Merge remote-tracking branch 'origin/Importer' into Animations

# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/RenderingWorld.xml
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/Skeleton.cpp
This commit is contained in:
viktorljung
2016-02-09 22:50:19 +01:00
115 changed files with 4572 additions and 930 deletions
+4 -3
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@@ -64,9 +64,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
std::map<std::string, int> nextPossibleCapturePoint;
nextPossibleCapturePoint["Red"] = -1;
nextPossibleCapturePoint["Blue"] = -1;
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
for (int i = 0; i < m_NumberOfCapturePoints; i++)
{
if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
continue;
}
ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
@@ -93,7 +93,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//reset timers and reset the bool that triggers this
if (m_ResetTimers) {
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
for (int i = 0; i < m_NumberOfCapturePoints; i++)
{
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
@@ -119,6 +119,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
if (std::get<1>(triggerTouched) == capturePointEntity) {
//some player has touched this - lets figure out: what team, health
EntityWrapper player = std::get<0>(triggerTouched);
//check if its really a player that has triggered the touch
if (!player.HasComponent("Player")) {
//if a non-player has entered the capturePoint, just erase that event and continue
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
+3 -3
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@@ -5,7 +5,7 @@ InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
, PureSystem("Transform")
{
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05f);
EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
}
@@ -18,9 +18,9 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
}
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
m_NextTransform[transform.EntityID].interpolationTime += dt;
m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
Transform sTransform = m_NextTransform[transform.EntityID];
double time = sTransform.interpolationTime;
float time = sTransform.interpolationTime;
if (time > m_SnapshotInterval) {
if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
+20 -4
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@@ -1,6 +1,6 @@
#include "Systems/PlayerMovementSystem.h"
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Player")
{
@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
//Assault Dash Check
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
}
float wishSpeed;
if (controller->Crouching()) {
wishSpeed = playerCrouchSpeed;
@@ -71,12 +78,20 @@ void PlayerMovementSystem::Update(double dt)
static float surfaceFriction = 5.f;
ImGui::InputFloat("surfaceFriction", &surfaceFriction);
float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
if (controller->Jumping() && !controller->Crouching() && velocity.y == 0.f) {
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
if (velocity.y == 0.f) {
controller->SetDoubleJumping(false);
} else {
controller->SetDoubleJumping(true);
}
velocity.y += 4.f;
}
@@ -95,6 +110,7 @@ void PlayerMovementSystem::Update(double dt)
ComponentWrapper cAnimation = playerModel["Animation"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["AnimationName1"] = "Crouch Walk";
+1 -1
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@@ -30,7 +30,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
if (spawnPoints.size() > 1) {
static std::random_device randomDevice;
static std::mt19937 randomGenerator(randomDevice());
std::uniform_int_distribution<> distribution(0, std::distance(spawnPoints.begin(), spawnPoints.end()) - 1);
std::uniform_int_distribution<> distribution(0, static_cast<int>(std::distance(spawnPoints.begin(), spawnPoints.end())) - 1);
auto randomSpawnPointIt = spawnPoints.begin();
std::advance(randomSpawnPointIt, distribution(randomGenerator));
spawnPoint = *randomSpawnPointIt;
+1 -1
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@@ -104,7 +104,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
// Screen center, based on current resolution!
// TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->GetViewPortSize();
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// TODO: check if player has enough ammo and if weapon has a cooldown or not