Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # include/Engine/Rendering/RenderSystem.h # resources/Schema/Entities/RenderingWorld.xml # resources/Shaders/ForwardPlus.frag.glsl # src/Engine/Rendering/RenderSystem.cpp
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@@ -10,11 +10,12 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/EInterpolate.h"
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#define SNAPSHOTINTERVAL 0.05f
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class InterpolationSystem : public PureSystem
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{
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struct Transform
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@@ -25,29 +26,28 @@ class InterpolationSystem : public PureSystem
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double interpolationTime;
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};
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public:
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InterpolationSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Transform")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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}
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InterpolationSystem(World* world, EventBroker* eventBroker);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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T vectorInterpolation(T prev, T next, double currentTime)
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{
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T difference = next - prev;
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T vector = (difference / SNAPSHOTINTERVAL) * static_cast<float>(currentTime);
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T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
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return vector;
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}
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float m_SnapshotInterval;
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EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
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EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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#endif
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@@ -1,14 +1,23 @@
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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#include <imgui/imgui.h>
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class PlayerMovementSystem : public PureSystem
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class PlayerMovementSystem : public ImpureSystem, PureSystem
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{
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public:
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PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{ }
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PlayerMovementSystem(World* world, EventBroker* eventBroker);
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~PlayerMovementSystem();
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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@@ -2,6 +2,9 @@
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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class PlayerSpawnSystem : public ImpureSystem
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{
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@@ -11,8 +14,18 @@ public:
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virtual void Update(double dt) override;
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private:
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struct SpawnRequest
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{
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int PlayerID;
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ComponentInfo::EnumType Team;
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};
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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std::map<int, EntityWrapper> m_PlayerEntities;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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std::vector<int> m_SpawnRequests;
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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