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
This commit is contained in:
@@ -1,24 +1,14 @@
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#include "Systems/InterpolationSystem.h"
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//void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & transform, double dt)
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//{
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// if (m_InterpolationPoints[transform.EntityID].size() > 0) {
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// Transform& sTransform = m_InterpolationPoints[transform.EntityID].front();
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// sTransform.interpolationTime += dt;
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// if (sTransform.interpolationTime > 0.05) {
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// double time = std::fmod(sTransform.interpolationTime, 0.05f);
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// m_InterpolationPoints[transform.EntityID].pop();
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// if (m_InterpolationPoints[transform.EntityID].size() <= 0) {
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// return;
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// }
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// sTransform = m_InterpolationPoints[transform.EntityID].front();
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// sTransform.interpolationTime = time;
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// }
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// glm::vec3 nextPosition = sTransform.Position;
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// glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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// transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
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// }
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//}
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InterpolationSystem::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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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
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}
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void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
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{
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@@ -26,10 +16,10 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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m_NextTransform[transform.EntityID].interpolationTime += dt;
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Transform sTransform = m_NextTransform[transform.EntityID];
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double time = sTransform.interpolationTime;
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if (time > SNAPSHOTINTERVAL) {
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if (time > m_SnapshotInterval) {
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if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
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m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
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m_NextTransform[transform.EntityID].interpolationTime = time - SNAPSHOTINTERVAL;
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m_NextTransform[transform.EntityID].interpolationTime = time - m_SnapshotInterval;
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sTransform = m_NextTransform[transform.EntityID];
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m_LastReceivedTransform.erase(transform.EntityID);
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} else {
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@@ -37,14 +27,22 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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}
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}
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if (transform.Info.Name == "Transform") {
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bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
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// Position
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glm::vec3 nextPosition = sTransform.Position;
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glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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// HACK: Hardcoded tolerance value for player position desync = 1
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if (isLocalPlayer && glm::length(nextPosition - currentPosition) < 1.f) {
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return;
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}
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(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
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// Orientation
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glm::quat nextOrientation = sTransform.Orientation;
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glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / SNAPSHOTINTERVAL));
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// Don't force orientation for players
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if (!isLocalPlayer) {
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glm::quat nextOrientation = sTransform.Orientation;
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glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / m_SnapshotInterval));
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}
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// Scale
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glm::vec3 nextScale = sTransform.Scale;
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glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
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@@ -53,6 +51,12 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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}
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}
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bool InterpolationSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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m_LocalPlayer = e.Player;
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return true;
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}
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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{
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Transform transform;
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@@ -72,15 +76,5 @@ bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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} else { // Did not
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m_NextTransform[e.Entity] = transform;
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}
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// Check if queue already exists
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//if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue
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// m_InterpolationPoints[e.Entity].push(transform);
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//}
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//else { // Did not exist, create queue
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// std::queue<Transform> transformQueue;
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// transformQueue.push(transform);
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// m_InterpolationPoints[e.Entity] = transformQueue;
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//}
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return false;
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}
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@@ -1,18 +1,132 @@
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#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::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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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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}
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PlayerMovementSystem::~PlayerMovementSystem()
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{
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for (auto& kv : m_PlayerInputControllers) {
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delete kv.second;
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}
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}
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void PlayerMovementSystem::Update(double dt)
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{
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for (auto& kv : m_PlayerInputControllers) {
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EntityWrapper player = kv.first;
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auto& controller = kv.second;
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if (!player.Valid()) {
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continue;
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}
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x += controller->Rotation().x;
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// Limit camera pitch so we don't break our necks
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cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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}
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ComponentWrapper& cTransform = player["Transform"];
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glm::vec3& ori = cTransform["Orientation"];
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ori.y += controller->Rotation().y;
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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float wishSpeed;
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if (controller->Crouching()) {
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wishSpeed = player["Player"]["CrouchSpeed"];
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} else {
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wishSpeed = player["Player"]["MovementSpeed"];
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z);
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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groundVelocity.x = glm::dot(velocity, glm::vec3(1.f, 0.f, 0.f));
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groundVelocity.z = glm::dot(velocity, glm::vec3(0.f, 0.f, 1.f));
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(wishDirection));
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ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
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float addSpeed = wishSpeed - currentSpeedProj;
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ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
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ImGui::Text("wishSpeed: %f", wishSpeed);
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ImGui::Text("addSpeed: %f", addSpeed);
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if (addSpeed > 0) {
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static float accel = 15.f;
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ImGui::InputFloat("accel", &accel);
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static float airAccel = 0.5f;
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ImGui::InputFloat("airAccel", &airAccel);
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float actualAccel = (velocity.y != 0) ? airAccel : accel;
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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if (controller->Jumping() && !controller->Crouching() && velocity.y == 0.f) {
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velocity.y += 4.f;
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}
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//if (player.HasComponent("AABB")) {
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// glm::vec3& size = player["AABB"]["Size"];
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// if (controller->Crouching()) {
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// size = glm::vec3(1.f, 1.f, 1.f);
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// } else {
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// size = glm::vec3(1.f, 1.6f, 1.f);
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// }
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//}
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}
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controller->Reset();
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}
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}
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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ComponentWrapper& cTransform = entity["Transform"];
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if (!entity.HasComponent("Physics")) {
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return;
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}
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ComponentWrapper& cPhysics = entity["Physics"];
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ComponentWrapper& cPhysics = entity["Physics"];
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glm::vec3& velocity = cPhysics["Velocity"];
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// Ground friction
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float speed = glm::length(velocity);
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static float groundFriction = 7.f;
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ImGui::InputFloat("groundFriction", &groundFriction);
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static float airFriction = 0.f;
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ImGui::InputFloat("airFriction", &airFriction);
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float friction = (velocity.y != 0) ? airFriction : groundFriction;
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if (speed > 0) {
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float drop = speed * friction * (float)dt;
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float multiplier = glm::max(speed - drop, 0.f) / speed;
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velocity.x *= multiplier;
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velocity.z *= multiplier;
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}
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if (cPhysics["Gravity"]) {
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velocity.y -= 9.82 * dt;
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velocity.y -= 9.82f * (float)dt;
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}
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glm::vec3& position = cTransform["Position"];
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position += velocity * (float)dt;
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}
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}
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bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player spawns, create an input controller for them
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m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
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return true;
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}
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@@ -4,6 +4,8 @@ PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
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}
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void PlayerSpawnSystem::Update(double dt)
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@@ -13,7 +15,7 @@ void PlayerSpawnSystem::Update(double dt)
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return;
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}
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for (auto& team : m_SpawnRequests) {
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for (auto& req : m_SpawnRequests) {
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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if (!spawner.HasComponent("Spawner")) {
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@@ -22,7 +24,7 @@ void PlayerSpawnSystem::Update(double dt)
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// If the spawner has a team affiliation, check it
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if (spawner.HasComponent("Team")) {
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if ((int)spawner["Team"]["Team"] != team) {
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if ((int)spawner["Team"]["Team"] != req.Team) {
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continue;
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}
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}
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@@ -30,7 +32,15 @@ void PlayerSpawnSystem::Update(double dt)
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// Spawn the player!
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EntityWrapper player = SpawnerSystem::Spawn(spawner);
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// Set the player team affiliation
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player["Team"]["Team"] = team;
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player["Team"]["Team"] = req.Team;
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// Publish a PlayerSpawned event
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Events::PlayerSpawned e;
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e.PlayerID = req.PlayerID;
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e.Player = player;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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}
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}
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m_SpawnRequests.clear();
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@@ -42,10 +52,60 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
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return false;
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}
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// Team picks should be processed ONLY server-side!
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// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
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if (e.PlayerID == -1 && m_NetworkEnabled) {
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return false;
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}
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if (e.Value != 0) {
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m_SpawnRequests.push_back((int)e.Value);
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SpawnRequest req;
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req.PlayerID = e.PlayerID;
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req.Team = (ComponentInfo::EnumType)e.Value;
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m_SpawnRequests.push_back(req);
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}
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return true;
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}
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bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player is actually spawned (since the actual spawning is handled on the server)
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// Check if a player already exists
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if (m_PlayerEntities.count(e.PlayerID) != 0) {
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// TODO: Disallow infinite respawning here
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m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
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}
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// Store the player for future reference
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m_PlayerEntities[e.PlayerID] = e.Player;
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// Set the camera to the correct entity
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EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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Events::SetCamera e;
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e.CameraEntity = cameraEntity;
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m_EventBroker->Publish(e);
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}
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// HACK: Set the player model color to team color
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EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
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if (playerModel.Valid() && e.Player.HasComponent("Team")) {
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ComponentWrapper cTeam = e.Player["Team"];
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ComponentWrapper cModel = playerModel["Model"];
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if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
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cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
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} else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
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cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
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}
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}
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// TODO: Set the player name to whatever
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//EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
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//if (playerName.Valid()) {
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// playerName["Text"]["Content"] = ???;
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//}
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return true;
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}
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