From e43a7be7dbca8d26dbf43cde5b86cb39126c426f Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Tue, 8 Mar 2016 15:55:51 +0100 Subject: [PATCH 1/4] DamageIndicatorSystem now works for singleplayer again. Friendly fire DamageIndicator is now black color. --- include/Game/Systems/DamageIndicatorSystem.h | 3 +++ src/Game/Systems/DamageIndicatorSystem.cpp | 13 +++++++++---- 2 files changed, 12 insertions(+), 4 deletions(-) diff --git a/include/Game/Systems/DamageIndicatorSystem.h b/include/Game/Systems/DamageIndicatorSystem.h index 9c88ba78..f3a95817 100644 --- a/include/Game/Systems/DamageIndicatorSystem.h +++ b/include/Game/Systems/DamageIndicatorSystem.h @@ -15,6 +15,7 @@ #include "Rendering/Util/CommonFunctions.h" //#define INDICATOR_TEST +#include "Core/ConfigFile.h" class DamageIndicatorSystem : public ImpureSystem { @@ -40,6 +41,8 @@ private: std::vector updateDamageIndicatorVector; float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos); + bool m_NetworkEnabled; + //for tests #ifdef INDICATOR_TEST glm::vec3 DamageIndicatorTest(EntityWrapper player); diff --git a/src/Game/Systems/DamageIndicatorSystem.cpp b/src/Game/Systems/DamageIndicatorSystem.cpp index e68f741d..0cc3e717 100644 --- a/src/Game/Systems/DamageIndicatorSystem.cpp +++ b/src/Game/Systems/DamageIndicatorSystem.cpp @@ -10,10 +10,11 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params) //load texture to cache auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false); auto entityFile = ResourceManager::Load("Schema/Entities/DamageIndicator.xml"); + m_NetworkEnabled = ResourceManager::Load("Config.ini")->Get("Networking.StartNetwork", false); } void DamageIndicatorSystem::Update(double dt) { - if (!IsServer && LocalPlayer.Valid()) { + if ((!IsServer || !m_NetworkEnabled) && LocalPlayer.Valid()) { for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) { if (!iter->spriteEntity.Valid()) { updateDamageIndicatorVector.erase(iter); @@ -43,7 +44,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"]; //if testing #ifdef INDICATOR_TEST - inflictorPos = DamageIndicatorTest(e.Victim); + inflictorPos = DamageIndicatorTest(e.Victim); #endif float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos); @@ -54,8 +55,12 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) m_World->SetParent(sprite.ID, m_CurrentCamera); //simply set the rotation z-wise to the angleBetweenVectors sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors); + //friendly fire - change color of the marker + if (e.Damage < 0.1f) { + sprite["Sprite"]["Color"] = glm::vec4(0.0, 1.0f, 1.0f, 1.0f); + } - if (!IsServer) { + if (!IsServer || !m_NetworkEnabled) { updateDamageIndicatorVector.emplace_back(sprite, inflictorPos); } @@ -122,7 +127,7 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) { } m_TestVar++; - auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f); + auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f); //load the explosioneffect XML auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); From 6456df8ce1440c92e09749216f0e9616112809c0 Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Wed, 9 Mar 2016 10:44:08 +0100 Subject: [PATCH 2/4] DamageIndicator is now disabled for Friendly fire --- src/Game/Systems/DamageIndicatorSystem.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/Game/Systems/DamageIndicatorSystem.cpp b/src/Game/Systems/DamageIndicatorSystem.cpp index 0cc3e717..7e22a0d6 100644 --- a/src/Game/Systems/DamageIndicatorSystem.cpp +++ b/src/Game/Systems/DamageIndicatorSystem.cpp @@ -41,6 +41,11 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) return false; } + //friendly fire - return + if (e.Damage < 0.1f) { + return false; + } + glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"]; //if testing #ifdef INDICATOR_TEST @@ -55,10 +60,6 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e) m_World->SetParent(sprite.ID, m_CurrentCamera); //simply set the rotation z-wise to the angleBetweenVectors sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors); - //friendly fire - change color of the marker - if (e.Damage < 0.1f) { - sprite["Sprite"]["Color"] = glm::vec4(0.0, 1.0f, 1.0f, 1.0f); - } if (!IsServer || !m_NetworkEnabled) { updateDamageIndicatorVector.emplace_back(sprite, inflictorPos); From 555b19c41d6aa11ce81f8b564173f0447443a3ff Mon Sep 17 00:00:00 2001 From: viktorljung Date: Wed, 9 Mar 2016 13:49:28 +0100 Subject: [PATCH 3/4] BoneAttachments now working perfectly --- src/Engine/Rendering/BoneAttachmentSystem.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/Engine/Rendering/BoneAttachmentSystem.cpp b/src/Engine/Rendering/BoneAttachmentSystem.cpp index 43dc8634..14db0466 100644 --- a/src/Engine/Rendering/BoneAttachmentSystem.cpp +++ b/src/Engine/Rendering/BoneAttachmentSystem.cpp @@ -50,13 +50,16 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp glm::vec4 perspective; glm::decompose(boneTransform, scale, rotation, translation, skew, perspective); - glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation)); + rotation = glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]) * rotation; + + rotation.w = -rotation.w; + glm::vec3 angles = glm::eulerAngles(rotation); if ((bool)entity["BoneAttachment"]["InheritPosition"]) { (glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"]; } if ((bool)entity["BoneAttachment"]["InheritOrientation"]) { - (glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"]; + (glm::vec3&)entity["Transform"]["Orientation"] = angles; } if ((bool)entity["BoneAttachment"]["InheritScale"]) { (glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"]; From ddde50b69054436110c219c0d415941458de6dc3 Mon Sep 17 00:00:00 2001 From: viktorljung Date: Wed, 9 Mar 2016 14:27:50 +0100 Subject: [PATCH 4/4] Inverse seems to be the same as -w --- src/Engine/Rendering/BoneAttachmentSystem.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/Engine/Rendering/BoneAttachmentSystem.cpp b/src/Engine/Rendering/BoneAttachmentSystem.cpp index 14db0466..c1cdf0f2 100644 --- a/src/Engine/Rendering/BoneAttachmentSystem.cpp +++ b/src/Engine/Rendering/BoneAttachmentSystem.cpp @@ -51,8 +51,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp glm::decompose(boneTransform, scale, rotation, translation, skew, perspective); rotation = glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]) * rotation; - - rotation.w = -rotation.w; + rotation = glm::inverse(rotation); glm::vec3 angles = glm::eulerAngles(rotation); if ((bool)entity["BoneAttachment"]["InheritPosition"]) {