Merge remote-tracking branch 'origin/master' into Menu
This commit is contained in:
@@ -6,6 +6,7 @@
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#include "Core/World.h"
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#include "Rendering/Model.h"
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#include "imgui/imgui.h"
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#include "Core/Octree.h"
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namespace Collision
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{
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@@ -145,13 +146,14 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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if (RayVsTriangle(ray, v0, v1, v2)) {
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return true;
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}
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@@ -192,19 +194,20 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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float& outUCoord,
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float& outVCoord)
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{
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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float dist;
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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float dist = INFINITY;
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float u;
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float v;
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if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
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@@ -218,14 +221,15 @@ bool RayVsModel(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition)
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{
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float u;
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float v;
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float dist;
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bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
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bool hit = RayVsModel(ray, modelVertices, modelIndices, modelMatrix, dist, u, v);
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outHitPosition = ray.Origin() + dist * ray.Direction();
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return hit;
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}
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@@ -572,11 +576,11 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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Model* model;
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std::string res = entity["Model"]["Resource"];
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if (res.empty()) {
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return boost::none;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(res);
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} catch (const Resource::StillLoadingException&) {
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@@ -638,4 +642,36 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
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return aabb;
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}
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos)
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{
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for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
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if (!entityBox.Entity.HasComponent("Model")) {
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continue;
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}
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std::string res = entityBox.Entity["Model"]["Resource"];
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if (res.empty()) {
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continue;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, 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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if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, Transform::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
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outIntersectPos = ray.Origin() + outDistance * ray.Direction();
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return entityBox;
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}
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}
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return boost::none;
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}
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos)
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{
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std::vector<EntityAABB> outObjects;
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octree->ObjectsPossiblyHitByRay(ray, outObjects);
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return Collision::EntityFirstHitByRay(ray, outObjects, outDistance, outIntersectPos);
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}
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}
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@@ -5,22 +5,6 @@
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#include "Core/Octree.h"
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#include "Collision/Collision.h"
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namespace
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{
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//To be able to sort nodes based on distance to ray origin.
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struct ChildInfo
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{
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int Index;
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float Distance;
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};
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bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
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{
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return first.Distance < second.Distance;
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}
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}
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namespace OctSpace
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{
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@@ -123,14 +107,14 @@ bool Child::RayCollides(const Ray& ray, OctSpace::Output& data) const
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//If the ray shoots the tree, and it is a parent to 8 children :o
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if (hasChildren()) {
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//Sort children according to their distance from the ray origin.
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std::vector<ChildInfo> childInfos;
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std::vector<RaySorterInfo> childInfos;
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childInfos.reserve(8);
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for (int i = 0; i < 8; ++i) {
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
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}
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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for (const ChildInfo& info : childInfos) {
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for (const RaySorterInfo& info : childInfos) {
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if (m_Children[info.Index]->RayCollides(ray, data)) {
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return true;
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}
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@@ -275,4 +259,9 @@ std::vector<int> Child::childIndicesContainingBox(const AABB& box) const
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}
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}
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bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second)
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{
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return first.Distance < second.Distance;
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}
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}
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@@ -14,6 +14,7 @@
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointHUDSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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@@ -123,6 +124,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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@@ -16,6 +16,9 @@ void CapturePointHUDSystem::Update(double dt)
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auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD");
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auto CapturePoints = m_World->GetComponents("CapturePoint");
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if (CapturePointHUDElements == nullptr) {
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return;
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}
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if(!CapturePointHUDElements) {
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return;
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@@ -32,6 +32,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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const int redTeam = (int)teamComponent["Team"].Enum("Red");
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const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
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const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
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const double captureTimeToTakeOver = (double)cCapturePoint["CapturePointMaxTimer"];
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int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
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if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
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@@ -57,7 +58,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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int blueTeamPlayersStandingInside = 0;
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if (capturePointEntity.HasComponent("Model")) {
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//Now sets team color to the capturepoint, or white if it is uncaptured.
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
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}
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//calculate next possible capturePoint for both teams
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@@ -98,20 +99,16 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
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if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
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(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
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capturePoint["CaptureTimer"] = 0.0;
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//RED = +, BLUE = -, NONE
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auto teamOwners = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
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if (teamOwners == redTeam || teamOwners == blueTeam) {
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capturePoint["CaptureTimer"] = teamOwners == blueTeam ? -captureTimeToTakeOver : captureTimeToTakeOver;
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}
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}
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}
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m_ResetTimers = false;
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}
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//colorize next possible capturepoint
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if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
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capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
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}
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if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
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capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
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}
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//check how many players are standing inside and are healthy
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for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
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{
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@@ -170,9 +167,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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//B. at most one of the teams have players inside
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//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
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if (ownedBy != currentTeam && canCapture) {
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if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
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LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
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}
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cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
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@@ -180,12 +174,11 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
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cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
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if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
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//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
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if (abs((double)cCapturePoint["CaptureTimer"]) > captureTimeToTakeOver && canCapture) {
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teamComponent["Team"] = currentTeam;
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cCapturePoint["CaptureTimer"] = 0.0;
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cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
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//publish Captured event
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LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
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Events::Captured e;
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e.CapturePointID = cCapturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = currentTeam;
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@@ -0,0 +1,65 @@
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#include "Systems/DamageIndicatorSystem.h"
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DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_DamageTakenFromPlayer, &DamageIndicatorSystem::OnPlayerDamageTaken);
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//current camera
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
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//load texture to cache
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auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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}
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bool DamageIndicatorSystem::OnPlayerDamageTaken(Events::PlayerDamage& e)
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{
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if (m_CurrentCamera == -1) {
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return false;
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}
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//grab players direction
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auto playerOrientation = glm::quat((glm::vec3)e.Player["Transform"]["Orientation"]);
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//get the position vectors, but ignore the y-height
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auto enemyPosition = (glm::vec3) e.PlayerShooter["Transform"]["Position"];
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auto playerPosition = (glm::vec3) e.Player["Transform"]["Position"];
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enemyPosition.y = 0.0f;
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playerPosition.y = 0.0f;
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//calculate the enemy to player vector
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auto enemyPlayerVector = glm::normalize((glm::vec3) playerPosition - enemyPosition);
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//get angle from players current rotation, this angle is how much you rotate around the y-axis
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auto playerAngle = glm::angle(playerOrientation);
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auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
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//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
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auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
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//to get the angle between the vectors just do cos-inverse
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auto angleBetweenVectors = glm::acos(playerRotationDot);
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//rotate the direction-vector 90 degrees to get the players side-vector
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auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
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//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
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auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
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if (playerSideVectorDot < 0) {
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angleBetweenVectors = -angleBetweenVectors;
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}
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//load & set the "2d" sprite
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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EntityFileParser parser(entityFile);
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EntityID spriteID = parser.MergeEntities(m_World);
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m_World->SetParent(spriteID, m_CurrentCamera);
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auto spriteWrapper = EntityWrapper(m_World, spriteID);
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//simply set the rotation z-wise to the angleBetweenVectors
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spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
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return true;
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}
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bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
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m_CurrentCamera = e.CameraEntity.ID;
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return true;
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}
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@@ -109,9 +109,15 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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//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
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (velocity.y == 0.f) {
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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} else {
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//put a hexagon at the players feet
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auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
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EntityFileParser parser(hexagonEffect);
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EntityID hexagonEffectID = parser.MergeEntities(m_World);
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EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
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hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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controller->SetDoubleJumping(true);
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Events::DoubleJump e;
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m_EventBroker->Publish(e);
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@@ -130,6 +130,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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// TODO: Weapon damage calculations etc
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Player = player;
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ePlayerDamage.PlayerShooter = eShoot.Player;
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ePlayerDamage.Damage = 100;
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m_EventBroker->Publish(ePlayerDamage);
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