||||||
{
|
{
|
||||||
m_Data = new char[m_MaxPacketSize];
|
m_Data = new char[m_MaxPacketSize];
|
||||||
// Create message header
|
Init(type, packetID);
|
||||||
// Add message type
|
|
||||||
int messageType = static_cast<int>(type);
|
|
||||||
Packet::WritePrimitive<int>(messageType);
|
|
||||||
packetID = packetID % 1000; // Packet id modulos
|
|
||||||
Packet::WritePrimitive<int>(packetID);
|
|
||||||
packetID++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create message
|
// Create message
|
||||||
@@ -28,12 +22,26 @@ Packet::~Packet()
|
|||||||
delete[] m_Data;
|
delete[] m_Data;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Packet::WriteString(std::string str)
|
void Packet::Init(MessageType type, unsigned int & packetID)
|
||||||
|
{
|
||||||
|
m_ReturnDataOffset = 0;
|
||||||
|
m_Offset = 0;
|
||||||
|
// Create message header
|
||||||
|
// Add message type
|
||||||
|
int messageType = static_cast<int>(type);
|
||||||
|
Packet::WritePrimitive<int>(messageType);
|
||||||
|
packetID = packetID % 1000; // Packet id modulos
|
||||||
|
Packet::WritePrimitive<int>(packetID);
|
||||||
|
packetID++;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Packet::WriteString(const std::string& str)
|
||||||
{
|
{
|
||||||
// Message, add one extra byte for null terminator
|
// Message, add one extra byte for null terminator
|
||||||
int sizeOfString = str.size() + 1;
|
int sizeOfString = str.size() + 1;
|
||||||
if (m_Offset + sizeOfString > m_MaxPacketSize) {
|
if (m_Offset + sizeOfString > m_MaxPacketSize) {
|
||||||
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size.\n");
|
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||||
|
resizeData();
|
||||||
}
|
}
|
||||||
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
|
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
|
||||||
m_Offset += sizeOfString * sizeof(char);
|
m_Offset += sizeOfString * sizeof(char);
|
||||||
@@ -42,7 +50,8 @@ void Packet::WriteString(std::string str)
|
|||||||
void Packet::WriteData(char * data, int sizeOfData)
|
void Packet::WriteData(char * data, int sizeOfData)
|
||||||
{
|
{
|
||||||
if (m_Offset + sizeOfData > m_MaxPacketSize) {
|
if (m_Offset + sizeOfData > m_MaxPacketSize) {
|
||||||
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size.\n");
|
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||||
|
resizeData();
|
||||||
}
|
}
|
||||||
memcpy(m_Data + m_Offset, data, sizeOfData);
|
memcpy(m_Data + m_Offset, data, sizeOfData);
|
||||||
m_Offset += sizeOfData;
|
m_Offset += sizeOfData;
|
||||||
@@ -69,4 +78,24 @@ char * Packet::ReadData(int SizeOfData)
|
|||||||
unsigned int oldReturnDataOffset = m_ReturnDataOffset;
|
unsigned int oldReturnDataOffset = m_ReturnDataOffset;
|
||||||
m_ReturnDataOffset += SizeOfData;
|
m_ReturnDataOffset += SizeOfData;
|
||||||
return (m_Data + oldReturnDataOffset);
|
return (m_Data + oldReturnDataOffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Packet::resizeData()
|
||||||
|
{
|
||||||
|
|
||||||
|
// Allocate memory to store our data in
|
||||||
|
char* holdData = new char[m_MaxPacketSize];
|
||||||
|
// Copy our data to the newly allocated memory
|
||||||
|
memcpy(holdData, m_Data, m_Offset);
|
||||||
|
// Increase max packet size
|
||||||
|
m_MaxPacketSize = m_MaxPacketSize * 2;
|
||||||
|
// Delete our data
|
||||||
|
delete m_Data;
|
||||||
|
// Allocate twice the memory we had before
|
||||||
|
m_Data = new char[m_MaxPacketSize];
|
||||||
|
// Copy our data to new location
|
||||||
|
memcpy(m_Data, holdData, m_Offset);
|
||||||
|
// Delete the memory allocated to hold our data
|
||||||
|
// while we resized the old data container.
|
||||||
|
delete holdData;
|
||||||
|
}
|
||||||
|
|||||||
@@ -4,7 +4,9 @@ Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::a
|
|||||||
{ }
|
{ }
|
||||||
|
|
||||||
Server::~Server()
|
Server::~Server()
|
||||||
{ }
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Server::Start(World* world, EventBroker* eventBroker)
|
void Server::Start(World* world, EventBroker* eventBroker)
|
||||||
@@ -22,18 +24,9 @@ void Server::Update()
|
|||||||
readFromClients();
|
readFromClients();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Server::Close()
|
|
||||||
{
|
|
||||||
m_ThreadIsRunning = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Server::readFromClients()
|
void Server::readFromClients()
|
||||||
{
|
{
|
||||||
// m_ThreadIsRunning might be unnecessary but the
|
while (m_Socket.available()) {
|
||||||
// program crashed if it executed m_Socket.available()
|
|
||||||
// when closing the program.
|
|
||||||
|
|
||||||
if (m_Socket.available()) {
|
|
||||||
try {
|
try {
|
||||||
bytesRead = receive(readBuffer, INPUTSIZE);
|
bytesRead = receive(readBuffer, INPUTSIZE);
|
||||||
Packet packet(readBuffer, bytesRead);
|
Packet packet(readBuffer, bytesRead);
|
||||||
@@ -41,7 +34,6 @@ void Server::readFromClients()
|
|||||||
} catch (const std::exception& err) {
|
} catch (const std::exception& err) {
|
||||||
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
|
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
std::clock_t currentTime = std::clock();
|
std::clock_t currentTime = std::clock();
|
||||||
// Send snapshot
|
// Send snapshot
|
||||||
@@ -58,7 +50,7 @@ void Server::readFromClients()
|
|||||||
|
|
||||||
// Time out logic
|
// Time out logic
|
||||||
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
|
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
|
||||||
checkForTimeOuts();
|
//checkForTimeOuts();
|
||||||
timOutTimer = currentTime;
|
timOutTimer = currentTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -108,7 +100,7 @@ int Server::receive(char * data, size_t length)
|
|||||||
|
|
||||||
void Server::send(Packet& packet, int playerID)
|
void Server::send(Packet& packet, int playerID)
|
||||||
{
|
{
|
||||||
m_Socket.send_to(
|
int bytesSent = m_Socket.send_to(
|
||||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||||
m_PlayerDefinitions[playerID].Endpoint,
|
m_PlayerDefinitions[playerID].Endpoint,
|
||||||
0);
|
0);
|
||||||
@@ -150,22 +142,32 @@ void Server::broadcast(Packet& packet)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Send snapshot fields
|
||||||
void Server::sendSnapshot()
|
void Server::sendSnapshot()
|
||||||
{
|
{
|
||||||
Packet packet(MessageType::Snapshot, m_SendPacketID);
|
// Should time this
|
||||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
|
||||||
|
for (auto& it : worldComponentPools) {
|
||||||
|
Packet packet(MessageType::Snapshot, m_SendPacketID);
|
||||||
|
std::string componentType = it.first;
|
||||||
|
ComponentPool* componentPool = it.second;
|
||||||
|
ComponentInfo componentInfo = componentPool->ComponentInfo();
|
||||||
|
packet.WriteString(componentInfo.Name);
|
||||||
|
|
||||||
// Send an empty name if there is no player connected on this position.
|
for (auto& componentWrapper : *componentPool) {
|
||||||
packet.WriteString(m_PlayerDefinitions[i].Name);
|
packet.WritePrimitive(componentWrapper.EntityID);
|
||||||
|
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
|
||||||
if (m_PlayerDefinitions[i].EntityID == -1) {
|
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(componentField);
|
||||||
continue;
|
if (fieldInfo.Type == "string") {
|
||||||
|
std::string& value = componentWrapper[componentField];
|
||||||
|
packet.WriteString(value);
|
||||||
|
} else {
|
||||||
|
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
// Pack transfrom component into data packet
|
broadcast(packet);
|
||||||
auto transform = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform");
|
|
||||||
packet.WriteData(transform.Data, transform.Info.Meta.Stride);
|
|
||||||
}
|
}
|
||||||
broadcast(packet);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Server::sendPing()
|
void Server::sendPing()
|
||||||
@@ -174,10 +176,9 @@ void Server::sendPing()
|
|||||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
||||||
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
|
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
|
||||||
int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
|
int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
|
||||||
LOG_INFO("%i: Player %i's ping: %i", m_PacketID, i, ping);
|
LOG_INFO("Last packetID received %i: Player %i's ping: %i", m_PacketID, i, ping);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create ping message
|
// Create ping message
|
||||||
Packet packet(MessageType::ServerPing, m_SendPacketID);
|
Packet packet(MessageType::ServerPing, m_SendPacketID);
|
||||||
packet.WriteString("Ping from server");
|
packet.WriteString("Ping from server");
|
||||||
@@ -271,7 +272,7 @@ void Server::parseConnect(Packet& packet)
|
|||||||
|
|
||||||
m_StopTimes[i] = std::clock();
|
m_StopTimes[i] = std::clock();
|
||||||
|
|
||||||
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name, m_PlayerDefinitions[i].Endpoint.address().to_string());
|
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name.c_str(), m_PlayerDefinitions[i].Endpoint.address().to_string().c_str());
|
||||||
|
|
||||||
Packet packet(MessageType::Connect, m_SendPacketID);
|
Packet packet(MessageType::Connect, m_SendPacketID);
|
||||||
packet.WritePrimitive<int>(i); // Player ID
|
packet.WritePrimitive<int>(i); // Player ID
|
||||||
|
|||||||
@@ -109,7 +109,7 @@ void PickingPass::ClearPicking()
|
|||||||
{
|
{
|
||||||
m_PickingColorsToEntity.clear();
|
m_PickingColorsToEntity.clear();
|
||||||
m_EntityColors.clear();
|
m_EntityColors.clear();
|
||||||
m_ColorCounter[0] = 0;
|
m_ColorCounter[0] = 1;
|
||||||
m_ColorCounter[1] = 0;
|
m_ColorCounter[1] = 0;
|
||||||
|
|
||||||
m_PickingBuffer.Bind();
|
m_PickingBuffer.Bind();
|
||||||
@@ -138,10 +138,10 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
|
|||||||
pickInfo = it->second;
|
pickInfo = it->second;
|
||||||
} else {
|
} else {
|
||||||
pickData.Entity = EntityID_Invalid;
|
pickData.Entity = EntityID_Invalid;
|
||||||
|
return pickData;
|
||||||
}
|
}
|
||||||
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix());
|
|
||||||
|
|
||||||
|
|
||||||
|
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix());
|
||||||
pickData.Entity = pickInfo.Entity;
|
pickData.Entity = pickInfo.Entity;
|
||||||
pickData.Camera = pickInfo.Camera;
|
pickData.Camera = pickInfo.Camera;
|
||||||
pickData.World = pickInfo.World;
|
pickData.World = pickInfo.World;
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
#include "Rendering/RenderSystem.h"
|
#include "Rendering/RenderSystem.h"
|
||||||
#include "Rendering/DebugCameraInputController.h"
|
|
||||||
|
|
||||||
RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame) :ImpureSystem(eventBrokerer)
|
RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame) :ImpureSystem(eventBrokerer)
|
||||||
{
|
{
|
||||||
@@ -8,11 +7,14 @@ RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||||
|
|
||||||
m_DefaultCamera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
|
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
|
m_DebugCameraInputController = new DebugCameraInputController<RenderSystem>(eventBrokerer, -1);
|
||||||
if (m_Camera == nullptr) {
|
}
|
||||||
m_Camera = m_DefaultCamera;
|
|
||||||
}
|
RenderSystem::~RenderSystem()
|
||||||
|
{
|
||||||
|
delete m_Camera;
|
||||||
|
delete m_DebugCameraInputController;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
|
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
|
||||||
@@ -54,14 +56,11 @@ void RenderSystem::switchCamera(EntityID entity)
|
|||||||
void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent)
|
void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent)
|
||||||
{
|
{
|
||||||
double fov = cameraComponent["FOV"];
|
double fov = cameraComponent["FOV"];
|
||||||
double aspectRatio = m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
|
double aspectRatio = (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
|
||||||
double nearClip = cameraComponent["NearClip"];
|
double nearClip = cameraComponent["NearClip"];
|
||||||
double farClip = cameraComponent["FarClip"];
|
double farClip = cameraComponent["FarClip"];
|
||||||
|
|
||||||
double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
|
m_Camera->SetFOV(glm::radians(fov));
|
||||||
m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
|
|
||||||
|
|
||||||
m_Camera->SetFOV(fovY);
|
|
||||||
m_Camera->SetAspectRatio(aspectRatio);
|
m_Camera->SetAspectRatio(aspectRatio);
|
||||||
m_Camera->SetNearClip(nearClip);
|
m_Camera->SetNearClip(nearClip);
|
||||||
m_Camera->SetFarClip(farClip);
|
m_Camera->SetFarClip(farClip);
|
||||||
@@ -161,66 +160,61 @@ void RenderSystem::Update(World* world, double dt)
|
|||||||
|
|
||||||
void RenderSystem::updateCamera(World* world, double dt)
|
void RenderSystem::updateCamera(World* world, double dt)
|
||||||
{
|
{
|
||||||
|
if (m_SwitchCamera) {
|
||||||
static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
|
auto cameras = world->GetComponents("Camera");
|
||||||
|
for (auto it = cameras->begin(); it != cameras->end(); it++) {
|
||||||
if (m_SwitchCamera) {
|
if ((*it).EntityID == m_CurrentCamera) {
|
||||||
auto cameras = world->GetComponents("Camera");
|
it++;
|
||||||
for (auto it = cameras->begin(); it != cameras->end(); it++) {
|
if (it != cameras->end()) {
|
||||||
if ((*it).EntityID == m_CurrentCamera) {
|
switchCamera((*it).EntityID);
|
||||||
it++;
|
} else {
|
||||||
if (it != cameras->end()) {
|
switchCamera((*cameras->begin()).EntityID);
|
||||||
switchCamera((*it).EntityID);
|
|
||||||
} else {
|
|
||||||
switchCamera((*cameras->begin()).EntityID);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||||
|
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||||
|
|
||||||
|
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
||||||
|
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_World->ValidEntity(m_CurrentCamera)) {
|
||||||
|
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
|
||||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||||
|
|
||||||
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
m_DebugCameraInputController->Update(dt);
|
||||||
firstPersonInputController.SetPosition(cameraTransform["Position"]);
|
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(m_DebugCameraInputController->Orientation());
|
||||||
|
(glm::vec3&)cameraTransform["Position"] = m_DebugCameraInputController->Position();
|
||||||
}
|
|
||||||
|
glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
|
||||||
|
glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
|
||||||
|
|
||||||
|
m_Camera->SetPosition(position);
|
||||||
|
m_Camera->SetOrientation(orientation);
|
||||||
|
|
||||||
|
updateProjectionMatrix(cameraComponent);
|
||||||
|
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
m_Camera = m_Camera;
|
||||||
|
|
||||||
|
auto cameras = world->GetComponents("Camera");
|
||||||
|
if (cameras != nullptr) {
|
||||||
|
if (cameras->begin() != cameras->end()) {
|
||||||
|
ComponentWrapper& cameraC = *cameras->begin();
|
||||||
|
switchCamera(cameraC.EntityID);
|
||||||
|
|
||||||
if (m_World->ValidEntity(m_CurrentCamera)) {
|
|
||||||
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
|
|
||||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
||||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
||||||
|
|
||||||
firstPersonInputController.Update(dt);
|
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
||||||
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(firstPersonInputController.Orientation());
|
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
|
||||||
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
|
|
||||||
|
|
||||||
glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
|
|
||||||
glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
|
|
||||||
|
|
||||||
m_Camera->SetPosition(position);
|
|
||||||
m_Camera->SetOrientation(orientation);
|
|
||||||
|
|
||||||
updateProjectionMatrix(cameraComponent);
|
|
||||||
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
m_Camera = m_DefaultCamera;
|
|
||||||
|
|
||||||
auto cameras = world->GetComponents("Camera");
|
|
||||||
if (cameras != nullptr) {
|
|
||||||
if (cameras->begin() != cameras->end()) {
|
|
||||||
ComponentWrapper& cameraC = *cameras->begin();
|
|
||||||
switchCamera(cameraC.EntityID);
|
|
||||||
|
|
||||||
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
|
|
||||||
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
|
|
||||||
|
|
||||||
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
|
|
||||||
firstPersonInputController.SetPosition(cameraTransform["Position"]);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
m_Camera->UpdateViewMatrix();
|
m_Camera->UpdateViewMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
+2
-10
@@ -32,6 +32,7 @@ Game::Game(int argc, char* argv[])
|
|||||||
));
|
));
|
||||||
m_Renderer->Initialize();
|
m_Renderer->Initialize();
|
||||||
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
|
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
|
||||||
|
m_RenderFrame = new RenderFrame();
|
||||||
|
|
||||||
// Create input manager
|
// Create input manager
|
||||||
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
|
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
|
||||||
@@ -56,8 +57,6 @@ Game::Game(int argc, char* argv[])
|
|||||||
fp.MergeEntities(m_World);
|
fp.MergeEntities(m_World);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_RenderFrame = new RenderFrame();
|
|
||||||
|
|
||||||
// Create system pipeline
|
// Create system pipeline
|
||||||
m_SystemPipeline = new SystemPipeline(m_EventBroker);
|
m_SystemPipeline = new SystemPipeline(m_EventBroker);
|
||||||
|
|
||||||
@@ -73,7 +72,6 @@ Game::Game(int argc, char* argv[])
|
|||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
|
||||||
|
|
||||||
++updateOrderLevel;
|
++updateOrderLevel;
|
||||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
||||||
|
|
||||||
@@ -119,7 +117,6 @@ void Game::Tick()
|
|||||||
if (m_IsClientOrServer) {
|
if (m_IsClientOrServer) {
|
||||||
m_ClientOrServer->Update();
|
m_ClientOrServer->Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Iterate through systems and update world!
|
// Iterate through systems and update world!
|
||||||
m_SystemPipeline->Update(m_World, dt);
|
m_SystemPipeline->Update(m_World, dt);
|
||||||
m_Renderer->Update(dt);
|
m_Renderer->Update(dt);
|
||||||
@@ -149,10 +146,5 @@ void Game::networkFunction()
|
|||||||
m_ClientOrServer = new Server();
|
m_ClientOrServer = new Server();
|
||||||
}
|
}
|
||||||
m_ClientOrServer->Start(m_World, m_EventBroker);
|
m_ClientOrServer->Start(m_World, m_EventBroker);
|
||||||
// I don't think we are reaching this part of the code right now.
|
|
||||||
// ~Game() is not called if the game is exited by closing console windows
|
|
||||||
// When server or client is done set it to false.
|
|
||||||
//m_IsClientOrServer = false;
|
|
||||||
// Destroy it
|
|
||||||
//delete m_ClientOrServer;
|
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user