DamageIndicatorSystem code looking good. Test working well. Sprite display fixed by Viktor
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@@ -21,22 +21,46 @@ bool DamageIndicatorSystem::OnPlayerDamageTaken(Events::PlayerDamage& e)
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{
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auto test1 = (glm::vec3)e.PlayerShooter["Transform"]["Orientation"];
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auto test2 = (glm::vec3)e.Player["Transform"]["Orientation"];
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//calculate direction
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auto enemyOrientation = glm::quat(((glm::vec3)e.PlayerShooter["Transform"]["Orientation"]));
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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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//calculate difference in angle (quaternion math)
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auto angle1 = glm::angle(playerOrientation);
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auto angle2 = glm::angle(enemyOrientation);
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auto quat = glm::angleAxis(angle2 - angle1, glm::vec3(0, 1, 0));
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auto vec3Orientation = glm::eulerAngles(quat);
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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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//LOG_INFO("vector angle %f %f %f %f", t1, t3, t4, enemyPlayerVector.x);
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//load & set the "2d" sprite
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SpriteTestTemporary.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 cameraWrapper = EntityWrapper(m_World, spriteID);
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cameraWrapper["Transform"]["Orientation"] = vec3Orientation;
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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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