Done with the fix & test for DamageIndicatorSystem
This commit is contained in:
@@ -31,15 +31,17 @@ private:
|
|||||||
EntityID m_CurrentCamera = -1;
|
EntityID m_CurrentCamera = -1;
|
||||||
struct DamageIndicatorStruct {
|
struct DamageIndicatorStruct {
|
||||||
EntityWrapper spriteEntity;
|
EntityWrapper spriteEntity;
|
||||||
//double timeLeft;
|
|
||||||
glm::vec3 enemyPosition;
|
glm::vec3 enemyPosition;
|
||||||
DamageIndicatorStruct(EntityWrapper entity, glm::vec3 pos)
|
DamageIndicatorStruct(EntityWrapper entity, glm::vec3 pos)
|
||||||
: spriteEntity(entity)
|
: spriteEntity(entity)
|
||||||
//, timeLeft(time)
|
|
||||||
, enemyPosition(pos) {}
|
, enemyPosition(pos) {}
|
||||||
};
|
};
|
||||||
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
|
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
|
||||||
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
|
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
|
||||||
|
glm::vec3 DamageIndicatorTest(EntityWrapper player);
|
||||||
|
|
||||||
|
//for tests
|
||||||
int m_TestVar = 0;
|
int m_TestVar = 0;
|
||||||
|
bool m_Testing = true;
|
||||||
};
|
};
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -15,11 +15,9 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
|||||||
void DamageIndicatorSystem::Update(double dt) {
|
void DamageIndicatorSystem::Update(double dt) {
|
||||||
if (!IsServer) {
|
if (!IsServer) {
|
||||||
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
||||||
if (!iter->spriteEntity.Valid())
|
if (!iter->spriteEntity.Valid()) {
|
||||||
//iter->timeLeft -= -dt;
|
updateDamageIndicatorVector.erase(iter);
|
||||||
/*if (iter->timeLeft < 0.0)*/ {
|
break;
|
||||||
updateDamageIndicatorVector.erase(iter);
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
|
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
|
||||||
//simply set the rotation z-wise to the angleBetweenVectors
|
//simply set the rotation z-wise to the angleBetweenVectors
|
||||||
@@ -30,63 +28,10 @@ void DamageIndicatorSystem::Update(double dt) {
|
|||||||
|
|
||||||
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
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) {
|
if (m_CurrentCamera == EntityID_Invalid) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//if (e.Victim != LocalPlayer) {
|
|
||||||
// return false;
|
|
||||||
//}
|
|
||||||
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -94,41 +39,15 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
|||||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
LOG_INFO("- damageindicator");
|
|
||||||
|
|
||||||
//grab players direction
|
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
|
||||||
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
|
//if testing
|
||||||
|
if (m_Testing) {
|
||||||
//get the position vectors, but ignore the y-height
|
inflictorPos = DamageIndicatorTest(e.Victim);
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
|
||||||
|
|
||||||
//load & set the "2d" sprite
|
//load & set the "2d" sprite
|
||||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||||
EntityFileParser parser(entityFile);
|
EntityFileParser parser(entityFile);
|
||||||
@@ -138,9 +57,9 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
|||||||
//simply set the rotation z-wise to the angleBetweenVectors
|
//simply set the rotation z-wise to the angleBetweenVectors
|
||||||
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||||
|
|
||||||
updateDamageIndicatorVector.emplace_back(spriteWrapper, enemyPosition);
|
if (!IsServer) {
|
||||||
|
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
|
||||||
LOG_INFO("-> damageindicator");
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -149,6 +68,7 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
|
|||||||
m_CurrentCamera = e.CameraEntity.ID;
|
m_CurrentCamera = e.CameraEntity.ID;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
|
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
|
||||||
//grab players direction
|
//grab players direction
|
||||||
auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
|
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
|
//calculate the enemy to player vector
|
||||||
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
||||||
|
|
||||||
//get angle from players current rotation, this angle is how much you rotate around the y-axis
|
//get the rotationvector relative to the z-axis
|
||||||
//auto playerAngle = glm::angle(playerOrientation);
|
auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0));
|
||||||
//auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
|
//rotate the direction-vector 90 degrees to get the players side-vector
|
||||||
auto rotationVector = glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0);
|
auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f));
|
||||||
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
|
//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
|
//to get the angle between the vectors just do cos-inverse
|
||||||
auto angleBetweenVectors = glm::acos(playerRotationDot);
|
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
|
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
|
||||||
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
|
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
|
||||||
if (playerSideVectorDot < 0) {
|
if (playerSideVectorDot < 0) {
|
||||||
@@ -185,3 +100,48 @@ float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enem
|
|||||||
|
|
||||||
return angleBetweenVectors;
|
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;
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user