Done with the fix & test for DamageIndicatorSystem

This commit is contained in:
verysecrethero
2016-02-23 17:12:16 +01:00
parent 2c9c374f51
commit 9bba9e493c
2 changed files with 67 additions and 105 deletions
+4 -2
View File
@@ -31,15 +31,17 @@ private:
EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
//double timeLeft;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper entity, glm::vec3 pos)
: spriteEntity(entity)
//, timeLeft(time)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
glm::vec3 DamageIndicatorTest(EntityWrapper player);
//for tests
int m_TestVar = 0;
bool m_Testing = true;
};
#endif
+63 -103
View File
@@ -15,11 +15,9 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid())
//iter->timeLeft -= -dt;
/*if (iter->timeLeft < 0.0)*/ {
updateDamageIndicatorVector.erase(iter);
break;
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
break;
}
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
//simply set the rotation z-wise to the angleBetweenVectors
@@ -30,63 +28,10 @@ void DamageIndicatorSystem::Update(double dt) {
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
//TEST
auto currentPos = (glm::vec3)e.Victim["Transform"]["Position"];
auto testTempo = 1;
auto testTempo2 = 1;
if (m_TestVar % 4 == 0) {
testTempo = -1;
testTempo2 = 1;
}
if (m_TestVar % 4 == 1) {
testTempo = 1;
testTempo2 = 1;
}
if (m_TestVar % 4 == 2) {
testTempo *= -1;
testTempo2 = -1;
}
if (m_TestVar % 4 == 3) {
testTempo = 1;
testTempo2 = -1;
}
m_TestVar++;
auto inflictorPos = glm::vec3(currentPos.x + testTempo*12.0f, currentPos.y, currentPos.z + testTempo2*12.0f);
//inflictor = real entity...
//SPAWN
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser2(deathEffect);
EntityID deathEffectID = parser2.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
//components that we need from player
auto playerModel = e.Victim.FirstChildByName("PlayerModel");
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = inflictorPos;
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)e.Victim["Transform"]["Orientation"];
//TEST END
LOG_INFO("<- damageindicator");
if (m_CurrentCamera == EntityID_Invalid) {
return false;
}
//if (e.Victim != LocalPlayer) {
// return false;
//}
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
@@ -94,41 +39,15 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
}
LOG_INFO("- damageindicator");
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
//get the position vectors, but ignore the y-height
auto enemyPosition = inflictorPos;
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
enemyPosition.y = 0.0f;
playerPosition.y = 0.0f;
//calculate the enemy to player vector
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get angle from players current rotation, this angle is how much you rotate around the y-axis
//auto playerAngle = glm::angle(playerOrientation);
//auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
auto rotationVector = glm::toMat4(Transform::AbsoluteOrientation(e.Victim))*glm::vec4(0, 0, 1, 0);
auto playerRotationVector = glm::vec3(rotationVector);
auto rotVNinety = glm::rotateY(rotationVector, 1.57f);
auto playerSideVector = glm::vec3(rotVNinety);
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
//to get the angle between the vectors just do cos-inverse
auto angleBetweenVectors = glm::acos(playerRotationDot);
//rotate the direction-vector 90 degrees to get the players side-vector
//auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
if (playerSideVectorDot < 0) {
angleBetweenVectors = -angleBetweenVectors;
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
//if testing
if (m_Testing) {
inflictorPos = DamageIndicatorTest(e.Victim);
}
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
//load & set the "2d" sprite
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
EntityFileParser parser(entityFile);
@@ -138,9 +57,9 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
updateDamageIndicatorVector.emplace_back(spriteWrapper, enemyPosition);
LOG_INFO("-> damageindicator");
if (!IsServer) {
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
}
return true;
}
@@ -149,6 +68,7 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
return true;
}
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
@@ -162,21 +82,16 @@ float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enem
//calculate the enemy to player vector
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get angle from players current rotation, this angle is how much you rotate around the y-axis
//auto playerAngle = glm::angle(playerOrientation);
//auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
auto rotationVector = glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0);
auto playerRotationVector = glm::vec3(rotationVector);
auto rotVNinety = glm::rotateY(rotationVector, 1.57f);
auto playerSideVector = glm::vec3(rotVNinety);
//get the rotationvector relative to the z-axis
auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0));
//rotate the direction-vector 90 degrees to get the players side-vector
auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f));
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
auto playerRotationDot = glm::dot(rotationVectorVec3, enemyPlayerVector);
//to get the angle between the vectors just do cos-inverse
auto angleBetweenVectors = glm::acos(playerRotationDot);
//rotate the direction-vector 90 degrees to get the players side-vector
//auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
if (playerSideVectorDot < 0) {
@@ -185,3 +100,48 @@ float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enem
return angleBetweenVectors;
}
glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
auto currentPos = (glm::vec3)player["Transform"]["Position"];
auto testVar = 1;
auto testVar2 = 1;
if (m_TestVar % 4 == 0) {
testVar = -1;
testVar2 = 1;
}
if (m_TestVar % 4 == 1) {
testVar = 1;
testVar2 = 1;
}
if (m_TestVar % 4 == 2) {
testVar *= -1;
testVar2 = -1;
}
if (m_TestVar % 4 == 3) {
testVar = 1;
testVar2 = -1;
}
m_TestVar++;
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel");
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = inflictorPos;
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
return inflictorPos;
}