Merge remote-tracking branch 'origin/master' into ScoreBoard
# Conflicts: # assets
This commit is contained in:
@@ -157,7 +157,7 @@ void EditorGUI::drawEntitiesRecursive(World* world, EntityID parent)
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auto entityChildren = world->GetEntityChildren();
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auto range = entityChildren.equal_range(parent);
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for (auto it = range.first; it != range.second; it++) {
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if (EditorGUI::drawEntityNode(EntityWrapper(world, it->second))) {
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if (drawEntityNode(EntityWrapper(world, it->second))) {
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drawEntitiesRecursive(world, it->second);
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ImGui::TreePop();
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}
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@@ -217,6 +217,7 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
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ImGui::EndPopup();
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}
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ImGui::PushID(("EntityNode" + std::to_string(entity.ID)).c_str());
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ImGui::SetNextTreeNodeOpened(true, ImGuiSetCond_Once);
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if (ImGui::TreeNode(formatEntityName(entity).c_str())) {
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// Handle drop events for reparenting
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@@ -224,8 +225,10 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
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entityChangeParent(m_CurrentlyDragging, entity);
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m_CurrentlyDragging = EntityWrapper::Invalid;
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}
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ImGui::PopID();
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return true;
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} else {
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ImGui::PopID();
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return false;
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}
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}
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@@ -19,7 +19,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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m_ActualCamera = m_EditorCamera;
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m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Transform");
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m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Camera");
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m_EditorCameraInputController = new EditorCameraInputController<EditorSystem>(m_EventBroker, -1);
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m_EditorCameraInputController = new EditorCameraInputController<EditorSystem>(m_EventBroker, -1, EntityWrapper::Invalid);
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m_EditorGUI = new EditorGUI(m_World, m_EventBroker);
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m_EditorGUI->SetEntitySelectedCallback(std::bind(&EditorSystem::OnEntitySelected, this, std::placeholders::_1));
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@@ -49,16 +49,16 @@ void Client::Connect(std::string address, int port)
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void Client::Update()
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{
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m_EventBroker->Process<Client>();
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while (m_Unreliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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m_Unreliable.Receive(packet);
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if (packet.GetMessageType() == MessageType::Connect) {
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parseUDPConnect(packet);
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} else {
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parseMessageType(packet);
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}
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}
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//while (m_Unreliable.IsSocketAvailable()) {
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// // Packet will get real data in receive
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// Packet packet(MessageType::Invalid);
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// m_Unreliable.Receive(packet);
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// if (packet.GetMessageType() == MessageType::Connect) {
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// parseUDPConnect(packet);
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// } else {
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// parseMessageType(packet);
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// }
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//}
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while (m_Reliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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@@ -177,8 +177,8 @@ void Client::parseTCPConnect(Packet& packet)
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Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
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// Add player id and other stuff
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packet.WritePrimitive(m_PlayerID);
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m_Unreliable.Send(packet);
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LOG_INFO("Sent UDP Connect Server");
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// m_Unreliable.Send(packet);
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// LOG_INFO("Sent UDP Connect Server");
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}
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void Client::parsePlayerConnected(Packet & packet)
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@@ -476,7 +476,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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if (e.Command == "ConnectToServer") { // Connect for now
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if (e.Value > 0) {
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m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
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m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
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// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
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}
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//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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return true;
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@@ -613,7 +613,7 @@ void Client::sendLocalPlayerTransform()
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packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
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}
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m_Unreliable.Send(packet);
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m_Reliable.Send(packet);
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}
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void Client::identifyPacketLoss()
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@@ -47,19 +47,19 @@ void Server::Update()
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}
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}
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PlayerDefinition pd;
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while (m_Unreliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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m_Unreliable.Receive(packet, pd);
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m_Address = pd.Endpoint.address();
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m_Port = pd.Endpoint.port();
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if (packet.GetMessageType() == MessageType::Connect) {
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parseUDPConnect(packet);
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} else {
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parseMessageType(packet);
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}
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}
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//PlayerDefinition pd;
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//while (m_Unreliable.IsSocketAvailable()) {
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// // Packet will get real data in receive
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// Packet packet(MessageType::Invalid);
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// m_Unreliable.Receive(packet, pd);
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// m_Address = pd.Endpoint.address();
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// m_Port = pd.Endpoint.port();
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// if (packet.GetMessageType() == MessageType::Connect) {
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// parseUDPConnect(packet);
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// } else {
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// parseMessageType(packet);
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// }
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//}
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while (m_ServerlistRequest.IsSocketAvailable()) {
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Packet packet(MessageType::Invalid);
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@@ -162,7 +162,7 @@ void Server::unreliableBroadcast(Packet& packet)
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{
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for (auto& kv : m_ConnectedPlayers) {
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packet.ChangePacketID(kv.second.PacketID);
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m_Unreliable.Send(packet, kv.second);
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// m_Unreliable.Send(packet, kv.second);
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}
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}
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@@ -172,7 +172,7 @@ void Server::sendSnapshot()
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Packet packet(MessageType::Snapshot);
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addInputCommandsToPacket(packet);
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addPlayersToPacket(packet, EntityID_Invalid);
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unreliableBroadcast(packet);
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reliableBroadcast(packet);
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}
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void Server::addInputCommandsToPacket(Packet& packet)
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@@ -320,25 +320,28 @@ void Server::checkForTimeOuts()
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}
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}
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void Server::parseUDPConnect(Packet & packet)
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{
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// Pop size of message int
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packet.ReadPrimitive<int>();
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int messageType = packet.ReadPrimitive<int>();
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// Read packet ID
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m_PreviousPacketID = m_PacketID; // Set previous packet id
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m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
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// parse player id and other stuff
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PlayerID playerID = packet.ReadPrimitive<int>();
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// Do something here?
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boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
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m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
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LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
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// Send a message to the player that connected
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Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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m_Unreliable.Send(connnectPacket);
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LOG_INFO("UDP Connect sent to client");
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}
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//void Server::parseUDPConnect(Packet & packet)
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//{
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// // Pop size of message int
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// packet.ReadPrimitive<int>();
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// int messageType = packet.ReadPrimitive<int>();
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// // Read packet ID
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// m_PreviousPacketID = m_PacketID; // Set previous packet id
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// m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
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// // parse player id and other stuff
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// PlayerID playerID = packet.ReadPrimitive<int>();
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// if (!EntityWrapper(m_World, playerID).Valid()) {
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//
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// }
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// // Do something here?
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// boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
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// m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
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// LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
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// // Send a message to the player that connected
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// Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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// m_Unreliable.Send(connnectPacket);
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// LOG_INFO("UDP Connect sent to client");
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//}
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void Server::parseTCPConnect(Packet & packet)
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{
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@@ -21,33 +21,38 @@ void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
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boost::asio::buffer(packet.Data(), packet.Size()),
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playerDefinition.Endpoint,
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0);
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LOG_INFO("Size of packet is %i", bytesSent);
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} catch (const boost::system::system_error& e) {
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LOG_INFO(e.what());
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// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
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playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
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}
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}
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// Send back to endpoint of received packet
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void UDPServer::Send(Packet & packet)
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{
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packet.UpdateSize();
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m_Socket->send_to(
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size_t bytesSent = m_Socket->send_to(
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boost::asio::buffer(
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packet.Data(),
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packet.Size()),
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m_ReceiverEndpoint,
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0);
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LOG_INFO("Size of packet is %i", bytesSent);
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}
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// Broadcasting respond specific logic
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void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
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{
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packet.UpdateSize();
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m_Socket->send_to(
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size_t bytesSent = m_Socket->send_to(
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boost::asio::buffer(
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packet.Data(),
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packet.Size()),
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endpoint,
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0);
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LOG_INFO("Size of packet is %i", bytesSent);
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}
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// Broadcasting
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@@ -55,7 +60,7 @@ void UDPServer::Broadcast(Packet & packet, int port)
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{
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packet.UpdateSize();
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m_Socket->set_option(boost::asio::socket_base::broadcast(true));
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m_Socket->send_to(
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size_t bytesSent = m_Socket->send_to(
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boost::asio::buffer(
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packet.Data(),
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packet.Size()),
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@@ -133,7 +133,12 @@ void AnimationSystem::UpdateWeights(double dt)
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std::shared_ptr<BlendTree> blendTree = autoBlendQueue.second.GetBlendTree();
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if (blendTree != nullptr) {
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blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
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if (blendJob.Duration != 0.0) {
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blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
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} else {
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blendJob.BlendInfo.progress = 1.0;
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}
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blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
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}
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@@ -191,7 +196,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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abj.BlendInfo.progress = 0.0;
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abj.BlendInfo.Start = e.Start;
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abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
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abj.BlendInfo.Weight = e.Weight;
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EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one
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if (nodeEntity.Valid()) {
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@@ -207,6 +207,22 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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{
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std::vector<Node*> goalNodes = FindNodesByName(blendInfo.NodeName);
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if(blendInfo.Weight >= 0 && blendInfo.Weight <= 1.0) {
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for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
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EntityWrapper entity = (*it)->Entity;
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if (entity.Valid()) {
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if (entity.HasComponent("Blend")) {
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(double&)entity["Blend"]["Weight"] = blendInfo.Weight;
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}
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}
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||||
}
|
||||
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||||
return blendInfo;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (blendInfo.Start) {
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||||
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
|
||||
EntityWrapper entity = (*it)->Entity;
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||||
@@ -219,7 +235,6 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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}
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}
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||||
|
||||
|
||||
if(goalNodes.size() == 0) {
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return blendInfo;
|
||||
} else if(goalNodes.size() == 1) {
|
||||
@@ -383,6 +398,10 @@ EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
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||||
{
|
||||
std::vector<Node*> nodes = FindNodesByName(nodeName);
|
||||
|
||||
if (nodes.size() == 0) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
std::vector<Node*> subTreeRoots;
|
||||
|
||||
for (auto it = nodes.begin(); it != nodes.end(); it++) {
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||||
|
||||
@@ -362,11 +362,15 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
@@ -391,11 +395,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
@@ -438,12 +445,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("Bind ForwardPlusProgram");
|
||||
@@ -467,11 +476,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
//bind textures
|
||||
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
@@ -547,11 +559,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectShieldCheckProgram->Bind();
|
||||
@@ -578,11 +593,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapShieldCheckProgram->Bind();
|
||||
@@ -614,12 +632,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
GLERROR("Bind ExplosionEffect program");
|
||||
@@ -643,12 +663,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
//bind textures
|
||||
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
|
||||
GLERROR("asdasd");
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ExplosionEffectSplatMapProgram->Bind();
|
||||
@@ -693,11 +715,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusShieldCheckProgram->Bind();
|
||||
@@ -723,11 +748,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
|
||||
@@ -757,11 +784,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
@@ -787,11 +817,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
|
||||
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
|
||||
GLERROR("asdasd");
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
else {
|
||||
m_ForwardPlusSplatMapProgram->Bind();
|
||||
@@ -849,11 +881,14 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
continue;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
if (GLERROR("Animation")) {
|
||||
continue;
|
||||
}
|
||||
@@ -885,12 +920,16 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
//bind textures
|
||||
BindModelTextures(forwardHandle ,modelJob);
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
//draw
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -918,11 +957,14 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_FillDepthStencilBufferProgram->Bind();
|
||||
GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
|
||||
|
||||
@@ -104,11 +104,15 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
@@ -210,12 +214,15 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
@@ -249,6 +249,18 @@ void Skeleton::GetFinalPose(std::map<int, Skeleton::PoseData>& poseDatas, std::v
|
||||
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetTPose()
|
||||
{
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
|
||||
for (auto b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));
|
||||
}
|
||||
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
+1
-2
@@ -112,7 +112,7 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// Create Octrees
|
||||
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
|
||||
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
|
||||
AABB boxContainingTheWorld = AABB::FromOriginSize(glm::vec3(0.f, 10.7f, 0.f), glm::vec3(140.f, 31.f, 190.f));
|
||||
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
@@ -144,7 +144,6 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
|
||||
@@ -45,10 +45,6 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
//copy the data from player to explosioneffectmodel
|
||||
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||
//freeze the animation
|
||||
deathEffectEW["Animation"]["Speed1"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed2"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed3"] = 0.0;
|
||||
|
||||
//copy the models position,orientation
|
||||
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
|
||||
@@ -83,11 +83,25 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
|
||||
// Set third person model aim pitch
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
|
||||
//Third-person aim
|
||||
if (playerModel.Valid()) {
|
||||
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
|
||||
float pitch = cameraOrientation.x + 0.2f;
|
||||
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
|
||||
cAnimationOffset["Time"] = time;
|
||||
EntityWrapper aimPrimaryEntity = playerModel.FirstChildByName("AimPrimary");
|
||||
if(aimPrimaryEntity.Valid()){
|
||||
if(aimPrimaryEntity.HasComponent("Animation")) {
|
||||
float pitch = cameraOrientation.x + 0.2f;
|
||||
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
|
||||
(double&)aimPrimaryEntity["Animation"]["Time"] = time;
|
||||
}
|
||||
}
|
||||
EntityWrapper aimSecondaryEntity = playerModel.FirstChildByName("AimSecondary");
|
||||
if (aimSecondaryEntity.Valid()) {
|
||||
if (aimSecondaryEntity.HasComponent("Animation")) {
|
||||
float pitch = cameraOrientation.x + 0.2f;
|
||||
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
|
||||
(double&)aimSecondaryEntity["Animation"]["Time"] = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -182,10 +196,64 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
if (isOnGround) {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
velocity.y = player["Player"]["JumpSpeed"];
|
||||
|
||||
|
||||
if (player.Valid()) {
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.15;
|
||||
aeb.NodeName = "Jump";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.25;
|
||||
aeb.NodeName = "StandCrouchBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("Jump");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
|
||||
//Enter here if player can double jump and is doing so.
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
|
||||
|
||||
if (player.Valid()) {
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.15;
|
||||
aeb.NodeName = "Jump";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.25;
|
||||
aeb.NodeName = "StandCrouchBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("Jump");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If IsServer and network is off this will not work
|
||||
if (IsClient) {
|
||||
//put a hexagon at the players feet
|
||||
@@ -208,81 +276,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
}
|
||||
}
|
||||
|
||||
// Animations
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
ComponentWrapper cAnimation = playerModel["Animation"];
|
||||
std::string& animationName1 = cAnimation["AnimationName1"];
|
||||
std::string& animationName2 = cAnimation["AnimationName2"];
|
||||
double& animationTime1 = cAnimation["Time1"];
|
||||
double& animationTime2 = cAnimation["Time2"];
|
||||
double& animationSpeed1 = cAnimation["Speed1"];
|
||||
double& animationSpeed2 = cAnimation["Speed2"];
|
||||
double& animationWeight1 = cAnimation["Weight1"];
|
||||
double& animationWeight2 = cAnimation["Weight2"];
|
||||
|
||||
float movementLength = glm::length(groundVelocity);
|
||||
//TODO: add assault dash animation here
|
||||
if (glm::length(controller->Movement()) > 0.f) {
|
||||
double forwardMovement = controller->Movement().z;
|
||||
double strafeMovement = controller->Movement().x;
|
||||
|
||||
if (controller->Crouching() && animationName1 != "CrouchWalk") {
|
||||
animationName1 = "CrouchWalk";
|
||||
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
|
||||
} else {
|
||||
if (glm::abs(forwardMovement) > 0) {
|
||||
if (animationName1 != "Run") {
|
||||
animationName1 = "Run";
|
||||
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
|
||||
animationTime1 = animationTime2;
|
||||
} else {
|
||||
animationTime1 = 0.0;
|
||||
}
|
||||
}
|
||||
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
|
||||
}
|
||||
|
||||
if (glm::abs(strafeMovement) > 0) {
|
||||
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
|
||||
if (strafeMovement < 0) {
|
||||
animationName2 = "StrafeLeft";
|
||||
}
|
||||
if (strafeMovement > 0) {
|
||||
animationName2 = "StrafeRight";
|
||||
}
|
||||
if (animationName1 == "Run") {
|
||||
animationTime2 = animationTime1;
|
||||
} else {
|
||||
animationTime2 = 0.0;
|
||||
}
|
||||
}
|
||||
animationSpeed2 = 2.f * glm::abs(strafeMovement);
|
||||
}
|
||||
|
||||
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
|
||||
animationWeight2 = strafeWeight;
|
||||
animationWeight1 = 1.0 - strafeWeight;
|
||||
}
|
||||
} else {
|
||||
if (controller->Crouching()) {
|
||||
animationName1 = "Crouch";
|
||||
animationName2 = "";
|
||||
animationSpeed1 = 1.0;
|
||||
animationSpeed2 = 0.0;
|
||||
animationWeight1 = 1.0;
|
||||
animationWeight2 = 0.0;
|
||||
} else {
|
||||
animationName1 = "Idle";
|
||||
animationName2 = "";
|
||||
animationSpeed1 = 1.f;
|
||||
animationSpeed2 = 0.0;
|
||||
animationWeight1 = 1.0;
|
||||
animationWeight2 = 0.0;
|
||||
//cAnimation["AnimationName2"] = "Idle";
|
||||
}
|
||||
}
|
||||
}
|
||||
// TODO: Animations
|
||||
}
|
||||
|
||||
controller->Reset();
|
||||
@@ -350,7 +344,7 @@ void PlayerMovementSystem::playerStep(double dt)
|
||||
bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// When a player spawns, create an input controller for them
|
||||
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
|
||||
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID, e.Player);
|
||||
if (e.PlayerID == -1) {
|
||||
// Keep track of the local player
|
||||
m_LocalPlayer = e.Player;
|
||||
@@ -383,23 +377,129 @@ void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
|
||||
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
|
||||
{
|
||||
EntityWrapper player(m_World, e.Player);
|
||||
if (!player.Valid() || !IsClient || player.ID == LocalPlayer.ID) {
|
||||
if (!player.Valid() || !IsClient){// || player.ID == LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DashEffect.xml");
|
||||
EntityWrapper dashEffect = entityFile->MergeInto(m_World);
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
|
||||
for (auto& kv : m_PlayerInputControllers) {
|
||||
EntityWrapper player = kv.first;
|
||||
auto& controller = kv.second;
|
||||
|
||||
if (!player.Valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (player.Valid()) {
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
if (glm::abs(controller->Movement().x) > glm::abs(controller->Movement().z)) {
|
||||
if (controller->Movement().x > 0) {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "DashRight";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "StandCrouchBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Delay = -0.3;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
} else {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "DashLeft";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "StandCrouchBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Delay = -0.3;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (controller->Movement().z < 0) {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "DashForward";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "StandCrouchBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Delay = -0.3;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
} else {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "DashBackward";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "StandCrouchBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Delay = -0.3;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
auto playerEntityAnimation = playerModel["Animation"];
|
||||
|
||||
playerEntityModel.Copy(dashEffect["Model"]);
|
||||
playerEntityAnimation.Copy(dashEffect["Animation"]);
|
||||
dashEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
|
||||
((glm::vec4&)dashEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
|
||||
dashEffect["Animation"]["Speed1"] = 0.0;
|
||||
dashEffect["Animation"]["Speed2"] = 0.0;
|
||||
dashEffect["Animation"]["Speed3"] = 0.0;
|
||||
dashEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
dashEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -10,18 +10,28 @@ void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWra
|
||||
|
||||
void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
// Decrement reload timer
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
reloadTimer = glm::max(0.0, reloadTimer - dt);
|
||||
|
||||
// Start reloading automatically if at 0 mag ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (m_ConfigAutoReload && magAmmo <= 0) {
|
||||
OnReload(cWeapon, wi);
|
||||
}
|
||||
|
||||
// Handle reloading
|
||||
// Only start reloading once we're done firing
|
||||
bool& reloadQueued = cWeapon["ReloadQueued"];
|
||||
double& fireCooldown = cWeapon["FireCooldown"];
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (reloadQueued && fireCooldown <= 0) {
|
||||
reloadQueued = fireCooldown;
|
||||
isReloading = true;
|
||||
}
|
||||
|
||||
// Decrement reload timer
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
if (isReloading) {
|
||||
reloadTimer = glm::max(0.0, reloadTimer - dt);
|
||||
}
|
||||
|
||||
// Handle reloading
|
||||
if (isReloading && reloadTimer <= 0.0) {
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
@@ -29,6 +39,12 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
|
||||
ammo = glm::max(0, ammo - (magSize - magAmmo));
|
||||
magAmmo = glm::min(magSize, ammo);
|
||||
isReloading = false;
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
wi.FirstPersonEntity["Model"]["Visible"] = true;
|
||||
}
|
||||
if (wi.ThirdPersonEntity.Valid()) {
|
||||
wi.ThirdPersonEntity["Model"]["Visible"] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore view angle
|
||||
@@ -46,6 +62,20 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
|
||||
}
|
||||
}
|
||||
|
||||
// Update first person run animation
|
||||
ComponentWrapper cPlayer = wi.Player["Player"];
|
||||
ComponentWrapper cPhysics = wi.Player["Physics"];
|
||||
const float& movementSpeed = cPlayer["MovementSpeed"];
|
||||
float speed = glm::length((const glm::vec3&)cPhysics["Velocity"]);
|
||||
float animationWeight = glm::min(speed, movementSpeed) / movementSpeed;
|
||||
EntityWrapper rootNode = wi.FirstPersonEntity.FirstParentWithComponent("Model");
|
||||
if (rootNode.Valid()) {
|
||||
EntityWrapper blend = rootNode.FirstChildByName("MovementBlend");
|
||||
if (blend.Valid()) {
|
||||
(double&)blend["Blend"]["Weight"] = animationWeight;
|
||||
}
|
||||
}
|
||||
|
||||
// Fire if we're able to fire
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
@@ -67,8 +97,9 @@ void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, Weapon
|
||||
|
||||
void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool& reloadQueued = cWeapon["ReloadQueued"];
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading) {
|
||||
if (reloadQueued || isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -86,8 +117,35 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
isReloading = true;
|
||||
reloadQueued = true;
|
||||
reloadTimer = reloadTime;
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Reload");
|
||||
if (IsClient) {
|
||||
// Spawn explosion effect
|
||||
EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("FirstPersonReloadSpawner");
|
||||
if (reloadEffectSpawner.Valid()) {
|
||||
SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
|
||||
}
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
wi.FirstPersonEntity["Model"]["Visible"] = false;
|
||||
}
|
||||
if (wi.ThirdPersonEntity.Valid()) {
|
||||
wi.ThirdPersonEntity["Model"]["Visible"] = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/Assault/AssaultWeaponReload.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
@@ -161,14 +219,23 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Fire");
|
||||
|
||||
// Sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/Assault/AssaultWeaponFire.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
|
||||
bool isReloading = cWeapon["IsReloading"];
|
||||
return triggerHeld && cooldownPassed;
|
||||
bool isNotReloading = !(bool)cWeapon["IsReloading"];
|
||||
return triggerHeld && cooldownPassed && isNotReloading;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
|
||||
@@ -36,6 +36,7 @@ void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
isReloading = false;
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Idle");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,6 +97,9 @@ void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
// Start reload
|
||||
isReloading = true;
|
||||
reloadTimer = reloadTime;
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Reload");
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
@@ -115,8 +119,40 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
|
||||
if (attachment.Valid()) {
|
||||
if (e.Value > 0) {
|
||||
SpawnerSystem::Spawn(attachment, attachment);
|
||||
|
||||
EntityWrapper root = wi.FirstPersonEntity.FirstParentWithComponent("Model");
|
||||
if (root.Valid()) {
|
||||
EntityWrapper subTree = root.FirstChildByName("FinalBlend");
|
||||
if (subTree.Valid()) {
|
||||
EntityWrapper animationNode = subTree.FirstChildByName("Shield");
|
||||
if (animationNode.Valid()) {
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = "Shield";
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
attachment.DeleteChildren();
|
||||
|
||||
EntityWrapper root = wi.FirstPersonEntity.FirstParentWithComponent("Model");
|
||||
if (root.Valid()) {
|
||||
EntityWrapper subTree = root.FirstChildByName("FinalBlend");
|
||||
if (subTree.Valid()) {
|
||||
EntityWrapper animationNode = subTree.FirstChildByName("ActionBlend");
|
||||
if (animationNode.Valid()) {
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = "ActionBlend";
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -195,6 +231,9 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeDefenderWeapon", "Fire");
|
||||
|
||||
// Sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
|
||||
Reference in New Issue
Block a user