Merge remote-tracking branch 'origin/master' into EditorUsefulness

# Conflicts:
#	include/Engine/Collision/CollidableOctreeSystem.h
#	include/Engine/Collision/CollisionSystem.h
#	include/Engine/Collision/TriggerSystem.h
#	include/Engine/Rendering/RenderSystem.h
#	include/Game/Systems/PlayerSystem.h
#	resources/Schema/Components/Physics.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
#	src/Game/Systems/HealthSystem.cpp
#	src/Game/Systems/PlayerSystem.cpp
#	src/Tests/OctTreeTestGameClass.cpp
This commit is contained in:
2016-01-21 16:05:08 +01:00
84 changed files with 2952 additions and 1201 deletions
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#ifndef CapturePointSystem_h__
#define CapturePointSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include <tuple>
#include <vector>
class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(World* world, EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
private:
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!
const int m_NotACapturePoint = 999;
int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0;
std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
//std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
};
#endif
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#ifndef Systems_InterpolationSystem_h__
#define Systems_InterpolationSystem_h__
#include <queue>
#include <unordered_map>
#include <boost/shared_array.hpp>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Network/EInterpolate.h"
#define SNAPSHOTINTERVAL 0.05f
class InterpolationSystem : public PureSystem
{
struct Transform
{
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
double interpolationTime;
};
public:
InterpolationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Transform")
{
EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
}
~InterpolationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = (difference / SNAPSHOTINTERVAL) * static_cast<float>(currentTime);
return vector;
}
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
};
#endif
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#ifndef PlayerSystem_h__
#define PlayerSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Collision/ETrigger.h"
class PlayerSystem : public PureSystem
{
public:
PlayerSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Player")
{
EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
}
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
float m_Speed = 5;
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
bool OnEnter(const Events::TriggerEnter &event);
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event);
EventRelay<PlayerSystem, Events::TriggerLeave> m_ELeave;
bool PlayerSystem::OnLeave(const Events::TriggerLeave &event);
};
#endif