Merge branch 'master' into DDS
Conflicts: assets src/Engine/Rendering/Texture.cpp src/Engine/Rendering/Util/CommonFunctions.cpp src/Game/Game.cpp
This commit is contained in:
@@ -17,105 +17,107 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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auto prevPosIt = m_PrevPositions.find(entity);
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if (prevPosIt != m_PrevPositions.end()) {
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = prevPosIt->second;
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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if (rayLength > diameter) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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if (entity == LocalPlayer) {
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auto prevPosIt = m_PrevPositions.find(entity);
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if (prevPosIt != m_PrevPositions.end()) {
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = prevPosIt->second;
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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if (rayLength > diameter) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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break;
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}
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break;
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}
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}
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}
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}
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
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//Here we know boxB is a entity with Collideable, AABB, and Model.
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
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//Here we know boxB is a entity with Collideable, AABB, and Model.
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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continue;
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}
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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}
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}
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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}
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//This should apply air friction and such, iff zero models were hit.
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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//This should apply air friction and such, iff zero models were hit.
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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m_PrevPositions[entity] = boxA.Origin();
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m_PrevPositions[entity] = boxA.Origin();
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}
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}
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+14
-280
@@ -1,291 +1,25 @@
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#include "Core/EntityFile.h"
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EntityFile::EntityFile(boost::filesystem::path path)
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: m_FilePath(path)
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EntityFile::EntityFile(std::string path)
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{
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using namespace xercesc;
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XMLPlatformUtils::Initialize();
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m_GrammarPool = new XMLGrammarPoolImpl();
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m_SAX2XMLReader = XMLReaderFactory::createXMLReader(XMLPlatformUtils::fgMemoryManager, m_GrammarPool);
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}
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EntityXMLFile* xml = ResourceManager::Load<EntityXMLFile>(path);
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EntityFile::~EntityFile()
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{
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delete m_SAX2XMLReader;
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delete m_GrammarPool;
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xercesc::XMLPlatformUtils::Terminate();
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}
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EntityXMLFilePreprocessor preprocessor(xml);
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preprocessor.RegisterComponents(this);
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void EntityFile::Parse(const EntityFileHandler* handler) const
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{
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using namespace xercesc;
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EntityXMLFileParser parser(xml);
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m_RootEntity = parser.MergeEntities(this);
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EntityFileSAXHandler saxHandler(handler, m_SAX2XMLReader);
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setReaderFeatures(m_SAX2XMLReader);
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m_SAX2XMLReader->setContentHandler(&saxHandler);
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m_SAX2XMLReader->setErrorHandler(&saxHandler);
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m_SAX2XMLReader->setDeclarationHandler(&saxHandler);
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m_SAX2XMLReader->parse(m_FilePath.string().c_str());
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}
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void EntityFile::setReaderFeatures(xercesc::SAX2XMLReader* reader)
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{
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using namespace xercesc;
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reader->setFeature(XMLUni::fgXercesCacheGrammarFromParse, true);
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reader->setFeature(XMLUni::fgXercesUseCachedGrammarInParse, true);
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reader->setFeature(XMLUni::fgSAX2CoreValidation, true);
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reader->setFeature(XMLUni::fgSAX2CoreNameSpaces, true);
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reader->setFeature(XMLUni::fgXercesSchema, true);
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reader->setFeature(XMLUni::fgXercesSchemaFullChecking, true);
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reader->setFeature(XMLUni::fgXercesCalculateSrcOfs, true);
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reader->setFeature(XMLUni::fgXercesIdentityConstraintChecking, true);
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}
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unsigned int EntityFile::GetTypeStride(std::string typeName)
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{
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std::map<std::string, unsigned int> typeStrides{
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{ "bool", sizeof(bool) },
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||||
{ "int", sizeof(int) },
|
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{ "float", sizeof(float) },
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{ "double", sizeof(double) },
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{ "string", sizeof(std::string) },
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{ "enum", sizeof(ComponentInfo::EnumType) },
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{ "Vector", sizeof(glm::vec3) },
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{ "Quaternion", sizeof(glm::quat) },
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{ "Color", sizeof(glm::vec4) }
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};
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||||
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auto it = typeStrides.find(typeName);
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return (it != typeStrides.end()) ? it->second : 0;
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||||
}
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||||
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void EntityFile::WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes)
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{
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if (field.Type == "Vector") {
|
||||
glm::vec3 vec;
|
||||
vec.x = boost::lexical_cast<float>(attributes.at("X"));
|
||||
vec.y = boost::lexical_cast<float>(attributes.at("Y"));
|
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vec.z = boost::lexical_cast<float>(attributes.at("Z"));
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||||
memcpy(outData, reinterpret_cast<char*>(&vec), field.Stride);
|
||||
} else if (field.Type == "Color") {
|
||||
glm::vec4 vec;
|
||||
vec.r = boost::lexical_cast<float>(attributes.at("R"));
|
||||
vec.g = boost::lexical_cast<float>(attributes.at("G"));
|
||||
vec.b = boost::lexical_cast<float>(attributes.at("B"));
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||||
vec.a = boost::lexical_cast<float>(attributes.at("A"));
|
||||
memcpy(outData, reinterpret_cast<char*>(&vec), field.Stride);
|
||||
} else if (field.Type == "Quaternion") {
|
||||
glm::quat q;
|
||||
q.x = boost::lexical_cast<float>(attributes.at("X"));
|
||||
q.y = boost::lexical_cast<float>(attributes.at("Y"));
|
||||
q.z = boost::lexical_cast<float>(attributes.at("Z"));
|
||||
q.w = boost::lexical_cast<float>(attributes.at("W"));
|
||||
memcpy(outData, reinterpret_cast<char*>(&q), field.Stride);
|
||||
} else if (!attributes.empty()) {
|
||||
LOG_WARNING("%i attributes not handled by any type conversion!", attributes.size());
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFile::WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData)
|
||||
{
|
||||
// Catch and ignore casting errors so whitespace around string enums won't mess anything up
|
||||
try {
|
||||
if (field.Type == "int") {
|
||||
int value = boost::lexical_cast<int>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "enum") {
|
||||
ComponentInfo::EnumType value = boost::lexical_cast<ComponentInfo::EnumType>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "float") {
|
||||
float value = boost::lexical_cast<float>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "double") {
|
||||
double value = boost::lexical_cast<double>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "bool") {
|
||||
bool value = (valueData[0] == 't'); // Lazy bool evaluation
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "string") {
|
||||
new (outData) std::string(valueData);
|
||||
} else {
|
||||
LOG_WARNING("Unknown value data type: %s", field.Type.c_str());
|
||||
}
|
||||
} catch (const boost::bad_lexical_cast&) { }
|
||||
}
|
||||
|
||||
EntityFileSAXHandler::EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader)
|
||||
: m_Handler(handler)
|
||||
, m_Reader(reader)
|
||||
{
|
||||
// 0 is imaginary base parent
|
||||
m_EntityStack.push(0);
|
||||
m_StateStack.push(State::Unknown);
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs)
|
||||
{
|
||||
std::string name = XS::ToString(_localName);
|
||||
|
||||
if (m_StateStack.top() == State::Unknown || m_StateStack.top() == State::Entity) {
|
||||
if (name == "Entity") {
|
||||
m_StateStack.push(State::Entity);
|
||||
onStartEntity(attrs);
|
||||
return;
|
||||
}
|
||||
if (name == "EntityRef") {
|
||||
onStartEntityRef(attrs);
|
||||
return;
|
||||
}
|
||||
if (m_RootEntity == EntityID_Invalid) {
|
||||
ResourceManager::Release("EntityXMLFile", path);
|
||||
throw Resource::FailedLoadingException("Failed to merge entities; root entity is invalid");
|
||||
}
|
||||
|
||||
std::string uri = XS::ToString(_uri);
|
||||
if (m_StateStack.top() == State::Entity) {
|
||||
if (uri == "components") {
|
||||
m_StateStack.push(State::Component);
|
||||
onStartComponent(name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_StateStack.top() == State::Component) {
|
||||
m_StateStack.push(State::ComponentField);
|
||||
onStartComponentField(name, attrs);
|
||||
return;
|
||||
}
|
||||
ResourceManager::Release("EntityXMLFile", path);
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname)
|
||||
EntityWrapper EntityFile::MergeInto(World* other)
|
||||
{
|
||||
std::string name = XS::ToString(_localName);
|
||||
if (m_StateStack.top() == State::Entity) {
|
||||
if (name == "Entity") {
|
||||
m_StateStack.pop();
|
||||
onEndEntity();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
std::string uri = XS::ToString(_uri);
|
||||
if (m_StateStack.top() == State::Component) {
|
||||
//if (uri == "components") {
|
||||
m_StateStack.pop();
|
||||
onEndComponent(name);
|
||||
return;
|
||||
//}
|
||||
}
|
||||
|
||||
if (m_StateStack.top() == State::ComponentField && name == m_CurrentField) {
|
||||
m_StateStack.pop();
|
||||
onEndComponentField(name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::characters(const XMLCh* const chars, const XMLSize_t length)
|
||||
{
|
||||
if (m_StateStack.top() == State::ComponentField) {
|
||||
char* transcoded = xercesc::XMLString::transcode(chars);
|
||||
onFieldData(transcoded);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::fatalError(const xercesc::SAXParseException& e)
|
||||
{
|
||||
std::string message = XS::ToString(e.getMessage());
|
||||
std::string systemId = XS::ToString(e.getSystemId());
|
||||
XMLFileLoc line = e.getLineNumber();
|
||||
XMLFileLoc column = e.getColumnNumber();
|
||||
LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tFatal Error: %s", systemId.c_str(), line, column, message.c_str());
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::error(const xercesc::SAXParseException& e)
|
||||
{
|
||||
std::string message = XS::ToString(e.getMessage());
|
||||
std::string systemId = XS::ToString(e.getSystemId());
|
||||
XMLFileLoc line = e.getLineNumber();
|
||||
XMLFileLoc column = e.getColumnNumber();
|
||||
LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tError: %s", systemId.c_str(), line, column, message.c_str());
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::warning(const xercesc::SAXParseException& e)
|
||||
{
|
||||
std::string message = XS::ToString(e.getMessage());
|
||||
std::string systemId = XS::ToString(e.getSystemId());
|
||||
XMLFileLoc line = e.getLineNumber();
|
||||
XMLFileLoc column = e.getColumnNumber();
|
||||
LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tWarning: %s", systemId.c_str(), line, column, message.c_str());
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onStartEntity(const xercesc::Attributes& attrs)
|
||||
{
|
||||
EntityID parent = m_EntityStack.top();
|
||||
|
||||
if (m_Handler->m_OnStartEntityCallback) {
|
||||
std::string name;
|
||||
auto xName = attrs.getValue(XS::ToXMLCh("name"));
|
||||
if (xName != nullptr) {
|
||||
name = XS::ToString(xName);
|
||||
}
|
||||
m_Handler->m_OnStartEntityCallback(m_NextEntityID, parent, name);
|
||||
}
|
||||
|
||||
m_EntityStack.push(m_NextEntityID);
|
||||
m_NextEntityID++;
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onEndEntity()
|
||||
{
|
||||
m_EntityStack.pop();
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onStartEntityRef(const xercesc::Attributes& attrs)
|
||||
{
|
||||
std::string path = XS::ToString(attrs.getValue(XS::ToXMLCh("file")));
|
||||
|
||||
xercesc::SAX2XMLReader* reader = xercesc::XMLReaderFactory::createXMLReader();
|
||||
EntityFile::setReaderFeatures(reader);
|
||||
reader->setContentHandler(this);
|
||||
reader->setErrorHandler(this);
|
||||
reader->parse(path.c_str());
|
||||
delete reader;
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onStartComponentField(const std::string& field, const xercesc::Attributes& attrs)
|
||||
{
|
||||
//LOG_DEBUG(" Field: %s", field.c_str());
|
||||
m_CurrentField = field;
|
||||
m_CurrentAttributes.clear();
|
||||
for (int i = 0; i < attrs.getLength(); i++) {
|
||||
auto name = attrs.getQName(i);
|
||||
auto value = attrs.getValue(name);
|
||||
//LOG_DEBUG(" %s = %s", (char*)XS::ToString(name), (char*)XS::ToString(value));
|
||||
m_CurrentAttributes[XS::ToString(name).operator std::string()] = XS::ToString(value).operator std::string();
|
||||
}
|
||||
|
||||
if (m_Handler->m_OnStartFieldCallback) {
|
||||
m_Handler->m_OnStartFieldCallback(m_EntityStack.top(), m_CurrentComponent, field, m_CurrentAttributes);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onEndComponent(const std::string& name) { }
|
||||
|
||||
void EntityFileSAXHandler::onStartComponent(const std::string& name)
|
||||
{
|
||||
//LOG_DEBUG(" Component: %s", name.c_str());
|
||||
m_CurrentComponent = name;
|
||||
if (m_Handler->m_OnStartComponentCallback) {
|
||||
m_Handler->m_OnStartComponentCallback(m_EntityStack.top(), name);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onEndComponentField(const std::string& field) { }
|
||||
|
||||
void EntityFileSAXHandler::onFieldData(char* data)
|
||||
{
|
||||
//LOG_DEBUG(" Data: %s", data);
|
||||
if (m_Handler->m_OnStartFieldDataCallback) {
|
||||
m_Handler->m_OnStartFieldDataCallback(m_EntityStack.top(), m_CurrentComponent, m_CurrentField, data);
|
||||
}
|
||||
|
||||
xercesc::XMLString::release(&data);
|
||||
}
|
||||
auto mapping = other->Merge(this);
|
||||
return EntityWrapper(other, mapping.at(m_RootEntity));
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
#include "Core/EntityFileParser.h"
|
||||
|
||||
EntityFileParser::EntityFileParser(const EntityFile* entityFile)
|
||||
: m_EntityFile(entityFile)
|
||||
{
|
||||
m_Handler.SetStartEntityCallback(std::bind(&EntityFileParser::onStartEntity, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
|
||||
m_Handler.SetStartComponentCallback(std::bind(&EntityFileParser::onStartComponent, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_Handler.SetStartFieldCallback(std::bind(&EntityFileParser::onStartComponentField, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4));
|
||||
m_Handler.SetStartFieldDataCallback(std::bind(&EntityFileParser::onFieldData, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4));
|
||||
}
|
||||
|
||||
EntityID EntityFileParser::MergeEntities(World* world, EntityID baseParent /*= EntityID_Invalid */)
|
||||
{
|
||||
m_World = world;
|
||||
m_EntityIDMapper[0] = baseParent;
|
||||
m_EntityFile->Parse(&m_Handler);
|
||||
return m_FirstEntity;
|
||||
}
|
||||
|
||||
void EntityFileParser::onStartEntity(EntityID entity, EntityID parent, const std::string& name)
|
||||
{
|
||||
EntityID realParent = m_EntityIDMapper.at(parent);
|
||||
EntityID realEntity = m_World->CreateEntity(realParent);
|
||||
if (m_FirstEntity == EntityID_Invalid) {
|
||||
m_FirstEntity = realEntity;
|
||||
}
|
||||
if (!name.empty()) {
|
||||
m_World->SetName(realEntity, name);
|
||||
}
|
||||
m_EntityIDMapper[entity] = realEntity;
|
||||
//LOG_DEBUG("Created entity #%i (%i) with parent %i (%i)", entity, realEntity, parent, realParent);
|
||||
}
|
||||
|
||||
void EntityFileParser::onStartComponent(EntityID entity, const std::string& component)
|
||||
{
|
||||
EntityID realEntity = m_EntityIDMapper.at(entity);
|
||||
m_World->AttachComponent(realEntity, component);
|
||||
//LOG_DEBUG("Attached component of type \"%s\" to entity #%i (%i)", component.c_str(), entity, realEntity);
|
||||
}
|
||||
|
||||
void EntityFileParser::onStartComponentField(EntityID entity, const std::string& componentType, const std::string& fieldName, const std::map<std::string, std::string>& attributes)
|
||||
{
|
||||
EntityID realEntity = m_EntityIDMapper.at(entity);
|
||||
ComponentWrapper component = m_World->GetComponent(realEntity, componentType);
|
||||
auto fieldIt = component.Info.Fields.find(fieldName);
|
||||
if (fieldIt == component.Info.Fields.end()) {
|
||||
LOG_ERROR("Tried to set unknown field \"%s\" of component type \"%s\"! Ignoring.", fieldName.c_str(), componentType.c_str());
|
||||
return;
|
||||
}
|
||||
auto& field = fieldIt->second;
|
||||
|
||||
//LOG_DEBUG("Field \"%s\" type \"%s\"", fieldName.c_str(), field.Type.c_str());
|
||||
//LOG_DEBUG("Attributes:");
|
||||
//for (auto& kv : attributes) {
|
||||
// LOG_DEBUG("\t%s = %s", kv.first.c_str(), kv.second.c_str());
|
||||
//}
|
||||
|
||||
char* data = component.Data + field.Offset;
|
||||
EntityFile::WriteAttributeData(data, field, attributes);
|
||||
}
|
||||
|
||||
void EntityFileParser::onFieldData(EntityID entity, const std::string& componentType, const std::string& fieldName, const char* fieldData)
|
||||
{
|
||||
EntityID realEntity = m_EntityIDMapper.at(entity);
|
||||
ComponentWrapper component = m_World->GetComponent(realEntity, componentType);
|
||||
auto fieldIt = component.Info.Fields.find(fieldName);
|
||||
if (fieldIt == component.Info.Fields.end()) {
|
||||
return;
|
||||
}
|
||||
auto& field = fieldIt->second;
|
||||
|
||||
char* data = component.Data + field.Offset;
|
||||
EntityFile::WriteValueData(data, field, fieldData);
|
||||
}
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
const EntityWrapper EntityWrapper::Invalid = EntityWrapper(nullptr, EntityID_Invalid);
|
||||
|
||||
const std::string EntityWrapper::Name()
|
||||
const std::string EntityWrapper::Name() const
|
||||
{
|
||||
return World->GetName(ID);
|
||||
}
|
||||
@@ -34,11 +34,48 @@ EntityWrapper EntityWrapper::Parent()
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
|
||||
{
|
||||
EntityWrapper entity = *this;
|
||||
while (entity.Parent().Valid()) {
|
||||
entity = entity.Parent();
|
||||
if (entity.Name() == parentEntityName) {
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
||||
{
|
||||
return firstChildByNameRecursive(name, this->ID);
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper EntityWrapper::FirstLevelChildByName(const std::string& name)
|
||||
{
|
||||
EntityID parent = this->ID;
|
||||
if (!this->World->ValidEntity(parent)) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
auto itPair = this->World->GetDirectChildren(parent);
|
||||
if (itPair.first == itPair.second) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
for (auto it = itPair.first; it != itPair.second; ++it) {
|
||||
std::string itName = this->World->GetName(it->second);
|
||||
if (itName == name) {
|
||||
return EntityWrapper(this->World, it->second);
|
||||
} else if (it->second != EntityID_Invalid) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
|
||||
{
|
||||
EntityWrapper entity = *this;
|
||||
|
||||
@@ -0,0 +1,291 @@
|
||||
#include "Core/EntityXMLFile.h"
|
||||
|
||||
EntityXMLFile::EntityXMLFile(boost::filesystem::path path)
|
||||
: m_FilePath(path)
|
||||
{
|
||||
using namespace xercesc;
|
||||
XMLPlatformUtils::Initialize();
|
||||
m_GrammarPool = new XMLGrammarPoolImpl();
|
||||
m_SAX2XMLReader = XMLReaderFactory::createXMLReader(XMLPlatformUtils::fgMemoryManager, m_GrammarPool);
|
||||
}
|
||||
|
||||
EntityXMLFile::~EntityXMLFile()
|
||||
{
|
||||
delete m_SAX2XMLReader;
|
||||
delete m_GrammarPool;
|
||||
xercesc::XMLPlatformUtils::Terminate();
|
||||
}
|
||||
|
||||
void EntityXMLFile::Parse(const EntityFileHandler* handler) const
|
||||
{
|
||||
using namespace xercesc;
|
||||
|
||||
EntityFileSAXHandler saxHandler(handler, m_SAX2XMLReader);
|
||||
setReaderFeatures(m_SAX2XMLReader);
|
||||
m_SAX2XMLReader->setContentHandler(&saxHandler);
|
||||
m_SAX2XMLReader->setErrorHandler(&saxHandler);
|
||||
m_SAX2XMLReader->setDeclarationHandler(&saxHandler);
|
||||
m_SAX2XMLReader->parse(m_FilePath.string().c_str());
|
||||
}
|
||||
|
||||
void EntityXMLFile::setReaderFeatures(xercesc::SAX2XMLReader* reader)
|
||||
{
|
||||
using namespace xercesc;
|
||||
reader->setFeature(XMLUni::fgXercesCacheGrammarFromParse, true);
|
||||
reader->setFeature(XMLUni::fgXercesUseCachedGrammarInParse, true);
|
||||
reader->setFeature(XMLUni::fgSAX2CoreValidation, true);
|
||||
reader->setFeature(XMLUni::fgSAX2CoreNameSpaces, true);
|
||||
reader->setFeature(XMLUni::fgXercesSchema, true);
|
||||
reader->setFeature(XMLUni::fgXercesSchemaFullChecking, true);
|
||||
reader->setFeature(XMLUni::fgXercesCalculateSrcOfs, true);
|
||||
reader->setFeature(XMLUni::fgXercesIdentityConstraintChecking, true);
|
||||
}
|
||||
|
||||
unsigned int EntityXMLFile::GetTypeStride(std::string typeName)
|
||||
{
|
||||
std::map<std::string, unsigned int> typeStrides{
|
||||
{ "bool", sizeof(bool) },
|
||||
{ "int", sizeof(int) },
|
||||
{ "float", sizeof(float) },
|
||||
{ "double", sizeof(double) },
|
||||
{ "string", sizeof(std::string) },
|
||||
{ "enum", sizeof(ComponentInfo::EnumType) },
|
||||
{ "Vector", sizeof(glm::vec3) },
|
||||
{ "Quaternion", sizeof(glm::quat) },
|
||||
{ "Color", sizeof(glm::vec4) }
|
||||
};
|
||||
|
||||
auto it = typeStrides.find(typeName);
|
||||
return (it != typeStrides.end()) ? it->second : 0;
|
||||
}
|
||||
|
||||
void EntityXMLFile::WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes)
|
||||
{
|
||||
if (field.Type == "Vector") {
|
||||
glm::vec3 vec;
|
||||
vec.x = boost::lexical_cast<float>(attributes.at("X"));
|
||||
vec.y = boost::lexical_cast<float>(attributes.at("Y"));
|
||||
vec.z = boost::lexical_cast<float>(attributes.at("Z"));
|
||||
memcpy(outData, reinterpret_cast<char*>(&vec), field.Stride);
|
||||
} else if (field.Type == "Color") {
|
||||
glm::vec4 vec;
|
||||
vec.r = boost::lexical_cast<float>(attributes.at("R"));
|
||||
vec.g = boost::lexical_cast<float>(attributes.at("G"));
|
||||
vec.b = boost::lexical_cast<float>(attributes.at("B"));
|
||||
vec.a = boost::lexical_cast<float>(attributes.at("A"));
|
||||
memcpy(outData, reinterpret_cast<char*>(&vec), field.Stride);
|
||||
} else if (field.Type == "Quaternion") {
|
||||
glm::quat q;
|
||||
q.x = boost::lexical_cast<float>(attributes.at("X"));
|
||||
q.y = boost::lexical_cast<float>(attributes.at("Y"));
|
||||
q.z = boost::lexical_cast<float>(attributes.at("Z"));
|
||||
q.w = boost::lexical_cast<float>(attributes.at("W"));
|
||||
memcpy(outData, reinterpret_cast<char*>(&q), field.Stride);
|
||||
} else if (!attributes.empty()) {
|
||||
LOG_WARNING("%i attributes not handled by any type conversion!", attributes.size());
|
||||
}
|
||||
}
|
||||
|
||||
void EntityXMLFile::WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData)
|
||||
{
|
||||
// Catch and ignore casting errors so whitespace around string enums won't mess anything up
|
||||
try {
|
||||
if (field.Type == "int") {
|
||||
int value = boost::lexical_cast<int>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "enum") {
|
||||
ComponentInfo::EnumType value = boost::lexical_cast<ComponentInfo::EnumType>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "float") {
|
||||
float value = boost::lexical_cast<float>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "double") {
|
||||
double value = boost::lexical_cast<double>(valueData);
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "bool") {
|
||||
bool value = (valueData[0] == 't'); // Lazy bool evaluation
|
||||
memcpy(outData, reinterpret_cast<char*>(&value), field.Stride);
|
||||
} else if (field.Type == "string") {
|
||||
new (outData) std::string(valueData);
|
||||
} else {
|
||||
LOG_WARNING("Unknown value data type: %s", field.Type.c_str());
|
||||
}
|
||||
} catch (const boost::bad_lexical_cast&) { }
|
||||
}
|
||||
|
||||
EntityFileSAXHandler::EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader)
|
||||
: m_Handler(handler)
|
||||
, m_Reader(reader)
|
||||
{
|
||||
// 0 is imaginary base parent
|
||||
m_EntityStack.push(0);
|
||||
m_StateStack.push(State::Unknown);
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs)
|
||||
{
|
||||
std::string name = XS::ToString(_localName);
|
||||
|
||||
if (m_StateStack.top() == State::Unknown || m_StateStack.top() == State::Entity) {
|
||||
if (name == "Entity") {
|
||||
m_StateStack.push(State::Entity);
|
||||
onStartEntity(attrs);
|
||||
return;
|
||||
}
|
||||
if (name == "EntityRef") {
|
||||
onStartEntityRef(attrs);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
std::string uri = XS::ToString(_uri);
|
||||
if (m_StateStack.top() == State::Entity) {
|
||||
if (uri == "components") {
|
||||
m_StateStack.push(State::Component);
|
||||
onStartComponent(name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_StateStack.top() == State::Component) {
|
||||
m_StateStack.push(State::ComponentField);
|
||||
onStartComponentField(name, attrs);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname)
|
||||
{
|
||||
std::string name = XS::ToString(_localName);
|
||||
if (m_StateStack.top() == State::Entity) {
|
||||
if (name == "Entity") {
|
||||
m_StateStack.pop();
|
||||
onEndEntity();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
std::string uri = XS::ToString(_uri);
|
||||
if (m_StateStack.top() == State::Component) {
|
||||
//if (uri == "components") {
|
||||
m_StateStack.pop();
|
||||
onEndComponent(name);
|
||||
return;
|
||||
//}
|
||||
}
|
||||
|
||||
if (m_StateStack.top() == State::ComponentField && name == m_CurrentField) {
|
||||
m_StateStack.pop();
|
||||
onEndComponentField(name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::characters(const XMLCh* const chars, const XMLSize_t length)
|
||||
{
|
||||
if (m_StateStack.top() == State::ComponentField) {
|
||||
char* transcoded = xercesc::XMLString::transcode(chars);
|
||||
onFieldData(transcoded);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::fatalError(const xercesc::SAXParseException& e)
|
||||
{
|
||||
std::string message = XS::ToString(e.getMessage());
|
||||
std::string systemId = XS::ToString(e.getSystemId());
|
||||
XMLFileLoc line = e.getLineNumber();
|
||||
XMLFileLoc column = e.getColumnNumber();
|
||||
LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tFatal Error: %s", systemId.c_str(), line, column, message.c_str());
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::error(const xercesc::SAXParseException& e)
|
||||
{
|
||||
std::string message = XS::ToString(e.getMessage());
|
||||
std::string systemId = XS::ToString(e.getSystemId());
|
||||
XMLFileLoc line = e.getLineNumber();
|
||||
XMLFileLoc column = e.getColumnNumber();
|
||||
LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tError: %s", systemId.c_str(), line, column, message.c_str());
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::warning(const xercesc::SAXParseException& e)
|
||||
{
|
||||
std::string message = XS::ToString(e.getMessage());
|
||||
std::string systemId = XS::ToString(e.getSystemId());
|
||||
XMLFileLoc line = e.getLineNumber();
|
||||
XMLFileLoc column = e.getColumnNumber();
|
||||
LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tWarning: %s", systemId.c_str(), line, column, message.c_str());
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onStartEntity(const xercesc::Attributes& attrs)
|
||||
{
|
||||
EntityID parent = m_EntityStack.top();
|
||||
|
||||
if (m_Handler->m_OnStartEntityCallback) {
|
||||
std::string name;
|
||||
auto xName = attrs.getValue(XS::ToXMLCh("name"));
|
||||
if (xName != nullptr) {
|
||||
name = XS::ToString(xName);
|
||||
}
|
||||
m_Handler->m_OnStartEntityCallback(m_NextEntityID, parent, name);
|
||||
}
|
||||
|
||||
m_EntityStack.push(m_NextEntityID);
|
||||
m_NextEntityID++;
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onEndEntity()
|
||||
{
|
||||
m_EntityStack.pop();
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onStartEntityRef(const xercesc::Attributes& attrs)
|
||||
{
|
||||
std::string path = XS::ToString(attrs.getValue(XS::ToXMLCh("file")));
|
||||
|
||||
xercesc::SAX2XMLReader* reader = xercesc::XMLReaderFactory::createXMLReader();
|
||||
EntityXMLFile::setReaderFeatures(reader);
|
||||
reader->setContentHandler(this);
|
||||
reader->setErrorHandler(this);
|
||||
reader->parse(path.c_str());
|
||||
delete reader;
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onStartComponentField(const std::string& field, const xercesc::Attributes& attrs)
|
||||
{
|
||||
//LOG_DEBUG(" Field: %s", field.c_str());
|
||||
m_CurrentField = field;
|
||||
m_CurrentAttributes.clear();
|
||||
for (int i = 0; i < attrs.getLength(); i++) {
|
||||
auto name = attrs.getQName(i);
|
||||
auto value = attrs.getValue(name);
|
||||
//LOG_DEBUG(" %s = %s", (char*)XS::ToString(name), (char*)XS::ToString(value));
|
||||
m_CurrentAttributes[XS::ToString(name).operator std::string()] = XS::ToString(value).operator std::string();
|
||||
}
|
||||
|
||||
if (m_Handler->m_OnStartFieldCallback) {
|
||||
m_Handler->m_OnStartFieldCallback(m_EntityStack.top(), m_CurrentComponent, field, m_CurrentAttributes);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onEndComponent(const std::string& name) { }
|
||||
|
||||
void EntityFileSAXHandler::onStartComponent(const std::string& name)
|
||||
{
|
||||
//LOG_DEBUG(" Component: %s", name.c_str());
|
||||
m_CurrentComponent = name;
|
||||
if (m_Handler->m_OnStartComponentCallback) {
|
||||
m_Handler->m_OnStartComponentCallback(m_EntityStack.top(), name);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileSAXHandler::onEndComponentField(const std::string& field) { }
|
||||
|
||||
void EntityFileSAXHandler::onFieldData(char* data)
|
||||
{
|
||||
//LOG_DEBUG(" Data: %s", data);
|
||||
if (m_Handler->m_OnStartFieldDataCallback) {
|
||||
m_Handler->m_OnStartFieldDataCallback(m_EntityStack.top(), m_CurrentComponent, m_CurrentField, data);
|
||||
}
|
||||
|
||||
xercesc::XMLString::release(&data);
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
#include "Core/EntityXMLFileParser.h"
|
||||
|
||||
EntityXMLFileParser::EntityXMLFileParser(const EntityXMLFile* entityFile)
|
||||
: m_EntityFile(entityFile)
|
||||
{
|
||||
m_Handler.SetStartEntityCallback(std::bind(&EntityXMLFileParser::onStartEntity, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
|
||||
m_Handler.SetStartComponentCallback(std::bind(&EntityXMLFileParser::onStartComponent, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_Handler.SetStartFieldCallback(std::bind(&EntityXMLFileParser::onStartComponentField, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4));
|
||||
m_Handler.SetStartFieldDataCallback(std::bind(&EntityXMLFileParser::onFieldData, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4));
|
||||
}
|
||||
|
||||
EntityID EntityXMLFileParser::MergeEntities(World* world, EntityID baseParent /*= EntityID_Invalid */)
|
||||
{
|
||||
m_World = world;
|
||||
m_EntityIDMapper[0] = baseParent;
|
||||
m_EntityFile->Parse(&m_Handler);
|
||||
return m_FirstEntity;
|
||||
}
|
||||
|
||||
void EntityXMLFileParser::onStartEntity(EntityID entity, EntityID parent, const std::string& name)
|
||||
{
|
||||
EntityID realParent = m_EntityIDMapper.at(parent);
|
||||
EntityID realEntity = m_World->CreateEntity(realParent);
|
||||
if (m_FirstEntity == EntityID_Invalid) {
|
||||
m_FirstEntity = realEntity;
|
||||
}
|
||||
if (!name.empty()) {
|
||||
m_World->SetName(realEntity, name);
|
||||
}
|
||||
m_EntityIDMapper[entity] = realEntity;
|
||||
//LOG_DEBUG("Created entity #%i (%i) with parent %i (%i)", entity, realEntity, parent, realParent);
|
||||
}
|
||||
|
||||
void EntityXMLFileParser::onStartComponent(EntityID entity, const std::string& component)
|
||||
{
|
||||
if (m_World->GetComponentPools().count(component) != 0) {
|
||||
EntityID realEntity = m_EntityIDMapper.at(entity);
|
||||
m_World->AttachComponent(realEntity, component);
|
||||
} else {
|
||||
LOG_ERROR("Tried to attach unregistered component \"%s\"! to entity #%i. Ignoring.", component.c_str(), entity);
|
||||
}
|
||||
//LOG_DEBUG("Attached component of type \"%s\" to entity #%i (%i)", component.c_str(), entity, realEntity);
|
||||
}
|
||||
|
||||
void EntityXMLFileParser::onStartComponentField(EntityID entity, const std::string& componentType, const std::string& fieldName, const std::map<std::string, std::string>& attributes)
|
||||
{
|
||||
if (m_World->GetComponentPools().count(componentType) == 0) {
|
||||
return;
|
||||
}
|
||||
EntityID realEntity = m_EntityIDMapper.at(entity);
|
||||
ComponentWrapper component = m_World->GetComponent(realEntity, componentType);
|
||||
auto fieldIt = component.Info.Fields.find(fieldName);
|
||||
if (fieldIt == component.Info.Fields.end()) {
|
||||
LOG_ERROR("Tried to set unknown field \"%s\" of component type \"%s\"! Ignoring.", fieldName.c_str(), componentType.c_str());
|
||||
return;
|
||||
}
|
||||
auto& field = fieldIt->second;
|
||||
|
||||
//LOG_DEBUG("Field \"%s\" type \"%s\"", fieldName.c_str(), field.Type.c_str());
|
||||
//LOG_DEBUG("Attributes:");
|
||||
//for (auto& kv : attributes) {
|
||||
// LOG_DEBUG("\t%s = %s", kv.first.c_str(), kv.second.c_str());
|
||||
//}
|
||||
|
||||
char* data = component.Data + field.Offset;
|
||||
EntityXMLFile::WriteAttributeData(data, field, attributes);
|
||||
}
|
||||
|
||||
void EntityXMLFileParser::onFieldData(EntityID entity, const std::string& componentType, const std::string& fieldName, const char* fieldData)
|
||||
{
|
||||
if (m_World->GetComponentPools().count(componentType) == 0) {
|
||||
return;
|
||||
}
|
||||
EntityID realEntity = m_EntityIDMapper.at(entity);
|
||||
ComponentWrapper component = m_World->GetComponent(realEntity, componentType);
|
||||
auto fieldIt = component.Info.Fields.find(fieldName);
|
||||
if (fieldIt == component.Info.Fields.end()) {
|
||||
return;
|
||||
}
|
||||
auto& field = fieldIt->second;
|
||||
|
||||
char* data = component.Data + field.Offset;
|
||||
EntityXMLFile::WriteValueData(data, field, fieldData);
|
||||
}
|
||||
+12
-12
@@ -1,10 +1,10 @@
|
||||
#include "Core/EntityFilePreprocessor.h"
|
||||
#include "Core/EntityXMLFilePreprocessor.h"
|
||||
|
||||
EntityFilePreprocessor::EntityFilePreprocessor(const EntityFile* entityFile)
|
||||
EntityXMLFilePreprocessor::EntityXMLFilePreprocessor(const EntityXMLFile* entityFile)
|
||||
: m_EntityFile(entityFile)
|
||||
{
|
||||
EntityFileHandler handler;
|
||||
handler.SetStartComponentCallback(std::bind(&EntityFilePreprocessor::onStartComponent, this, std::placeholders::_1, std::placeholders::_2));
|
||||
handler.SetStartComponentCallback(std::bind(&EntityXMLFilePreprocessor::onStartComponent, this, std::placeholders::_1, std::placeholders::_2));
|
||||
m_EntityFile->Parse(&handler);
|
||||
|
||||
//LOG_DEBUG("___ COMPONENT DEFINITIONS ___");
|
||||
@@ -28,20 +28,20 @@ EntityFilePreprocessor::EntityFilePreprocessor(const EntityFile* entityFile)
|
||||
parseDefaults();
|
||||
}
|
||||
|
||||
void EntityFilePreprocessor::RegisterComponents(World* world)
|
||||
void EntityXMLFilePreprocessor::RegisterComponents(World* world)
|
||||
{
|
||||
for (auto& kv : m_ComponentInfo) {
|
||||
world->RegisterComponent(kv.second);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFilePreprocessor::onStartComponent(EntityID entity, std::string type)
|
||||
void EntityXMLFilePreprocessor::onStartComponent(EntityID entity, std::string type)
|
||||
{
|
||||
//LOG_DEBUG("Component: %s", type.c_str());
|
||||
m_ComponentCounts[type]++;
|
||||
}
|
||||
|
||||
void EntityFilePreprocessor::parseComponentInfo()
|
||||
void EntityXMLFilePreprocessor::parseComponentInfo()
|
||||
{
|
||||
using namespace xercesc;
|
||||
EntityFileXMLErrorHandler errorHandler;
|
||||
@@ -141,9 +141,9 @@ void EntityFilePreprocessor::parseComponentInfo()
|
||||
std::string baseType = XS::ToString(elementDeclaration->getTypeDefinition()->getBaseType()->getName());
|
||||
|
||||
std::string effectiveType = type;
|
||||
unsigned int stride = EntityFile::GetTypeStride(type);
|
||||
unsigned int stride = EntityXMLFile::GetTypeStride(type);
|
||||
if (stride == 0) {
|
||||
stride = EntityFile::GetTypeStride(baseType);
|
||||
stride = EntityXMLFile::GetTypeStride(baseType);
|
||||
if (stride == 0) {
|
||||
LOG_WARNING("Field \"%s\" in component \"%s\" uses unexpected field type \"%s\" with base type \"%s\". Skipping.", name.c_str(), compInfo.Name.c_str(), type.c_str(), baseType.c_str());
|
||||
continue;
|
||||
@@ -196,7 +196,7 @@ void EntityFilePreprocessor::parseComponentInfo()
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFilePreprocessor::parseDefaults()
|
||||
void EntityXMLFilePreprocessor::parseDefaults()
|
||||
{
|
||||
using namespace xercesc;
|
||||
|
||||
@@ -261,7 +261,7 @@ void EntityFilePreprocessor::parseDefaults()
|
||||
auto attribItem = attributeMap->item(i);
|
||||
attributes[XS::ToString(attribItem->getNodeName())] = XS::ToString(attribItem->getNodeValue());
|
||||
}
|
||||
EntityFile::WriteAttributeData(data, field, attributes);
|
||||
EntityXMLFile::WriteAttributeData(data, field, attributes);
|
||||
}
|
||||
|
||||
auto childNode = fieldElement->getFirstChild();
|
||||
@@ -278,14 +278,14 @@ void EntityFilePreprocessor::parseDefaults()
|
||||
// Handle potential field values
|
||||
if (childNode->getNodeType() == DOMNode::TEXT_NODE) {
|
||||
char* cstrValue = XMLString::transcode(childNode->getNodeValue());
|
||||
EntityFile::WriteValueData(data, field, cstrValue);
|
||||
EntityXMLFile::WriteValueData(data, field, cstrValue);
|
||||
XMLString::release(&cstrValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::string EntityFilePreprocessor::parseAnnotationXML(const XMLCh* xml)
|
||||
std::string EntityXMLFilePreprocessor::parseAnnotationXML(const XMLCh* xml)
|
||||
{
|
||||
using namespace xercesc;
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
|
||||
#define X(str) XS::ToXMLCh(str)
|
||||
|
||||
void EntityFileWriter::WriteWorld(World* world)
|
||||
void EntityXMLFileWriter::WriteWorld(World* world)
|
||||
{
|
||||
WriteEntity(world, 0);
|
||||
}
|
||||
|
||||
void EntityFileWriter::WriteEntity(World* world, EntityID entity)
|
||||
void EntityXMLFileWriter::WriteEntity(World* world, EntityID entity)
|
||||
{
|
||||
using namespace xercesc;
|
||||
DOMDocument* doc = m_DOMImplementation->createDocument(nullptr, X("Entity"), nullptr);
|
||||
@@ -41,7 +41,7 @@ void EntityFileWriter::WriteEntity(World* world, EntityID entity)
|
||||
doc->release();
|
||||
}
|
||||
|
||||
void EntityFileWriter::appendEntityChildren(xercesc::DOMElement* parentElement, const World* world, EntityID entity)
|
||||
void EntityXMLFileWriter::appendEntityChildren(xercesc::DOMElement* parentElement, const World* world, EntityID entity)
|
||||
{
|
||||
using namespace xercesc;
|
||||
DOMDocument* doc = parentElement->getOwnerDocument();
|
||||
@@ -67,7 +67,7 @@ void EntityFileWriter::appendEntityChildren(xercesc::DOMElement* parentElement,
|
||||
}
|
||||
}
|
||||
|
||||
void EntityFileWriter::appentEntityComponents(xercesc::DOMElement* parentElement, const World* world, EntityID entity)
|
||||
void EntityXMLFileWriter::appentEntityComponents(xercesc::DOMElement* parentElement, const World* world, EntityID entity)
|
||||
{
|
||||
using namespace xercesc;
|
||||
DOMDocument* doc = parentElement->getOwnerDocument();
|
||||
@@ -24,7 +24,7 @@ glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
|
||||
while (entity != EntityID_Invalid) {
|
||||
ComponentWrapper transform = world->GetComponent(entity, "Transform");
|
||||
EntityID parent = world->GetParent(entity);
|
||||
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
|
||||
position += Transform::AbsoluteScale(world, parent) * (Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]);
|
||||
entity = parent;
|
||||
}
|
||||
|
||||
@@ -89,12 +89,12 @@ glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
|
||||
{
|
||||
return AbsoluteTransformation(EntityWrapper(world, entity));
|
||||
|
||||
glm::vec3 position = Transform::AbsolutePosition(world, entity);
|
||||
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
|
||||
//glm::vec3 position = Transform::AbsolutePosition(world, entity);
|
||||
//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
|
||||
//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
|
||||
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
return modelMatrix;
|
||||
//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
//return modelMatrix;
|
||||
}
|
||||
|
||||
glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Core/World.h"
|
||||
#include "Core/EEntityDeleted.h"
|
||||
#include "Core/EComponentDeleted.h"
|
||||
#include "Core/EntityWrapper.h"
|
||||
|
||||
World::~World()
|
||||
{
|
||||
@@ -44,7 +45,7 @@ bool World::ValidEntity(EntityID entity) const
|
||||
return m_EntityParents.find(entity) != m_EntityParents.end();
|
||||
}
|
||||
|
||||
void World::RegisterComponent(ComponentInfo& ci)
|
||||
void World::RegisterComponent(const ComponentInfo& ci)
|
||||
{
|
||||
if (m_ComponentPools.find(ci.Name) == m_ComponentPools.end()) {
|
||||
m_ComponentPools[ci.Name] = new ComponentPool(ci);
|
||||
@@ -151,6 +152,62 @@ std::string World::GetName(EntityID entity) const
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper World::GetFirstEntityByName(const std::string& name)
|
||||
{
|
||||
auto itPair = GetDirectChildren(EntityID_Invalid);
|
||||
for (auto it = itPair.first; it != itPair.second; it++) {
|
||||
EntityID childEntityID = it->second;
|
||||
EntityWrapper childEntity(this, childEntityID);
|
||||
if (!childEntity.Valid()) {
|
||||
continue;
|
||||
}
|
||||
EntityWrapper entityWithName = childEntity.Name() == name ? childEntity : childEntity.FirstChildByName(name);
|
||||
if (entityWithName.Valid()) {
|
||||
return entityWithName;
|
||||
}
|
||||
}
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
std::unordered_map<EntityID, EntityID> World::Merge(const World* other)
|
||||
{
|
||||
std::unordered_map<EntityID, EntityID> oldToNew;
|
||||
|
||||
// Create new entities
|
||||
for (auto& kv : other->m_EntityParents) {
|
||||
EntityID entity = kv.first;
|
||||
|
||||
EntityID newEntity = CreateEntity();
|
||||
SetName(newEntity, other->GetName(entity));
|
||||
oldToNew[entity] = newEntity;
|
||||
}
|
||||
// Fix relationships
|
||||
for (auto& kv : other->m_EntityParents) {
|
||||
EntityID entity = kv.first;
|
||||
EntityID parent = kv.second;
|
||||
if (parent != EntityID_Invalid) {
|
||||
SetParent(oldToNew.at(entity), oldToNew.at(parent));
|
||||
}
|
||||
}
|
||||
|
||||
// Transfer components
|
||||
for (auto& kv : other->m_ComponentPools) {
|
||||
auto& componentType = kv.first;
|
||||
ComponentPool* pool = kv.second;
|
||||
// Register pool if it's not present in world
|
||||
if (m_ComponentPools.count(componentType) == 0) {
|
||||
RegisterComponent(pool->ComponentInfo());
|
||||
}
|
||||
// Copy components
|
||||
for (auto component : *pool) {
|
||||
ComponentWrapper newComponent = AttachComponent(oldToNew.at(component.EntityID), componentType);
|
||||
component.Copy(newComponent);
|
||||
}
|
||||
}
|
||||
|
||||
return oldToNew;
|
||||
}
|
||||
|
||||
EntityID World::generateEntityID()
|
||||
{
|
||||
// TODO: Make EntityID generation smarter
|
||||
|
||||
@@ -157,7 +157,7 @@ void EditorGUI::drawEntitiesRecursive(World* world, EntityID parent)
|
||||
auto entityChildren = world->GetEntityChildren();
|
||||
auto range = entityChildren.equal_range(parent);
|
||||
for (auto it = range.first; it != range.second; it++) {
|
||||
if (EditorGUI::drawEntityNode(EntityWrapper(world, it->second))) {
|
||||
if (drawEntityNode(EntityWrapper(world, it->second))) {
|
||||
drawEntitiesRecursive(world, it->second);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
@@ -217,6 +217,7 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
ImGui::PushID(("EntityNode" + std::to_string(entity.ID)).c_str());
|
||||
ImGui::SetNextTreeNodeOpened(true, ImGuiSetCond_Once);
|
||||
if (ImGui::TreeNode(formatEntityName(entity).c_str())) {
|
||||
// Handle drop events for reparenting
|
||||
@@ -224,8 +225,10 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
|
||||
entityChangeParent(m_CurrentlyDragging, entity);
|
||||
m_CurrentlyDragging = EntityWrapper::Invalid;
|
||||
}
|
||||
ImGui::PopID();
|
||||
return true;
|
||||
} else {
|
||||
ImGui::PopID();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -338,6 +341,15 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
|
||||
}
|
||||
}
|
||||
|
||||
if (ci.Name == "Spawner") {
|
||||
if (ImGui::Button("Activate")) {
|
||||
Events::SpawnerSpawn e;
|
||||
e.Spawner = entity;
|
||||
e.Parent = entity;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -381,14 +393,52 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
|
||||
// Limit scale values to a minimum of 0
|
||||
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
|
||||
} else if (field.Name == "Orientation") {
|
||||
// Make orentations have a period of 2*Pi
|
||||
glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
|
||||
val = tempVal;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
//glm::vec3 tempVal = val;
|
||||
glm::vec3 originalVal = val;
|
||||
|
||||
ImVec2 cursorPos = ImGui::GetCursorScreenPos();
|
||||
glm::tvec3<bool> isSnapping(false, false, false);
|
||||
bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
|
||||
if (changed) {
|
||||
// Make orentations have a period of 2*Pi
|
||||
val = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (val[i] < 0) {
|
||||
val[i] += glm::two_pi<float>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Snap to angle
|
||||
//float snapRange = glm::pi<float>() / 15.f;
|
||||
//float snapAngle = glm::quarter_pi<float>();
|
||||
//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
|
||||
//for (int i = 0; i < 3; i++) {
|
||||
// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
|
||||
//}
|
||||
//if (changed && ImGui::IsMouseDown(0)) {
|
||||
// glm::vec3 change = val - originalVal;
|
||||
// for (int i = 0; i < 3; i++) {
|
||||
// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
|
||||
// val[i] -= snap[i] - snapRange;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
// Draw snapping outline
|
||||
float width = ImGui::CalcItemWidth() / 3.f;;
|
||||
float spacing = GImGui->Style.ItemInnerSpacing.x;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (isSnapping[i]) {
|
||||
ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
|
||||
ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
|
||||
auto window = ImGui::GetCurrentWindow();
|
||||
const ImU32 col = window->Color(ImGuiCol_HeaderActive);
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
|
||||
}
|
||||
}
|
||||
|
||||
return changed;
|
||||
} else {
|
||||
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer,
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
|
||||
auto resolution = Rectangle::Rectangle(1280, 720);
|
||||
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.001f, 500.f);
|
||||
}
|
||||
|
||||
void EditorRenderSystem::Update(double dt)
|
||||
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
|
||||
EntityWrapper entity(m_World, cModel.EntityID);
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false, false);
|
||||
if (cModel["Transparent"]) {
|
||||
scene.Jobs.TransparentObjects.push_back(modelJob);
|
||||
} else {
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "Core/UniformScaleSystem.h"
|
||||
#include "Editor/EditorRenderSystem.h"
|
||||
#include "Editor/EditorWidgetSystem.h"
|
||||
#include "Core/EntityFile.h"
|
||||
|
||||
EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
|
||||
: System(params)
|
||||
@@ -18,7 +19,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
|
||||
m_ActualCamera = m_EditorCamera;
|
||||
m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Transform");
|
||||
m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Camera");
|
||||
m_EditorCameraInputController = new EditorCameraInputController<EditorSystem>(m_EventBroker, -1);
|
||||
m_EditorCameraInputController = new EditorCameraInputController<EditorSystem>(m_EventBroker, -1, EntityWrapper::Invalid);
|
||||
|
||||
m_EditorGUI = new EditorGUI(m_World, m_EventBroker);
|
||||
m_EditorGUI->SetEntitySelectedCallback(std::bind(&EditorSystem::OnEntitySelected, this, std::placeholders::_1));
|
||||
@@ -129,7 +130,7 @@ void EditorSystem::OnEntitySelected(EntityWrapper entity)
|
||||
|
||||
void EditorSystem::OnEntitySave(EntityWrapper entity, boost::filesystem::path filePath)
|
||||
{
|
||||
EntityFileWriter writer(filePath);
|
||||
EntityXMLFileWriter writer(filePath);
|
||||
writer.WriteEntity(entity.World, entity.ID);
|
||||
}
|
||||
|
||||
@@ -203,14 +204,21 @@ bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e)
|
||||
if (m_CurrentSelection.Valid()) {
|
||||
if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) {
|
||||
glm::quat parentOrientation;
|
||||
glm::vec3 parentScale(1.f);
|
||||
EntityWrapper parent = m_CurrentSelection.Parent();
|
||||
if (parent.Valid()) {
|
||||
parentOrientation = glm::inverse(Transform::AbsoluteOrientation(parent));
|
||||
parentScale = Transform::AbsoluteScale(parent);
|
||||
}
|
||||
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation;
|
||||
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += parentOrientation * e.Translation / parentScale;
|
||||
} else if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) {
|
||||
glm::vec3 parentScale(1.f);
|
||||
EntityWrapper parent = m_CurrentSelection.Parent();
|
||||
if (parent.Valid()) {
|
||||
parentScale = Transform::AbsoluteScale(parent);
|
||||
}
|
||||
glm::quat selectionOri = glm::quat((glm::vec3)m_CurrentSelection["Transform"]["Orientation"]);
|
||||
glm::vec3 localTranslation = selectionOri * e.Translation;
|
||||
glm::vec3 localTranslation = selectionOri * e.Translation / parentScale;
|
||||
(glm::vec3&)m_CurrentSelection["Transform"]["Position"] += localTranslation;
|
||||
}
|
||||
m_EditorGUI->SetDirty(m_CurrentSelection);
|
||||
@@ -260,12 +268,11 @@ EntityWrapper EditorSystem::importEntity(EntityWrapper parent, boost::filesystem
|
||||
|
||||
try {
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(filePath.string());
|
||||
EntityFilePreprocessor fpp(entityFile);
|
||||
fpp.RegisterComponents(parent.World);
|
||||
EntityFileParser fp(entityFile);
|
||||
EntityID newEntity = fp.MergeEntities(parent.World, parent.ID);
|
||||
return EntityWrapper(parent.World, newEntity);
|
||||
} catch (const std::exception&) {
|
||||
EntityWrapper newEntity = entityFile->MergeInto(parent.World);
|
||||
parent.World->SetParent(newEntity.ID, parent.ID);
|
||||
return newEntity;
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR("Failed to import entity \"%s\": \"%s\"", filePath.string().c_str(), e.what());
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "GUI/ButtonSystem.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
|
||||
ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer)
|
||||
: System(params)
|
||||
@@ -37,10 +38,20 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e)
|
||||
m_PickEntity = EntityWrapper(m_World, m_PickData.Entity);
|
||||
|
||||
//You have clicked on a button entity, send pressed event.
|
||||
Events::ButtonPressed ePressed;
|
||||
ePressed.Entity = m_PickEntity;
|
||||
ePressed.EntityName = m_PickEntity.Name();
|
||||
m_EventBroker->Publish(ePressed);
|
||||
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
|
||||
Events::InputCommand eInputCmd;
|
||||
eInputCmd.PlayerID = -1;
|
||||
eInputCmd.Player = LocalPlayer;
|
||||
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
|
||||
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
|
||||
eInputCmd.Value = (float)button["InputCmdButton"]["PressValue"];
|
||||
m_EventBroker->Publish(eInputCmd);
|
||||
} else {
|
||||
Events::ButtonPressed ePressed;
|
||||
ePressed.Entity = m_PickEntity;
|
||||
ePressed.EntityName = m_PickEntity.Name();
|
||||
m_EventBroker->Publish(ePressed);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -55,10 +66,20 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e)
|
||||
if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
|
||||
EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
|
||||
|
||||
Events::ButtonReleased eReleased;
|
||||
eReleased.EntityName = m_PickEntity.Name();
|
||||
eReleased.Entity = m_PickEntity;
|
||||
m_EventBroker->Publish(eReleased);
|
||||
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
|
||||
Events::InputCommand eInputCmd;
|
||||
eInputCmd.PlayerID = -1;
|
||||
eInputCmd.Player = LocalPlayer;
|
||||
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
|
||||
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
|
||||
eInputCmd.Value = 0;
|
||||
m_EventBroker->Publish(eInputCmd);
|
||||
} else {
|
||||
Events::ButtonReleased eReleased;
|
||||
eReleased.EntityName = m_PickEntity.Name();
|
||||
eReleased.Entity = m_PickEntity;
|
||||
m_EventBroker->Publish(eReleased);
|
||||
}
|
||||
|
||||
if(m_World->HasComponent(m_PickData.Entity, "Button")) {
|
||||
if (ent == m_PickEntity) {
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
#include "GUI/MainMenuSystem.h"
|
||||
|
||||
MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
, m_Renderer(renderer)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick);
|
||||
}
|
||||
|
||||
void MainMenuSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
|
||||
{
|
||||
if(e.EntityName == "Play") {
|
||||
//Run play code
|
||||
} else if(e.EntityName == "Connect") {
|
||||
//Run connect code
|
||||
} else if(e.EntityName == "Host") {
|
||||
//Run host code
|
||||
} else if(e.EntityName == "Quit") {
|
||||
printf("No, you stay");
|
||||
} else if (e.EntityName == "Res1080") {
|
||||
glfwSetWindowSize(m_Renderer->Window(), 1920, 1080);
|
||||
printf("\n1080");
|
||||
} else if (e.EntityName == "Res720") {
|
||||
glfwSetWindowSize(m_Renderer->Window(), 1280, 720);
|
||||
glViewport(0, 0, 1280, 720);
|
||||
printf("\n720");
|
||||
} else if (e.EntityName == "Res480") {
|
||||
glfwSetWindowSize(m_Renderer->Window(), 854, 480);
|
||||
glViewport(0, 0, 854, 480);
|
||||
printf("\n480");
|
||||
} else if (e.EntityName == "FullScreen") {
|
||||
printf("No fullscreen for now");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -45,7 +45,7 @@ void InputProxy::Update(double dt)
|
||||
}
|
||||
}
|
||||
|
||||
void InputProxy::Process()
|
||||
void InputProxy::Process(bool suppressNewEvents /*= false*/)
|
||||
{
|
||||
for (auto& pair : m_CommandHandlers) {
|
||||
const std::string& command = pair.first;
|
||||
@@ -62,8 +62,10 @@ void InputProxy::Process()
|
||||
e.PlayerID = -1;
|
||||
e.Command = command;
|
||||
e.Value = currentValue;
|
||||
m_EventBroker->Publish(e);
|
||||
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
if (!suppressNewEvents || e.Value == 0) {
|
||||
m_EventBroker->Publish(e);
|
||||
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
}
|
||||
m_LastCommandValues[command] = currentValue;
|
||||
}
|
||||
}
|
||||
@@ -78,8 +80,10 @@ void InputProxy::Process()
|
||||
e.Value += value;
|
||||
}
|
||||
//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
|
||||
m_EventBroker->Publish(e);
|
||||
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
if (!suppressNewEvents || e.Value == 0) {
|
||||
m_EventBroker->Publish(e);
|
||||
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
}
|
||||
}
|
||||
m_CommandQueue.clear();
|
||||
}
|
||||
|
||||
@@ -33,7 +33,9 @@ void Client::Connect(std::string address, int port)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &Client::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &Client::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EConnectRequest, &Client::OnConnectRequest);
|
||||
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Address = address;
|
||||
if (address.empty()) {
|
||||
@@ -48,16 +50,16 @@ void Client::Connect(std::string address, int port)
|
||||
void Client::Update()
|
||||
{
|
||||
m_EventBroker->Process<Client>();
|
||||
while (m_Unreliable.IsSocketAvailable()) {
|
||||
// Packet will get real data in receive
|
||||
Packet packet(MessageType::Invalid);
|
||||
m_Unreliable.Receive(packet);
|
||||
if (packet.GetMessageType() == MessageType::Connect) {
|
||||
parseUDPConnect(packet);
|
||||
} else {
|
||||
parseMessageType(packet);
|
||||
}
|
||||
}
|
||||
//while (m_Unreliable.IsSocketAvailable()) {
|
||||
// // Packet will get real data in receive
|
||||
// Packet packet(MessageType::Invalid);
|
||||
// m_Unreliable.Receive(packet);
|
||||
// if (packet.GetMessageType() == MessageType::Connect) {
|
||||
// parseUDPConnect(packet);
|
||||
// } else {
|
||||
// parseMessageType(packet);
|
||||
// }
|
||||
//}
|
||||
while (m_Reliable.IsSocketAvailable()) {
|
||||
// Packet will get real data in receive
|
||||
Packet packet(MessageType::Invalid);
|
||||
@@ -81,7 +83,10 @@ void Client::Update()
|
||||
if (m_SearchingForServers) {
|
||||
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
|
||||
m_SearchingForServers = false;
|
||||
displayServerlist();
|
||||
//displayServerlist();
|
||||
Events::DisplayServerlist e;
|
||||
e.Serverlist = m_Serverlist;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -143,6 +148,9 @@ void Client::parseMessageType(Packet& packet)
|
||||
case MessageType::OnDoubleJump:
|
||||
parseDoubleJump(packet);
|
||||
break;
|
||||
case MessageType::OnDashEffect:
|
||||
parseDashEffect(packet);
|
||||
break;
|
||||
case MessageType::AmmoPickup:
|
||||
parseAmmoPickup(packet);
|
||||
break;
|
||||
@@ -173,8 +181,8 @@ void Client::parseTCPConnect(Packet& packet)
|
||||
Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
|
||||
// Add player id and other stuff
|
||||
packet.WritePrimitive(m_PlayerID);
|
||||
m_Unreliable.Send(packet);
|
||||
LOG_INFO("Sent UDP Connect Server");
|
||||
// m_Unreliable.Send(packet);
|
||||
// LOG_INFO("Sent UDP Connect Server");
|
||||
}
|
||||
|
||||
void Client::parsePlayerConnected(Packet & packet)
|
||||
@@ -262,7 +270,7 @@ void Client::parseEntityDeletion(Packet & packet)
|
||||
if (m_ServerIDToClientID.find(entityToDelete) != m_ServerIDToClientID.end()) {
|
||||
EntityID localEntity = m_ServerIDToClientID.at(entityToDelete);
|
||||
if (m_World->ValidEntity(localEntity)) {
|
||||
if (m_World->HasComponent(localEntity,"Player")) {
|
||||
if (m_World->HasComponent(localEntity, "Player")) {
|
||||
Events::PlayerDeath e;
|
||||
e.Player = EntityWrapper(m_World, localEntity);
|
||||
m_EventBroker->Publish(e);
|
||||
@@ -297,8 +305,22 @@ void Client::parseDoubleJump(Packet & packet)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Client::parseDashEffect(Packet& packet)
|
||||
{
|
||||
EntityID serverID = packet.ReadPrimitive<EntityID>();
|
||||
if (!serverClientMapsHasEntity(serverID)) {
|
||||
return;
|
||||
}
|
||||
Events::DashAbility e;
|
||||
e.Player = m_ServerIDToClientID.at(serverID);
|
||||
if (e.Player != m_LocalPlayer.ID) {
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void Client::parseAmmoPickup(Packet & packet)
|
||||
{
|
||||
{
|
||||
Events::AmmoPickup e;
|
||||
e.AmmoGain = packet.ReadPrimitive<int>();
|
||||
e.Player = m_LocalPlayer;
|
||||
@@ -388,7 +410,7 @@ void Client::parseSnapshot(Packet& packet)
|
||||
if (m_SnapshotFilter != nullptr) {
|
||||
shouldApply = m_SnapshotFilter->FilterComponent(localEntity, newComponent);
|
||||
}
|
||||
if (shouldApply) {
|
||||
if (shouldApply) {
|
||||
ComponentWrapper currentComponent = m_World->GetComponent(localEntityID, componentType);
|
||||
memcpy(currentComponent.Data, newComponent.Data, componentInfo.Stride);
|
||||
}
|
||||
@@ -435,30 +457,26 @@ void Client::parseSnapshot(Packet& packet)
|
||||
|
||||
void Client::disconnect()
|
||||
{
|
||||
removeWorld();
|
||||
m_IsConnected = false;
|
||||
m_PreviousPacketID = 0;
|
||||
m_PacketID = 0;
|
||||
Packet packet(MessageType::Disconnect, m_SendPacketID);
|
||||
m_Reliable.Send(packet);
|
||||
m_Reliable.Disconnect();
|
||||
createMainMenu();
|
||||
}
|
||||
|
||||
bool Client::OnInputCommand(const Events::InputCommand & e)
|
||||
{
|
||||
// TEMP
|
||||
if (e.Command == "SearchForServers" && e.Value > 0) {
|
||||
Events::SearchForServers e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (e.PlayerID != -1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Command == "ConnectToServer") { // Connect for now
|
||||
if (e.Value > 0) {
|
||||
m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
|
||||
m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
|
||||
//m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
|
||||
// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
|
||||
}
|
||||
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
return true;
|
||||
@@ -518,12 +536,40 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool Client::OnDashAbility(const Events::DashAbility& e)
|
||||
{
|
||||
if (!clientServerMapsHasEntity(e.Player) || e.Player != m_LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
Packet packet(MessageType::OnDashEffect);
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player));
|
||||
m_Reliable.Send(packet);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool Client::OnConnectRequest(const Events::ConnectRequest& e)
|
||||
{
|
||||
removeWorld();
|
||||
if (m_Reliable.Connect(m_PlayerName, e.IP, e.Port)) {
|
||||
// The client sent a successful connect message
|
||||
return true;
|
||||
|
||||
} else {
|
||||
// The client could not send a successful connect message
|
||||
createMainMenu();
|
||||
// Load the main menu again ?
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Client::OnSearchForServers(const Events::SearchForServers& e)
|
||||
{
|
||||
m_SearchingForServers = true;
|
||||
m_StartSearchTime = std::clock();
|
||||
m_Serverlist.clear();
|
||||
LOG_INFO("Searching for LAN servers...\n");
|
||||
Packet packet(MessageType::ServerlistRequest);
|
||||
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
|
||||
return true;
|
||||
@@ -583,7 +629,7 @@ void Client::sendLocalPlayerTransform()
|
||||
packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
|
||||
}
|
||||
|
||||
m_Unreliable.Send(packet);
|
||||
m_Reliable.Send(packet);
|
||||
}
|
||||
|
||||
void Client::identifyPacketLoss()
|
||||
@@ -645,6 +691,26 @@ void Client::displayServerlist()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Client::removeWorld()
|
||||
{
|
||||
std::vector<EntityID> childrenToBeDeleted;
|
||||
auto rootEntites = m_World->GetDirectChildren(EntityID_Invalid);
|
||||
for (auto it = rootEntites.first; it != rootEntites.second; it++) {
|
||||
childrenToBeDeleted.push_back(it->second);
|
||||
}
|
||||
for (int i = 0; i < childrenToBeDeleted.size(); ++i) {
|
||||
m_World->DeleteEntity(childrenToBeDeleted[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Client::createMainMenu()
|
||||
{
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/StartMenu.xml");
|
||||
entityFile->MergeInto(m_World);
|
||||
}
|
||||
|
||||
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
|
||||
{
|
||||
if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
|
||||
|
||||
@@ -49,18 +49,24 @@ void Packet::WriteString(const std::string& str)
|
||||
// Message, add one extra byte for null terminator
|
||||
size_t sizeOfString = str.size() + 1;
|
||||
if (m_Offset + sizeOfString > m_MaxPacketSize) {
|
||||
//LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
if (m_MaxPacketSize >= 32000) {
|
||||
LOG_WARNING("Package::WriteString(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
}
|
||||
resizeData();
|
||||
}
|
||||
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
|
||||
m_Offset += sizeOfString * sizeof(char);
|
||||
memcpy(m_Data + m_Offset, str.data(), str.size() * sizeof(char));
|
||||
m_Offset += str.size() * sizeof(char);
|
||||
m_Data[m_Offset] = '\0';
|
||||
m_Offset += 1;
|
||||
}
|
||||
|
||||
void Packet::WriteData(char * data, int sizeOfData)
|
||||
{
|
||||
|
||||
if (m_Offset + sizeOfData > m_MaxPacketSize) {
|
||||
//LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
|
||||
if (m_MaxPacketSize >= 32000) {
|
||||
LOG_WARNING("Package::WriteData(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
}
|
||||
while (m_Offset + sizeOfData > m_MaxPacketSize) {
|
||||
resizeData();
|
||||
}
|
||||
|
||||
@@ -7,6 +7,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
|
||||
pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
|
||||
m_ServerName = config->Get<std::string>("Networking.Name", "Unnamed");
|
||||
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
|
||||
@@ -14,6 +16,7 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &Server::OnPlayerDeath);
|
||||
// BindWW
|
||||
if (port == 0) {
|
||||
port = config->Get<float>("Networking.Port", 27666);
|
||||
@@ -46,19 +49,19 @@ void Server::Update()
|
||||
}
|
||||
}
|
||||
|
||||
PlayerDefinition pd;
|
||||
while (m_Unreliable.IsSocketAvailable()) {
|
||||
// Packet will get real data in receive
|
||||
Packet packet(MessageType::Invalid);
|
||||
m_Unreliable.Receive(packet, pd);
|
||||
m_Address = pd.Endpoint.address();
|
||||
m_Port = pd.Endpoint.port();
|
||||
if (packet.GetMessageType() == MessageType::Connect) {
|
||||
parseUDPConnect(packet);
|
||||
} else {
|
||||
parseMessageType(packet);
|
||||
}
|
||||
}
|
||||
//PlayerDefinition pd;
|
||||
//while (m_Unreliable.IsSocketAvailable()) {
|
||||
// // Packet will get real data in receive
|
||||
// Packet packet(MessageType::Invalid);
|
||||
// m_Unreliable.Receive(packet, pd);
|
||||
// m_Address = pd.Endpoint.address();
|
||||
// m_Port = pd.Endpoint.port();
|
||||
// if (packet.GetMessageType() == MessageType::Connect) {
|
||||
// parseUDPConnect(packet);
|
||||
// } else {
|
||||
// parseMessageType(packet);
|
||||
// }
|
||||
//}
|
||||
|
||||
while (m_ServerlistRequest.IsSocketAvailable()) {
|
||||
Packet packet(MessageType::Invalid);
|
||||
@@ -141,6 +144,9 @@ void Server::parseMessageType(Packet& packet)
|
||||
case MessageType::OnDoubleJump:
|
||||
parseDoubleJump(packet);
|
||||
break;
|
||||
case MessageType::OnDashEffect:
|
||||
parseDashEffect(packet);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -158,7 +164,7 @@ void Server::unreliableBroadcast(Packet& packet)
|
||||
{
|
||||
for (auto& kv : m_ConnectedPlayers) {
|
||||
packet.ChangePacketID(kv.second.PacketID);
|
||||
m_Unreliable.Send(packet, kv.second);
|
||||
// m_Unreliable.Send(packet, kv.second);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -168,7 +174,7 @@ void Server::sendSnapshot()
|
||||
Packet packet(MessageType::Snapshot);
|
||||
addInputCommandsToPacket(packet);
|
||||
addPlayersToPacket(packet, EntityID_Invalid);
|
||||
unreliableBroadcast(packet);
|
||||
reliableBroadcast(packet);
|
||||
}
|
||||
|
||||
void Server::addInputCommandsToPacket(Packet& packet)
|
||||
@@ -316,25 +322,28 @@ void Server::checkForTimeOuts()
|
||||
}
|
||||
}
|
||||
|
||||
void Server::parseUDPConnect(Packet & packet)
|
||||
{
|
||||
// Pop size of message int
|
||||
packet.ReadPrimitive<int>();
|
||||
int messageType = packet.ReadPrimitive<int>();
|
||||
// Read packet ID
|
||||
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
||||
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
||||
// parse player id and other stuff
|
||||
PlayerID playerID = packet.ReadPrimitive<int>();
|
||||
// Do something here?
|
||||
boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
|
||||
m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
|
||||
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());
|
||||
// Send a message to the player that connected
|
||||
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
|
||||
m_Unreliable.Send(connnectPacket);
|
||||
LOG_INFO("UDP Connect sent to client");
|
||||
}
|
||||
//void Server::parseUDPConnect(Packet & packet)
|
||||
//{
|
||||
// // Pop size of message int
|
||||
// packet.ReadPrimitive<int>();
|
||||
// int messageType = packet.ReadPrimitive<int>();
|
||||
// // Read packet ID
|
||||
// m_PreviousPacketID = m_PacketID; // Set previous packet id
|
||||
// m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
|
||||
// // parse player id and other stuff
|
||||
// PlayerID playerID = packet.ReadPrimitive<int>();
|
||||
// if (!EntityWrapper(m_World, playerID).Valid()) {
|
||||
//
|
||||
// }
|
||||
// // Do something here?
|
||||
// boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
|
||||
// m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
|
||||
// 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());
|
||||
// // Send a message to the player that connected
|
||||
// Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
|
||||
// m_Unreliable.Send(connnectPacket);
|
||||
// LOG_INFO("UDP Connect sent to client");
|
||||
//}
|
||||
|
||||
void Server::parseTCPConnect(Packet & packet)
|
||||
{
|
||||
@@ -348,7 +357,7 @@ void Server::parseTCPConnect(Packet & packet)
|
||||
LOG_INFO("Parsing connections");
|
||||
// Check if player is already connected
|
||||
// Ska vara till lagd i TCPServer receive
|
||||
PlayerID playerID = GetPlayerIDFromEndpoint();
|
||||
PlayerID playerID = getPlayerIDFromEndpoint();
|
||||
if (playerID == -1) {
|
||||
return;
|
||||
}
|
||||
@@ -360,6 +369,11 @@ void Server::parseTCPConnect(Packet & packet)
|
||||
m_ConnectedPlayers.at(playerID).TCPAddress = m_Address;
|
||||
m_ConnectedPlayers.at(playerID).TCPPort = m_Port;
|
||||
|
||||
Events::PlayerConnected e;
|
||||
e.PlayerID = playerID;
|
||||
e.PlayerName = m_ConnectedPlayers.at(playerID).Name;
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
LOG_INFO("parseTCPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(),
|
||||
m_ConnectedPlayers.at(playerID).TCPAddress.to_string().c_str());
|
||||
|
||||
@@ -398,7 +412,7 @@ void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
|
||||
Packet packet(MessageType::ServerlistRequest);
|
||||
packet.WriteString(m_Reliable.Address());
|
||||
packet.WritePrimitive<int>(m_Reliable.Port());
|
||||
packet.WriteString("SERVERNAME");
|
||||
packet.WriteString(m_ServerName);
|
||||
packet.WritePrimitive<int>(m_ConnectedPlayers.size());
|
||||
m_ServerlistRequest.Send(packet);
|
||||
}
|
||||
@@ -523,10 +537,20 @@ bool Server::OnAmmoPickup(const Events::AmmoPickup & e)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool Server::OnPlayerDeath(const Events::PlayerDeath& e)
|
||||
{
|
||||
Events::KillDeath eKD;
|
||||
eKD.Casualty = getPlayerIDFromEntityID(e.Player.ID);
|
||||
eKD.Killer = getPlayerIDFromEntityID(e.Killer.ID);
|
||||
m_EventBroker->Publish(eKD);
|
||||
return false;
|
||||
}
|
||||
|
||||
void Server::parseClientPing()
|
||||
{
|
||||
LOG_INFO("%i: Parsing ping", m_PacketID);
|
||||
PlayerID player = GetPlayerIDFromEndpoint();
|
||||
PlayerID player = getPlayerIDFromEndpoint();
|
||||
if (player == -1) {
|
||||
return;
|
||||
}
|
||||
@@ -555,11 +579,16 @@ bool Server::parseDoubleJump(Packet & packet)
|
||||
return true;
|
||||
}
|
||||
|
||||
void Server::parseDashEffect(Packet& packet)
|
||||
{
|
||||
reliableBroadcast(packet);
|
||||
}
|
||||
|
||||
void Server::parseOnInputCommand(Packet& packet)
|
||||
{
|
||||
PlayerID player = -1;
|
||||
// Check which player it was who sent the message
|
||||
player = GetPlayerIDFromEndpoint();
|
||||
player = getPlayerIDFromEndpoint();
|
||||
if (player != -1) {
|
||||
while (packet.DataReadSize() < packet.Size()) {
|
||||
Events::InputCommand e;
|
||||
@@ -578,7 +607,7 @@ void Server::parseOnInputCommand(Packet& packet)
|
||||
|
||||
void Server::parsePlayerTransform(Packet& packet)
|
||||
{
|
||||
PlayerID playerID = GetPlayerIDFromEndpoint();
|
||||
PlayerID playerID = getPlayerIDFromEndpoint();
|
||||
if (playerID == -1) {
|
||||
return;
|
||||
}
|
||||
@@ -614,20 +643,10 @@ void Server::parsePlayerTransform(Packet& packet)
|
||||
|
||||
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
||||
{
|
||||
auto children = m_World->GetDirectChildren(childEntity.ID);
|
||||
for (auto it = children.first; it != children.second; it++) {
|
||||
EntityWrapper child(m_World, it->second);
|
||||
if (child.HasComponent("CapturePoint") || child.HasComponent("HealthPickup")
|
||||
|| child.HasComponent("AmmoPickup")) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid()
|
||||
|| childEntity.HasComponent("CapturePoint") || childEntity.HasComponent("HealthPickup")
|
||||
|| childEntity.HasComponent("AmmoPickup");
|
||||
return childEntity.HasComponent("NetworkComponent") || childEntity.FirstParentWithComponent("NetworkComponent").Valid();
|
||||
}
|
||||
|
||||
PlayerID Server::GetPlayerIDFromEndpoint()
|
||||
PlayerID Server::getPlayerIDFromEndpoint()
|
||||
{
|
||||
// check both tcp and udp connection
|
||||
for (auto& kv : m_ConnectedPlayers) {
|
||||
@@ -639,4 +658,14 @@ PlayerID Server::GetPlayerIDFromEndpoint()
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
|
||||
{
|
||||
for (auto& kv : m_ConnectedPlayers) {
|
||||
if (entityID == kv.second.EntityID) {
|
||||
return kv.first;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ TCPClient::~TCPClient()
|
||||
{
|
||||
}
|
||||
|
||||
void TCPClient::Connect(std::string playerName, std::string address, int port)
|
||||
bool TCPClient::Connect(std::string playerName, std::string address, int port)
|
||||
{
|
||||
if (m_Socket) {
|
||||
if (m_IsConnected) {
|
||||
@@ -19,6 +19,7 @@ void TCPClient::Connect(std::string playerName, std::string address, int port)
|
||||
Send(packet);
|
||||
LOG_INFO("Connect message sent again!");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (!m_IsConnected) {
|
||||
boost::system::error_code error = boost::asio::error::host_not_found;
|
||||
@@ -34,11 +35,13 @@ void TCPClient::Connect(std::string playerName, std::string address, int port)
|
||||
packet.WriteString(playerName);
|
||||
Send(packet);
|
||||
LOG_INFO("Connect message sent!");
|
||||
return true;
|
||||
}
|
||||
// If error
|
||||
else {
|
||||
m_Socket->close();
|
||||
m_Socket = nullptr;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -74,7 +77,10 @@ size_t TCPClient::readBuffer()
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > m_Socket->available()) {
|
||||
LOG_WARNING("TCPClient::readBuffer(): We haven't got the whole packet yet.");
|
||||
//return 0;
|
||||
}
|
||||
// if the buffer is to small increase the size of it
|
||||
// TODO if message is huge 1 time the buffer will not decrease.
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
@@ -82,12 +88,15 @@ size_t TCPClient::readBuffer()
|
||||
m_ReadBuffer = new char[sizeOfPacket];
|
||||
m_BufferSize = sizeOfPacket;
|
||||
}
|
||||
// Read the rest of the message
|
||||
size_t bytesReceived = m_Socket->read_some(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket),
|
||||
error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
size_t bytesReceived = 0;
|
||||
while (sizeOfPacket > bytesReceived) {
|
||||
// Read the rest of the message
|
||||
bytesReceived += m_Socket->read_some(boost
|
||||
::asio::buffer((void*)(m_ReadBuffer), sizeOfPacket - bytesReceived),
|
||||
error);
|
||||
if (error) {
|
||||
//LOG_ERROR("receive: %s", error.message().c_str());
|
||||
}
|
||||
}
|
||||
if (sizeOfPacket > 1000000)
|
||||
LOG_WARNING("The packets received are bigger than 1MB");
|
||||
|
||||
@@ -106,7 +106,10 @@ int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
|
||||
boost::asio::ip::tcp::socket::message_peek, error);
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > playerDefinition.TCPSocket->available()) {
|
||||
LOG_WARNING("TCPServer::readBuffer(): We haven't got the whole packet yet.");
|
||||
return 0;
|
||||
}
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
|
||||
@@ -10,14 +10,15 @@ UDPClient::~UDPClient()
|
||||
{
|
||||
}
|
||||
|
||||
void UDPClient::Connect(std::string playerName, std::string address, int port)
|
||||
bool UDPClient::Connect(std::string playerName, std::string address, int port)
|
||||
{
|
||||
if (m_Socket) {
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
|
||||
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
|
||||
m_Socket->open(boost::asio::ip::udp::v4());
|
||||
return true;
|
||||
}
|
||||
|
||||
void UDPClient::Disconnect()
|
||||
@@ -45,7 +46,10 @@ int UDPClient::readBuffer()
|
||||
boost::asio::ip::udp::socket::message_peek, error);
|
||||
int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > m_Socket->available()) {
|
||||
LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet.");
|
||||
//return 0;
|
||||
}
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
|
||||
@@ -21,33 +21,38 @@ void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
|
||||
boost::asio::buffer(packet.Data(), packet.Size()),
|
||||
playerDefinition.Endpoint,
|
||||
0);
|
||||
LOG_INFO("Size of packet is %i", bytesSent);
|
||||
} catch (const boost::system::system_error& e) {
|
||||
LOG_INFO(e.what());
|
||||
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
|
||||
playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
|
||||
}
|
||||
|
||||
}
|
||||
// Send back to endpoint of received packet
|
||||
void UDPServer::Send(Packet & packet)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(
|
||||
size_t bytesSent = m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
m_ReceiverEndpoint,
|
||||
0);
|
||||
LOG_INFO("Size of packet is %i", bytesSent);
|
||||
}
|
||||
|
||||
// Broadcasting respond specific logic
|
||||
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->send_to(
|
||||
size_t bytesSent = m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
endpoint,
|
||||
0);
|
||||
LOG_INFO("Size of packet is %i", bytesSent);
|
||||
}
|
||||
|
||||
// Broadcasting
|
||||
@@ -55,7 +60,7 @@ void UDPServer::Broadcast(Packet & packet, int port)
|
||||
{
|
||||
packet.UpdateSize();
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(
|
||||
size_t bytesSent = m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
@@ -92,6 +97,11 @@ int UDPServer::readBuffer()
|
||||
unsigned int sizeOfPacket = 0;
|
||||
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
|
||||
|
||||
if (sizeOfPacket > m_Socket->available()) {
|
||||
LOG_WARNING("UDPServer::readBuffer(): We haven't got the whole packet yet.");
|
||||
//return 0;
|
||||
}
|
||||
|
||||
// if the buffer is to small increase the size of it
|
||||
if (sizeOfPacket > m_BufferSize) {
|
||||
delete[] m_ReadBuffer;
|
||||
|
||||
@@ -1,71 +1,348 @@
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
|
||||
void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
|
||||
AnimationSystem::AnimationSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
if(!entity.HasComponent("Model")) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &AnimationSystem::OnEntityDeleted);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetBlendWeight, &AnimationSystem::OnSetBlendWeight);
|
||||
}
|
||||
|
||||
void AnimationSystem::Update(double dt)
|
||||
{
|
||||
UpdateAnimations(dt);
|
||||
CreateBlendTrees();
|
||||
UpdateWeights(dt);
|
||||
|
||||
|
||||
for(auto& autoBlendQueue : m_AutoBlendQueues) {
|
||||
autoBlendQueue.second.UpdateTime(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationSystem::CreateBlendTrees()
|
||||
{
|
||||
auto modelComponents = m_World->GetComponents("Model");
|
||||
if (modelComponents == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return;
|
||||
for (auto& modelC : *modelComponents) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, modelC.EntityID);
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
continue;;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (entity.HasComponent("Blend") || entity.HasComponent("BlendOverride") ||
|
||||
entity.HasComponent("BlendAdditive") || entity.HasComponent("Animation"))
|
||||
{
|
||||
std::shared_ptr<BlendTree> blendTree = std::shared_ptr<BlendTree>(new BlendTree(entity, skeleton));
|
||||
|
||||
if(blendTree->IsValid()) {
|
||||
skeleton->BlendTrees[entity] = blendTree;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if(skeleton == nullptr) {
|
||||
}
|
||||
|
||||
void AnimationSystem::UpdateAnimations(double dt)
|
||||
{
|
||||
auto animationComponents = m_World->GetComponents("Animation");
|
||||
if(animationComponents == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
for (auto& animationC : *animationComponents) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, animationC.EntityID);
|
||||
EntityWrapper modelEntity;
|
||||
if(!entity.HasComponent("Model")) {
|
||||
modelEntity = entity.FirstParentWithComponent("Model");
|
||||
} else {
|
||||
modelEntity = entity;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(modelEntity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(animationC["AnimationName"]);
|
||||
|
||||
if (animation == nullptr) {
|
||||
continue;;
|
||||
}
|
||||
|
||||
double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
|
||||
double animationSpeed = (double)animationC["Speed"];
|
||||
|
||||
if (animationSpeed != 0.0) {
|
||||
double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
|
||||
if((bool)animationC["Reverse"]) {
|
||||
animationSpeed *= -1;
|
||||
}
|
||||
|
||||
|
||||
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
|
||||
if ((bool)animationC["Play"]) {
|
||||
|
||||
double nextTime = (double)animationC["Time"] + animationSpeed * dt;
|
||||
if (!(bool)animationC["Loop"]) {
|
||||
if (nextTime > animation->Duration) {
|
||||
nextTime = animation->Duration;
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
(bool&)animationC["Play"] = false;
|
||||
} else if (nextTime < 0) {
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
nextTime = 0;
|
||||
(bool&)animationC["Play"] = false;
|
||||
}
|
||||
|
||||
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
|
||||
|
||||
} else {
|
||||
if (nextTime > animation->Duration) {
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
nextTime -= animation->Duration;
|
||||
|
||||
while (nextTime > animation->Duration) {
|
||||
nextTime -= animation->Duration;
|
||||
}
|
||||
} else if (nextTime < 0) {
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
nextTime += animation->Duration;
|
||||
while (nextTime < 0) {
|
||||
nextTime += animation->Duration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
|
||||
(double&)animationC["Time"] = nextTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationSystem::UpdateWeights(double dt)
|
||||
{
|
||||
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
|
||||
LOG_INFO("%s", it->first.Name().c_str());
|
||||
it->second.PrintQueue();
|
||||
|
||||
if(it->second.HasActiveBlendJob()) {
|
||||
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
|
||||
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
||||
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
|
||||
if (blendTree != nullptr) {
|
||||
if (blendJob.Duration != 0.0) {
|
||||
blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
|
||||
} else {
|
||||
blendJob.BlendInfo.progress = 1.0;
|
||||
}
|
||||
|
||||
blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
|
||||
} else {
|
||||
it = m_AutoBlendQueues.erase(it);
|
||||
}
|
||||
it++;
|
||||
} else {
|
||||
if (it->second.Empty()) {
|
||||
it = m_AutoBlendQueues.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
|
||||
{
|
||||
|
||||
if (!e.RootNode.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.RootNode.HasComponent("Model")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::shared_ptr<BlendTree> blendTree;
|
||||
if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
|
||||
blendTree = skeleton->BlendTrees.at(e.RootNode);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityWrapper subTreeRoot;
|
||||
|
||||
|
||||
if (e.SingleLevelBlend) {
|
||||
subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
|
||||
|
||||
if (!subTreeRoot.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
AutoBlendQueue::AutoBlendJob abj;
|
||||
abj.AnimationEntity = e.AnimationEntity;
|
||||
abj.CurrentTime = 0.0;
|
||||
abj.Delay = e.Delay;
|
||||
abj.Duration = e.Duration;
|
||||
abj.RootNode = e.RootNode;
|
||||
|
||||
abj.BlendInfo.NodeName = e.NodeName;
|
||||
abj.BlendInfo.progress = 0.0;
|
||||
abj.BlendInfo.Start = e.Start;
|
||||
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
|
||||
abj.BlendInfo.Weight = e.Weight;
|
||||
|
||||
std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
|
||||
for(auto entity : animationEntities)
|
||||
if (entity.Valid()) {
|
||||
if (entity.HasComponent("Animation")) {
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
|
||||
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
|
||||
|
||||
if (e.Restart) {
|
||||
if (animation != nullptr) {
|
||||
if (e.Restart) {
|
||||
if (e.Reverse) {
|
||||
(double&)entity["Animation"]["Time"] = animation->Duration;
|
||||
} else {
|
||||
(double&)entity["Animation"]["Time"] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m_AutoBlendQueues[subTreeRoot].Insert(abj);
|
||||
} else {
|
||||
std::vector<EntityWrapper> subtreeroots = blendTree->GetSingleLevelRoots(e.NodeName);
|
||||
|
||||
for(auto entity : subtreeroots) {
|
||||
subTreeRoot = entity;
|
||||
|
||||
if (!subTreeRoot.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
AutoBlendQueue::AutoBlendJob abj;
|
||||
abj.AnimationEntity = e.AnimationEntity;
|
||||
abj.CurrentTime = 0.0;
|
||||
abj.Delay = e.Delay;
|
||||
abj.Duration = e.Duration;
|
||||
abj.RootNode = e.RootNode;
|
||||
|
||||
abj.BlendInfo.NodeName = e.NodeName;
|
||||
abj.BlendInfo.progress = 0.0;
|
||||
abj.BlendInfo.Start = e.Start;
|
||||
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
|
||||
abj.BlendInfo.Weight = e.Weight;
|
||||
m_AutoBlendQueues[subTreeRoot].Insert(abj);
|
||||
}
|
||||
|
||||
std::vector<EntityWrapper> animationEntities = blendTree->GetEntitesByName(e.NodeName); // more than one
|
||||
for (auto entity : animationEntities)
|
||||
if (entity.Valid()) {
|
||||
if (entity.HasComponent("Animation")) {
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
|
||||
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
|
||||
|
||||
if (e.Restart) {
|
||||
if (animation != nullptr) {
|
||||
if (e.Restart) {
|
||||
if (e.Reverse) {
|
||||
(double&)entity["Animation"]["Time"] = animation->Duration;
|
||||
} else {
|
||||
(double&)entity["Animation"]["Time"] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
|
||||
{
|
||||
EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
|
||||
|
||||
if (entity.HasComponent("Model")) {
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (skeleton->BlendTrees.find(entity) != skeleton->BlendTrees.end()) {
|
||||
skeleton->BlendTrees.erase(entity);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
|
||||
{
|
||||
if (!e.RootNode.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.RootNode.HasComponent("Model")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::shared_ptr<BlendTree> blendTree;
|
||||
if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
|
||||
blendTree = skeleton->BlendTrees.at(e.RootNode);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
if(e.Weight >= 0 && e.Weight <= 1) {
|
||||
|
||||
blendTree->SetWeightByName(e.NodeName, e.Weight);
|
||||
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,197 @@
|
||||
#include "Rendering/AutoBlendQueue.h"
|
||||
|
||||
void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
|
||||
{
|
||||
if(!autoBlendJob.RootNode.HasComponent("Model")) {
|
||||
return;
|
||||
}
|
||||
|
||||
AutoblendNode blendNode;
|
||||
blendNode.BlendJob = autoBlendJob;
|
||||
blendNode.StartTime = autoBlendJob.Delay;
|
||||
blendNode.EndTime = autoBlendJob.Delay + autoBlendJob.Duration;
|
||||
|
||||
|
||||
|
||||
if (autoBlendJob.AnimationEntity.Valid()) {
|
||||
if (autoBlendJob.AnimationEntity.HasComponent("Animation")) {
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>((std::string)autoBlendJob.RootNode["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation((std::string)autoBlendJob.AnimationEntity["Animation"]["AnimationName"]);
|
||||
|
||||
if (animation == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
double AnimationDuration = 0.0;
|
||||
|
||||
double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"];
|
||||
double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"];
|
||||
|
||||
if (animationSpeed != 0) {
|
||||
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
|
||||
AnimationDuration = (animation->Duration / animationSpeed) - (animation->Duration - animationTime);
|
||||
} else {
|
||||
AnimationDuration = (animation->Duration / animationSpeed) - animationTime;
|
||||
}
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
|
||||
blendNode.StartTime += AnimationDuration;
|
||||
blendNode.EndTime += AnimationDuration;
|
||||
if (m_BlendQueue.size() == 0) {
|
||||
m_BlendQueue.push_back(blendNode);
|
||||
} else {
|
||||
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end(); it++) {
|
||||
auto next = std::next(it, 1);
|
||||
|
||||
|
||||
if (it->BlendJob.BlendInfo.NodeName == autoBlendJob.BlendInfo.NodeName) {
|
||||
(*it) = blendNode;
|
||||
}
|
||||
|
||||
if (next != m_BlendQueue.end()) {
|
||||
if (it->StartTime >= blendNode.StartTime && next->StartTime <= blendNode.StartTime) {
|
||||
m_BlendQueue.insert(next, blendNode);
|
||||
return;
|
||||
}
|
||||
} else if(it->StartTime > blendNode.StartTime){
|
||||
m_BlendQueue.push_front(blendNode);
|
||||
return;
|
||||
} else if (it->StartTime <= blendNode.StartTime) {
|
||||
m_BlendQueue.push_back(blendNode);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_BlendQueue.clear();
|
||||
m_BlendQueue.push_back(blendNode);
|
||||
}
|
||||
|
||||
void AutoBlendQueue::UpdateTime(double dt)
|
||||
{
|
||||
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end();) {
|
||||
if (it->EndTime <= 0) {
|
||||
it = m_BlendQueue.erase(it);
|
||||
} else {
|
||||
it->EndTime -= dt;
|
||||
it->StartTime -= dt;
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AutoBlendQueue::PrintQueue()
|
||||
{
|
||||
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end(); it++) {
|
||||
LOG_INFO("Start: %f End: %f \t %s", it->StartTime, it->EndTime, it->BlendJob.BlendInfo.NodeName.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool AutoBlendQueue::HasActiveBlendJob()
|
||||
{
|
||||
if(m_BlendQueue.empty()) {
|
||||
return false;
|
||||
} else {
|
||||
AutoblendNode blendNode = m_BlendQueue.front();
|
||||
if (blendNode.StartTime <= 0) {
|
||||
AutoBlendJob blendJob = blendNode.BlendJob;
|
||||
|
||||
if (!blendJob.RootNode.Valid()) {
|
||||
m_BlendQueue.pop_front();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!blendJob.RootNode.HasComponent("Model")) {
|
||||
m_BlendQueue.pop_front();
|
||||
return HasActiveBlendJob();
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
//m_BlendQueue.pop_front();
|
||||
return HasActiveBlendJob();
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
m_BlendQueue.pop_front();
|
||||
return HasActiveBlendJob();
|
||||
}
|
||||
|
||||
|
||||
if (skeleton->BlendTrees.find(blendJob.RootNode) != skeleton->BlendTrees.end()) {
|
||||
return true;
|
||||
} else {
|
||||
m_BlendQueue.pop_front();
|
||||
return HasActiveBlendJob();
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
|
||||
{
|
||||
AutoblendNode blendNode = m_BlendQueue.front();
|
||||
AutoBlendJob blendJob = blendNode.BlendJob;
|
||||
|
||||
if (!blendJob.RootNode.Valid()) {
|
||||
m_BlendQueue.pop_front();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!blendJob.RootNode.HasComponent("Model")) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
if (skeleton == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
if (skeleton->BlendTrees.find(blendJob.RootNode) != skeleton->BlendTrees.end()) {
|
||||
return skeleton->BlendTrees.at(blendJob.RootNode);
|
||||
} else {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
AutoBlendQueue::AutoBlendJob& AutoBlendQueue::GetActiveBlendJob()
|
||||
{
|
||||
AutoblendNode& blendNode = m_BlendQueue.front();
|
||||
blendNode.BlendJob.CurrentTime = -blendNode.StartTime;
|
||||
return blendNode.BlendJob;
|
||||
}
|
||||
@@ -0,0 +1,546 @@
|
||||
#include "Rendering/BlendTree.h"
|
||||
|
||||
BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
|
||||
{
|
||||
m_Skeleton = skeleton;
|
||||
|
||||
if (ModelEntity.HasComponent("Animation")) {
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
|
||||
if (animation == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Root = new Node();
|
||||
m_Root->Entity = ModelEntity;
|
||||
m_Root->Name = ModelEntity.Name();
|
||||
m_Root->Pose = m_Skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
|
||||
m_Root->Parent = nullptr;
|
||||
m_Root->Type = NodeType::Animation;
|
||||
|
||||
} else if (ModelEntity.HasComponent("Blend")) {
|
||||
m_Root = new Node();
|
||||
m_Root->Entity = ModelEntity;
|
||||
m_Root->Name = ModelEntity.Name();
|
||||
m_Root->Parent = nullptr;
|
||||
m_Root->Type = NodeType::Blend;
|
||||
m_Root->Weight = (double)ModelEntity["Blend"]["Weight"];
|
||||
m_Root->SubTreeRoot = (bool)ModelEntity["Blend"]["SubTreeRoot"];
|
||||
(double&)ModelEntity["Blend"]["Weight"] = glm::clamp((double)ModelEntity["Blend"]["Weight"], 0.0, 1.0);
|
||||
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity);
|
||||
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity);
|
||||
|
||||
} else if (ModelEntity.HasComponent("BlendOverride")) {
|
||||
m_Root = new Node();
|
||||
m_Root->Entity = ModelEntity;
|
||||
m_Root->Name = ModelEntity.Name();
|
||||
m_Root->Parent = nullptr;
|
||||
m_Root->Type = NodeType::Override;
|
||||
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Master"], ModelEntity);
|
||||
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Slave"], ModelEntity);
|
||||
|
||||
} else if (ModelEntity.HasComponent("BlendAdditive")) {
|
||||
m_Root = new Node();
|
||||
m_Root->Entity = ModelEntity;
|
||||
m_Root->Name = ModelEntity.Name();
|
||||
m_Root->Parent = nullptr;
|
||||
m_Root->Type = NodeType::Additive;
|
||||
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Adder"], ModelEntity);
|
||||
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Receiver"], ModelEntity);
|
||||
}
|
||||
|
||||
m_FinalPose = AccumulateFinalPose();
|
||||
// PrintTree();
|
||||
}
|
||||
|
||||
BlendTree::~BlendTree()
|
||||
{
|
||||
Node* currentNode = m_Root;
|
||||
if (currentNode != nullptr) {
|
||||
while (currentNode->Child[0] != nullptr) {
|
||||
currentNode = currentNode->Child[0];
|
||||
}
|
||||
|
||||
std::list<Node*> m_NodesToRemove;
|
||||
|
||||
while (currentNode != nullptr) {
|
||||
m_NodesToRemove.push_back(currentNode);
|
||||
currentNode = currentNode->Next();
|
||||
}
|
||||
|
||||
for (auto it = m_NodesToRemove.begin(); it != m_NodesToRemove.end(); it++) {
|
||||
delete (*it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 BlendTree::GetBoneTransform(int boneID)
|
||||
{
|
||||
if(m_FinalBoneTransforms.find(boneID) != m_FinalBoneTransforms.end()) {
|
||||
return m_FinalBoneTransforms.at(boneID);
|
||||
} else {
|
||||
return glm::mat4(1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BlendTree::PrintTree()
|
||||
{
|
||||
Node* currentNode = m_Root;
|
||||
LOG_INFO("\n\n");
|
||||
|
||||
while(currentNode->Child[0] != nullptr) {
|
||||
currentNode = currentNode->Child[0];
|
||||
}
|
||||
|
||||
while (currentNode != nullptr)
|
||||
{
|
||||
LOG_INFO("%s", currentNode->Name.c_str());
|
||||
currentNode = currentNode->Next();
|
||||
}
|
||||
}
|
||||
|
||||
BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity)
|
||||
{
|
||||
EntityWrapper childEntity = parentEntity.FirstLevelChildByName(name); // Make first level child by name
|
||||
|
||||
if (!childEntity.Valid()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (childEntity.HasComponent("Animation")) {
|
||||
const Skeleton::Animation* animation = m_Skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
|
||||
if (animation == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Node* node = new Node();
|
||||
node->Entity = childEntity;
|
||||
node->Name = childEntity.Name();
|
||||
node->Pose = m_Skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
|
||||
node->Parent = parentNode;
|
||||
node->Type = NodeType::Animation;
|
||||
return node;
|
||||
|
||||
} else if (childEntity.HasComponent("Blend")) {
|
||||
Node* node = new Node();
|
||||
node->Entity = childEntity;
|
||||
node->Name = childEntity.Name();
|
||||
node->Parent = parentNode;
|
||||
node->Type = NodeType::Blend;
|
||||
(double&)childEntity["Blend"]["Weight"] = glm::clamp((double)childEntity["Blend"]["Weight"], 0.0, 1.0);
|
||||
node->Weight = (double)childEntity["Blend"]["Weight"];
|
||||
node->SubTreeRoot = (bool)childEntity["Blend"]["SubTreeRoot"];
|
||||
//if (node->Weight < 1.f && node->Weight > 0.f) {
|
||||
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
|
||||
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
|
||||
/* } else if (node->Weight == 1.f) {
|
||||
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
|
||||
} else if (node->Weight == 0.f) {
|
||||
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
|
||||
}*/
|
||||
|
||||
if(node->Child[0] == nullptr && node->Child[1] == nullptr) {
|
||||
return nullptr;
|
||||
} else {
|
||||
return node;
|
||||
}
|
||||
|
||||
} else if (childEntity.HasComponent("BlendOverride")) {
|
||||
Node* node = new Node();
|
||||
node->Entity = childEntity;
|
||||
node->Name = childEntity.Name();
|
||||
node->Parent = parentNode;
|
||||
node->Type = NodeType::Override;
|
||||
node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Master"], childEntity);
|
||||
node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Slave"], childEntity);
|
||||
|
||||
if (node->Child[0] == nullptr && node->Child[1] == nullptr) {
|
||||
return nullptr;
|
||||
} else {
|
||||
return node;
|
||||
}
|
||||
} else if (childEntity.HasComponent("BlendAdditive")) {
|
||||
Node* node = new Node();
|
||||
node->Entity = childEntity;
|
||||
node->Name = childEntity.Name();
|
||||
node->Parent = parentNode;
|
||||
node->Type = NodeType::Additive;
|
||||
node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Adder"], childEntity);
|
||||
node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Receiver"], childEntity);
|
||||
|
||||
if(node->Child[0] == nullptr && node->Child[1] == nullptr) {
|
||||
return nullptr;
|
||||
} else {
|
||||
return node;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
std::vector<BlendTree::Node*> BlendTree::FindNodesByName(std::string name)
|
||||
{
|
||||
std::vector<Node*> Nodes;
|
||||
Node* currentNode = m_Root;
|
||||
|
||||
while (currentNode->Child[0] != nullptr) {
|
||||
currentNode = currentNode->Child[0];
|
||||
}
|
||||
|
||||
while (currentNode != nullptr) {
|
||||
if(currentNode->Name == name) {
|
||||
Nodes.push_back(currentNode);
|
||||
}
|
||||
currentNode = currentNode->Next();
|
||||
}
|
||||
return Nodes;
|
||||
}
|
||||
|
||||
|
||||
BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
|
||||
{
|
||||
std::vector<Node*> goalNodes = FindNodesByName(blendInfo.NodeName);
|
||||
|
||||
if(blendInfo.Weight >= 0 && blendInfo.Weight <= 1.0) {
|
||||
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
|
||||
EntityWrapper entity = (*it)->Entity;
|
||||
|
||||
if (entity.Valid()) {
|
||||
if (entity.HasComponent("Blend")) {
|
||||
(double&)entity["Blend"]["Weight"] = blendInfo.Weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
return blendInfo;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (blendInfo.Start) {
|
||||
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
|
||||
EntityWrapper entity = (*it)->Entity;
|
||||
|
||||
if (entity.Valid()) {
|
||||
if (entity.HasComponent("Animation")) {
|
||||
(bool&)entity["Animation"]["Play"] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(goalNodes.size() == 0) {
|
||||
return blendInfo;
|
||||
} else if(goalNodes.size() == 1) {
|
||||
Node* currentNode = goalNodes[0]->Parent;
|
||||
Node* lastNode = goalNodes[0];
|
||||
|
||||
while (currentNode != nullptr)
|
||||
{
|
||||
if(!currentNode->Entity.HasComponent("Blend")) {
|
||||
return blendInfo;
|
||||
}
|
||||
|
||||
double startWeight;
|
||||
if(blendInfo.StartWeights.find(currentNode->Entity) != blendInfo.StartWeights.end()) {
|
||||
startWeight = blendInfo.StartWeights.at(currentNode->Entity);
|
||||
} else {
|
||||
startWeight = currentNode->Weight;
|
||||
blendInfo.StartWeights[currentNode->Entity] = startWeight;
|
||||
}
|
||||
|
||||
double goalWeight;
|
||||
if(currentNode->Child[0] == lastNode) {
|
||||
goalWeight = 0.0;
|
||||
} else if (currentNode->Child[1] == lastNode) {
|
||||
goalWeight = 1.0;
|
||||
}
|
||||
|
||||
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
|
||||
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
|
||||
currentNode->Weight = weight;
|
||||
|
||||
lastNode = currentNode;
|
||||
currentNode = currentNode->Parent;
|
||||
|
||||
if (blendInfo.SingleBlend) {
|
||||
return blendInfo;;
|
||||
}
|
||||
}
|
||||
} else if(goalNodes.size() >= 2) {
|
||||
std::vector<Node*> sharedParents;
|
||||
std::vector<Node*> nodes = goalNodes;
|
||||
|
||||
for (auto it = nodes.begin(); it != nodes.end(); it++) {
|
||||
auto next = std::next(it, 1);
|
||||
if (next != nodes.end()) {
|
||||
Node* commonParent = FirstCommonParent((*it), (*next));
|
||||
sharedParents.push_back(commonParent);
|
||||
(*next) = commonParent;
|
||||
nodes.erase(it);
|
||||
it = nodes.begin();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
|
||||
|
||||
Node* currentNode = (*it)->Parent;
|
||||
Node* lastNode = (*it);
|
||||
|
||||
while (currentNode != nullptr) {
|
||||
if (!currentNode->Entity.HasComponent("Blend")) {
|
||||
return blendInfo;
|
||||
}
|
||||
|
||||
bool ShouldBreak = false;
|
||||
for (auto it = sharedParents.begin(); it != sharedParents.end(); it++) {
|
||||
if(currentNode == (*it)) {
|
||||
ShouldBreak = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(ShouldBreak) {
|
||||
break;
|
||||
}
|
||||
|
||||
double startWeight;
|
||||
if (blendInfo.StartWeights.find(currentNode->Entity) != blendInfo.StartWeights.end()) {
|
||||
startWeight = blendInfo.StartWeights.at(currentNode->Entity);
|
||||
} else {
|
||||
startWeight = currentNode->Weight;
|
||||
blendInfo.StartWeights[currentNode->Entity] = startWeight;
|
||||
}
|
||||
|
||||
double goalWeight;
|
||||
if (currentNode->Child[0] == lastNode) {
|
||||
goalWeight = 0.0;
|
||||
} else if (currentNode->Child[1] == lastNode) {
|
||||
goalWeight = 1.0;
|
||||
}
|
||||
|
||||
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
|
||||
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
|
||||
currentNode->Weight = weight;
|
||||
|
||||
lastNode = currentNode;
|
||||
currentNode = currentNode->Parent;
|
||||
if (blendInfo.SingleBlend) {
|
||||
return blendInfo;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return blendInfo;
|
||||
}
|
||||
|
||||
BlendTree::Node* BlendTree::GetCommonParent(std::string NodeName1, std::string NodeName2)
|
||||
{
|
||||
std::vector<Node*> nodes1 = FindNodesByName(NodeName1);
|
||||
std::vector<Node*> nodes2 = FindNodesByName(NodeName2);
|
||||
|
||||
for (auto it = nodes1.begin(); it != nodes1.end(); it++) {
|
||||
auto next = std::next(it, 1);
|
||||
|
||||
if(next != nodes1.end()) {
|
||||
Node* commonParent = FirstCommonParent((*it), (*next));
|
||||
(*next) = commonParent;
|
||||
nodes1.erase(it);
|
||||
it = nodes1.begin();
|
||||
}
|
||||
}
|
||||
|
||||
for (auto it = nodes2.begin(); it != nodes2.end(); it++) {
|
||||
auto next = std::next(it, 1);
|
||||
|
||||
if (next != nodes2.end()) {
|
||||
Node* commonParent = FirstCommonParent((*it), (*next));
|
||||
(*next) = commonParent;
|
||||
nodes2.erase(it);
|
||||
it = nodes2.begin();
|
||||
}
|
||||
}
|
||||
|
||||
return FirstCommonParent(nodes1.front(), nodes2.front());;
|
||||
}
|
||||
|
||||
|
||||
BlendTree::Node* BlendTree::FirstCommonParent(Node* node1, Node* node2)
|
||||
{
|
||||
std::list<Node*> node1Parents;
|
||||
|
||||
Node* currentNode = node1;
|
||||
while (currentNode != nullptr) {
|
||||
node1Parents.push_back(currentNode);
|
||||
currentNode = currentNode->Parent;
|
||||
}
|
||||
|
||||
currentNode = node2;
|
||||
while (currentNode != nullptr) {
|
||||
for (auto it = node1Parents.begin(); it != node1Parents.end(); it++) {
|
||||
if (currentNode == (*it)) {
|
||||
return currentNode;
|
||||
}
|
||||
}
|
||||
currentNode = currentNode->Parent;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
|
||||
{
|
||||
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++) {
|
||||
Node* currentNode = (*it)->Parent;
|
||||
while (!currentNode->SubTreeRoot) {
|
||||
currentNode = currentNode->Parent;
|
||||
}
|
||||
subTreeRoots.push_back(currentNode);
|
||||
}
|
||||
|
||||
|
||||
for (auto it = subTreeRoots.begin(); it != subTreeRoots.end(); it++) {
|
||||
auto next = std::next(it, 1);
|
||||
|
||||
if (next != subTreeRoots.end()) {
|
||||
Node* commonParent = FirstCommonParent((*it), (*next));
|
||||
(*next) = commonParent;
|
||||
subTreeRoots.erase(it);
|
||||
it = subTreeRoots.begin();
|
||||
}
|
||||
}
|
||||
|
||||
return subTreeRoots.front()->Entity;
|
||||
}
|
||||
|
||||
|
||||
std::vector<EntityWrapper> BlendTree::GetSingleLevelRoots(std::string name)
|
||||
{
|
||||
std::vector<Node*> nodes = FindNodesByName(name);
|
||||
std::vector<EntityWrapper> entities;
|
||||
|
||||
for (auto it = nodes.begin(); it != nodes.end(); it++) {
|
||||
Node* currentNode = (*it)->Parent;
|
||||
|
||||
if(currentNode->Entity.Valid()) {
|
||||
entities.push_back(currentNode->Entity);
|
||||
}
|
||||
}
|
||||
|
||||
return entities;
|
||||
}
|
||||
|
||||
|
||||
std::vector<EntityWrapper> BlendTree::GetEntitesByName(std::string name)
|
||||
{
|
||||
std::vector<Node*> nodes = FindNodesByName(name);
|
||||
std::vector<EntityWrapper> entities;
|
||||
|
||||
for (auto it = nodes.begin(); it != nodes.end(); it++) {
|
||||
Node* currentNode = (*it);
|
||||
|
||||
if (currentNode->Entity.Valid()) {
|
||||
entities.push_back(currentNode->Entity);
|
||||
}
|
||||
}
|
||||
|
||||
return entities;
|
||||
}
|
||||
|
||||
|
||||
void BlendTree::SetWeightByName(std::string name, double weight)
|
||||
{
|
||||
std::vector<Node*> nodes = FindNodesByName(name);
|
||||
|
||||
for (auto node : nodes) {
|
||||
EntityWrapper entity = node->Entity;
|
||||
|
||||
if(entity.HasComponent("Blend")) {
|
||||
entity["Blend"]["Weight"] = weight;
|
||||
node->Weight = weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
|
||||
{
|
||||
Node* currentNode;
|
||||
Node* start = m_Root;
|
||||
while (start->Child[0] != nullptr) {
|
||||
start = start->Child[0];
|
||||
}
|
||||
|
||||
currentNode = start;
|
||||
|
||||
while (m_Root->Pose.size() == 0) {
|
||||
if(currentNode->Pose.size() == 0) {
|
||||
if (currentNode->Child[0] != nullptr && currentNode->Child[1] != nullptr) {
|
||||
if (currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
|
||||
switch (currentNode->Type) {
|
||||
case BlendTree::NodeType::Additive:
|
||||
currentNode->Pose = m_Skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
|
||||
break;
|
||||
case BlendTree::NodeType::Blend:
|
||||
currentNode->Pose = m_Skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
|
||||
break;
|
||||
case BlendTree::NodeType::Override:
|
||||
currentNode->Pose = m_Skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
|
||||
break;
|
||||
case BlendTree::NodeType::Animation:
|
||||
// do nothing
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (currentNode->Child[0] != nullptr) {
|
||||
if (currentNode->Child[0]->Pose.size() != 0) {
|
||||
currentNode->Pose = currentNode->Child[0]->Pose;
|
||||
}
|
||||
} else if (currentNode->Child[1] != nullptr) {
|
||||
if (currentNode->Child[1]->Pose.size() != 0) {
|
||||
currentNode->Pose = currentNode->Child[1]->Pose;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
currentNode = currentNode->Next();
|
||||
|
||||
if (currentNode == nullptr) {
|
||||
currentNode = start;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
pose = m_Root->Pose;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
if (m_Skeleton == nullptr || m_Root == nullptr || (m_Root->Child[0] == nullptr && m_Root->Child[1] == nullptr)) {
|
||||
|
||||
for (int i = 0; i < m_Skeleton->Bones.size(); i++) {
|
||||
finalPose.push_back(glm::mat4(1));
|
||||
}
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::map<int, Skeleton::PoseData> pose;
|
||||
Blend(pose);
|
||||
|
||||
m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,282 @@
|
||||
#include "Rendering/BlurHUD.h"
|
||||
|
||||
BlurHUD::BlurHUD(IRenderer* renderer)
|
||||
: m_Renderer(renderer)
|
||||
{
|
||||
InitializeShaderPrograms();
|
||||
InitializeBuffers();
|
||||
InitializeTextures();
|
||||
}
|
||||
|
||||
void BlurHUD::InitializeTextures()
|
||||
{
|
||||
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||
}
|
||||
|
||||
void BlurHUD::InitializeShaderPrograms()
|
||||
{
|
||||
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_horiz->Link();
|
||||
}
|
||||
|
||||
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
m_FillDepthStencilProgram = ResourceManager::Load<ShaderProgram>("#FillDepthStencilProgram");
|
||||
if (m_FillDepthStencilProgram->GetHandle() == 0) {
|
||||
m_FillDepthStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||
m_FillDepthStencilProgram->Compile();
|
||||
m_FillDepthStencilProgram->Link();
|
||||
}
|
||||
m_CombineTexturesProgram = ResourceManager::Load<ShaderProgram>("#CombineTexturesProgram");
|
||||
if (m_CombineTexturesProgram->GetHandle() == 0) {
|
||||
m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineTexture.vert.glsl")));
|
||||
m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineTexture.frag.glsl")));
|
||||
m_CombineTexturesProgram->Compile();
|
||||
m_CombineTexturesProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_CombineTexturesProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_CombineTexturesProgram->Link();
|
||||
}
|
||||
GLERROR("Creating DepthFill program");
|
||||
}
|
||||
|
||||
void BlurHUD::InitializeBuffers()
|
||||
{
|
||||
glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glm::vec2 res2 = glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_NEAREST,
|
||||
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||
|
||||
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
|
||||
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||
|
||||
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
res, GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
if (m_CombinedTextureBuffer.GetHandle() == 0) {
|
||||
m_CombinedTextureBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0)));
|
||||
}
|
||||
m_CombinedTextureBuffer.Generate();
|
||||
}
|
||||
|
||||
|
||||
void BlurHUD::ClearBuffer()
|
||||
{
|
||||
GLERROR("PRE");
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClearStencil(0x00);
|
||||
glStencilMask(~0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
|
||||
m_CombinedTextureBuffer.Bind();
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_CombinedTextureBuffer.Unbind();
|
||||
GLERROR("END");
|
||||
}
|
||||
|
||||
//Returns the finished blurred texture
|
||||
GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
|
||||
{
|
||||
GLERROR("DrawBloomPass::Draw: Pre");
|
||||
|
||||
FillStencil(scene);
|
||||
|
||||
RenderState state;
|
||||
state.Disable(GL_BLEND);
|
||||
state.Disable(GL_DEPTH_TEST);
|
||||
state.Disable(GL_CULL_FACE);
|
||||
|
||||
state.Enable(GL_STENCIL_TEST);
|
||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state.StencilFunc(GL_EQUAL, 1, 0xFF);
|
||||
state.StencilMask(0x00);
|
||||
state.DepthMask(GL_FALSE);
|
||||
state.Enable(GL_SCISSOR_TEST);
|
||||
|
||||
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||
|
||||
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//Iterate some times to make it more gaussian.
|
||||
for (int i = 1; i < m_Iterations; i++) {
|
||||
//Vertical pass
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
//horizontal pass
|
||||
m_GaussianFrameBuffer_vert.Unbind();
|
||||
m_GaussianFrameBuffer_horiz.Bind();
|
||||
m_GaussianProgram_horiz->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
m_GaussianFrameBuffer_horiz.Unbind();
|
||||
}
|
||||
|
||||
//final vertical gaussian after the iterations are done
|
||||
|
||||
m_GaussianFrameBuffer_vert.Bind();
|
||||
m_GaussianProgram_vert->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
GLERROR("DrawBloomPass::Draw: END");
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
|
||||
|
||||
return m_GaussianTexture_vert;
|
||||
}
|
||||
|
||||
|
||||
void BlurHUD::OnWindowResize()
|
||||
{
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
}
|
||||
|
||||
void BlurHUD::FillStencil(RenderScene& scene)
|
||||
{
|
||||
RenderState state;
|
||||
|
||||
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
|
||||
state.Disable(GL_DEPTH_TEST);
|
||||
state.Enable(GL_CULL_FACE);
|
||||
state.Enable(GL_STENCIL_TEST);
|
||||
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state.StencilMask(0xFF);
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
|
||||
|
||||
m_FillDepthStencilProgram->Bind();
|
||||
|
||||
GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob) {
|
||||
continue;
|
||||
}
|
||||
if (!spriteJob->BlurBackground) {
|
||||
continue;
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
|
||||
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob) {
|
||||
continue;
|
||||
}
|
||||
if(!spriteJob->BlurBackground) {
|
||||
continue;
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
}
|
||||
|
||||
//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used.
|
||||
GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2)
|
||||
{
|
||||
//RenderState state;
|
||||
//state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle());
|
||||
//state.Disable(GL_DEPTH_TEST);
|
||||
//state.Disable(GL_STENCIL_TEST);
|
||||
|
||||
m_CombineTexturesProgram->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||
|
||||
return m_CombinedTexture;
|
||||
}
|
||||
@@ -8,10 +8,13 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
return;
|
||||
}
|
||||
|
||||
auto parent = entity.FirstParentWithComponent("Animation");
|
||||
if (!parent.HasComponent("Model")) {
|
||||
auto parent = entity.FirstParentWithComponent("Model");
|
||||
|
||||
if(!parent.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Model* model;
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
|
||||
@@ -35,66 +38,31 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
glm::mat4 boneTransform;
|
||||
if (skeleton->BlendTrees.find(parent) != skeleton->BlendTrees.end()) {
|
||||
|
||||
if (parent.HasComponent("Animation")) {
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
::Skeleton::AnimationData animationData;
|
||||
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
|
||||
if (animationData.animation == nullptr) {
|
||||
continue;
|
||||
}
|
||||
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
|
||||
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
|
||||
|
||||
Animations.push_back(animationData);
|
||||
}
|
||||
}
|
||||
glm::mat4 boneTransform = skeleton->BlendTrees.at(parent)->GetBoneTransform(id);
|
||||
|
||||
if (parent.HasComponent("AnimationOffset")) {
|
||||
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
|
||||
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
|
||||
glm::vec3 scale;
|
||||
glm::quat rotation;
|
||||
glm::vec3 translation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
|
||||
|
||||
if(AnimationOffset.animation != nullptr) {
|
||||
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
|
||||
} else {
|
||||
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
|
||||
}
|
||||
rotation = glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]) * rotation;
|
||||
rotation = glm::inverse(rotation);
|
||||
glm::vec3 angles = glm::eulerAngles(rotation);
|
||||
|
||||
} else {
|
||||
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
|
||||
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
|
||||
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
|
||||
(glm::vec3&)entity["Transform"]["Orientation"] = angles;
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
|
||||
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
glm::vec3 scale;
|
||||
glm::quat rotation;
|
||||
glm::vec3 translation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
|
||||
|
||||
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
|
||||
/*
|
||||
|
||||
angles.y = asin(-boneTransform[0][2]);
|
||||
if (cos(angles.y) != 0) {
|
||||
angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
|
||||
angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
|
||||
} else {
|
||||
angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
|
||||
angles.z = 0;
|
||||
}*/
|
||||
|
||||
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
|
||||
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
|
||||
(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
|
||||
}
|
||||
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
|
||||
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,9 +9,14 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
|
||||
}
|
||||
|
||||
DrawBloomPass::~DrawBloomPass() {
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||
}
|
||||
|
||||
void DrawBloomPass::InitializeTextures()
|
||||
{
|
||||
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||
m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
|
||||
}
|
||||
|
||||
void DrawBloomPass::ChangeQuality(int quality)
|
||||
@@ -45,6 +50,7 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_horiz->Link();
|
||||
}
|
||||
|
||||
@@ -53,6 +59,7 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
|
||||
m_ColorCorrectionProgram->Link();
|
||||
}
|
||||
|
||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
|
||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("DrawScreenQuadPass::Draw: Pre");
|
||||
@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,13 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
||||
Enable(GL_BLEND);
|
||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
DepthMask(GL_FALSE);
|
||||
DepthFunc(GL_LEQUAL);
|
||||
DepthMask(GL_TRUE);
|
||||
Enable(GL_CULL_FACE);
|
||||
Enable(GL_STENCIL_TEST);
|
||||
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
StencilMask(0xFF);
|
||||
// Enable(GL_STENCIL_TEST);
|
||||
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
// StencilMask(0xFF);
|
||||
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
@@ -26,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
|
||||
DrawStencilState::DrawStencilState(GLuint frameBuffer)
|
||||
{
|
||||
BindFramebuffer(frameBuffer);
|
||||
Enable(GL_STENCIL_TEST);
|
||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
StencilMask(0xFF);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
DepthMask(GL_TRUE);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(0.f));
|
||||
}
|
||||
|
||||
|
||||
@@ -24,6 +24,13 @@ RenderBuffer::~RenderBuffer()
|
||||
}
|
||||
}
|
||||
|
||||
Texture2DArray::~Texture2DArray()
|
||||
{
|
||||
if (m_ResourceHandle != 0) {
|
||||
glDeleteTextures(1, m_ResourceHandle);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FrameBuffer::~FrameBuffer()
|
||||
{
|
||||
@@ -53,12 +60,15 @@ void FrameBuffer::Generate()
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
|
||||
break;
|
||||
}
|
||||
GLERROR("2");
|
||||
|
||||
@@ -70,7 +80,7 @@ void FrameBuffer::Generate()
|
||||
}
|
||||
GLERROR("3");
|
||||
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
GLenum* bufferTextures = attachments.data();
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
if (GLERROR("GLBufferAttachement error")) {
|
||||
printf(": AttachmentSize %i", attachments.size());
|
||||
|
||||
@@ -10,31 +10,31 @@ Model::Model(std::string fileName)
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
RawModel::MaterialSingleTextures* materialSingleTexture = static_cast<RawModel::MaterialSingleTextures*>(materialProperty.material);
|
||||
materialSingleTexture->ColorMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->ColorMap.TexturePath, false);
|
||||
materialSingleTexture->NormalMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->NormalMap.TexturePath, false);
|
||||
materialSingleTexture->SpecularMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->SpecularMap.TexturePath, false);
|
||||
materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::LoadTexture(materialSingleTexture->IncandescenceMap.TexturePath, false);
|
||||
materialSingleTexture->ColorMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->ColorMap.TexturePath);
|
||||
materialSingleTexture->NormalMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->NormalMap.TexturePath);
|
||||
materialSingleTexture->SpecularMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->SpecularMap.TexturePath);
|
||||
materialSingleTexture->IncandescenceMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSingleTexture->IncandescenceMap.TexturePath);
|
||||
}
|
||||
break;
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
RawModel::MaterialSplatMapping* materialSplatMapping = static_cast<RawModel::MaterialSplatMapping*>(materialProperty.material);
|
||||
materialSplatMapping->SplatMap.Texture = CommonFunctions::LoadTexture(materialSplatMapping->SplatMap.TexturePath, false);
|
||||
materialSplatMapping->SplatMap.Texture = CommonFunctions::TryLoadResource<Texture, false>(materialSplatMapping->SplatMap.TexturePath);
|
||||
for (auto& texture : materialSplatMapping->ColorMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->NormalMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->SpecularMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
for (auto& texture : materialSplatMapping->IncandescenceMaps)
|
||||
{
|
||||
texture.Texture = CommonFunctions::LoadTexture(texture.TexturePath, false);
|
||||
texture.Texture = CommonFunctions::TryLoadResource<Texture, false>(texture.TexturePath);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -12,7 +12,8 @@ PickingPass::PickingPass(IRenderer* renderer, EventBroker* eb)
|
||||
|
||||
PickingPass::~PickingPass()
|
||||
{
|
||||
|
||||
CommonFunctions::DeleteTexture(&m_PickingTexture);
|
||||
CommonFunctions::DeleteTexture(&m_DepthBuffer);
|
||||
}
|
||||
|
||||
|
||||
@@ -23,11 +24,12 @@ void PickingPass::InitializeTextures()
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
@@ -60,8 +62,9 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
GLuint shaderHandle = m_PickingProgram->GetHandle();
|
||||
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
|
||||
GLuint lastShader = 0;
|
||||
unsigned int lastModel = 0;
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
state->Disable(GL_DEPTH_TEST);
|
||||
@@ -97,32 +100,36 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
lastShader = m_PickingSkinnedProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} 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));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingProgram->GetHandle()) {
|
||||
m_PickingProgram->Bind();
|
||||
lastShader = m_PickingProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
if (lastModel != modelJob->ModelID) {
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
lastModel = modelJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
@@ -161,13 +168,11 @@ 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->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
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]));
|
||||
}
|
||||
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));
|
||||
@@ -210,34 +215,41 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingSkinnedProgram->GetHandle()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
lastShader = m_PickingSkinnedProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
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));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
if (lastShader != m_PickingProgram->GetHandle()) {
|
||||
m_PickingProgram->Bind();
|
||||
lastShader = m_PickingProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
if (lastModel != modelJob->ModelID) {
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
lastModel = modelJob->ModelID;
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingProgram->Bind();
|
||||
for (auto& job : scene.Jobs.SpriteJob) {
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (!spriteJob->Pickable) {
|
||||
@@ -272,14 +284,11 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glBindVertexArray(spriteJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
@@ -321,16 +330,10 @@ 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])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
||||
//Loop through all materialgroups of a model
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
@@ -255,20 +257,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
fillPercentage,
|
||||
isShielded,
|
||||
false
|
||||
));
|
||||
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
||||
|
||||
} else if (isShielded) {
|
||||
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
||||
cModel["Transparent"] = true;
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
|
||||
Jobs.TransparentObjects.push_back(explosionEffectJob);
|
||||
} else {
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
||||
@@ -294,20 +296,21 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
fillPercentage,
|
||||
isShielded,
|
||||
(bool)cModel["Shadow"]
|
||||
));
|
||||
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.ShieldObjects.push_back(modelJob);
|
||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
||||
} else if (isShielded) {
|
||||
|
||||
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
||||
cModel["Transparent"] = true;
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentShieldedObjects.push_back(modelJob);
|
||||
Jobs.TransparentObjects.push_back(modelJob);
|
||||
} else {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
||||
@@ -434,6 +437,7 @@ void RenderSystem::Update(double dt)
|
||||
}
|
||||
|
||||
RenderScene scene;
|
||||
scene.ShouldBlur = true;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
|
||||
@@ -447,7 +451,7 @@ void RenderSystem::Update(double dt)
|
||||
fillModels(scene.Jobs);
|
||||
fillPointLights(scene.Jobs.PointLight, m_World);
|
||||
//TODO: Make sure all objects needed are also sorted.
|
||||
scene.Jobs.OpaqueObjects.sort();
|
||||
scene.Jobs.OpaqueObjects.sort([](auto& a, auto& b) {return *a < *b; });
|
||||
fillSprites(scene.Jobs.SpriteJob, m_World);
|
||||
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
|
||||
fillText(scene.Jobs.Text, m_World);
|
||||
|
||||
@@ -2,6 +2,19 @@
|
||||
|
||||
std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
||||
|
||||
Renderer::~Renderer() {
|
||||
delete m_PickingPass;
|
||||
delete m_LightCullingPass;
|
||||
delete m_ImGuiRenderPass;
|
||||
delete m_DrawFinalPass;
|
||||
delete m_DrawScreenQuadPass;
|
||||
delete m_DrawBloomPass;
|
||||
delete m_DrawColorCorrectionPass;
|
||||
delete m_SSAOPass;
|
||||
delete m_CubeMapPass;
|
||||
delete m_TextPass;
|
||||
}
|
||||
|
||||
void Renderer::Initialize()
|
||||
{
|
||||
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||
@@ -17,7 +30,7 @@ void Renderer::Initialize()
|
||||
m_TextPass->Initialize();
|
||||
|
||||
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
|
||||
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
@@ -110,7 +123,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
@@ -133,6 +146,9 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_DrawFinalPass->ClearBuffer();
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_SSAOPass->ClearBuffer();
|
||||
m_ShadowPass->ClearBuffer();
|
||||
m_BlurHUDPass->ClearBuffer();
|
||||
m_ShadowPass->DebugGUI();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
GLERROR("ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
@@ -148,6 +164,9 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Draw shadow maps");
|
||||
m_ShadowPass->Draw(*scene);
|
||||
GLERROR("Draw shadow maps");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
@@ -158,7 +177,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
GLERROR("LightCulling");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
|
||||
GLERROR("Draw Geometry+Light");
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
@@ -174,7 +193,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||
}
|
||||
|
||||
@@ -186,20 +205,20 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 3) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 4) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 5) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
if (m_DebugTextureToDraw == 4) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
if (m_DebugTextureToDraw == 5) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
|
||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||
@@ -219,8 +238,8 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_ErrorTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
|
||||
}
|
||||
|
||||
|
||||
@@ -250,9 +269,11 @@ void Renderer::InitializeRenderPasses()
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
|
||||
m_ShadowPass = new ShadowPass(this);
|
||||
m_BlurHUDPass = new BlurHUD(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
|
||||
|
||||
}
|
||||
@@ -4,12 +4,19 @@ SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||
: m_Renderer(renderer)
|
||||
, m_Config(config)
|
||||
{
|
||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||
m_WhiteTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/White.png");
|
||||
|
||||
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
|
||||
|
||||
}
|
||||
|
||||
SSAOPass::~SSAOPass() {
|
||||
CommonFunctions::DeleteTexture(&m_SSAOTexture);
|
||||
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
|
||||
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
|
||||
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
|
||||
}
|
||||
|
||||
void SSAOPass::ChangeQuality(int quality)
|
||||
{
|
||||
if (m_Quality == quality) {
|
||||
@@ -56,6 +63,7 @@ void SSAOPass::InitializeShaderProgram()
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||
m_SSAOProgram->Compile();
|
||||
m_SSAOProgram->BindFragDataLocation(0, "AO");
|
||||
m_SSAOProgram->Link();
|
||||
}
|
||||
|
||||
@@ -64,6 +72,7 @@ void SSAOPass::InitializeShaderProgram()
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||
m_SSAOViewSpaceZProgram->Compile();
|
||||
m_SSAOViewSpaceZProgram->BindFragDataLocation(0, "depthLinear");
|
||||
m_SSAOViewSpaceZProgram->Link();
|
||||
}
|
||||
|
||||
@@ -72,6 +81,7 @@ void SSAOPass::InitializeShaderProgram()
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||
m_GaussianProgram_horiz->Compile();
|
||||
m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_horiz->Link();
|
||||
}
|
||||
|
||||
@@ -80,6 +90,7 @@ void SSAOPass::InitializeShaderProgram()
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||
m_GaussianProgram_vert->Compile();
|
||||
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
|
||||
m_GaussianProgram_vert->Link();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
|
||||
{
|
||||
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
|
||||
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
if (!in) {
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
|
||||
return 0;
|
||||
}
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
std::string shaderFile = ReadFile(fileName);
|
||||
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
if (GLERROR("glCreateShader"))
|
||||
return 0;
|
||||
|
||||
std::size_t startPos = 0;
|
||||
std::size_t SEofNewFile[2];
|
||||
std::string key = "#include";
|
||||
while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
|
||||
{
|
||||
SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
|
||||
SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
|
||||
if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
|
||||
return 0;
|
||||
|
||||
std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
|
||||
std::string replacementString = ReadFile(replacementFileName);
|
||||
size_t firstof = replacementString.find_first_of((char)0);
|
||||
replacementString.erase(firstof, replacementString.size() - firstof);
|
||||
if (replacementString.length() <= 0)
|
||||
return 0;
|
||||
shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
|
||||
startPos += replacementString.length(); //This might not be wanted.
|
||||
}
|
||||
|
||||
const GLchar* shaderFiles = shaderFile.c_str();
|
||||
const GLint length = static_cast<GLint>(shaderFile.length());
|
||||
glShaderSource(shader, 1, &shaderFiles, &length);
|
||||
@@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
|
||||
return shader;
|
||||
}
|
||||
|
||||
std::string Shader::ReadFile(std::string fileName)
|
||||
{
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
if (!in) {
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
|
||||
return "";
|
||||
}
|
||||
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
return shaderFile;
|
||||
}
|
||||
|
||||
|
||||
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
|
||||
{
|
||||
m_ShaderHandle = 0;
|
||||
|
||||
@@ -0,0 +1,313 @@
|
||||
#include "Rendering/ShadowPass.h"
|
||||
|
||||
ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
m_ResolutionSizeWidth = shadow_res_x;
|
||||
m_ResolutionSizeHeight = shadow_res_y;
|
||||
|
||||
InitializeFrameBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
ShadowPass::ShadowPass(IRenderer * renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
|
||||
InitializeFrameBuffers();
|
||||
InitializeShaderPrograms();
|
||||
}
|
||||
|
||||
ShadowPass::~ShadowPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ShadowPass::DebugGUI()
|
||||
{
|
||||
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
|
||||
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
|
||||
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
|
||||
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
|
||||
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
|
||||
}
|
||||
|
||||
void ShadowPass::InitializeCameras(RenderScene & scene)
|
||||
{
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
m_shadowFrusta[i].AspectRatio = scene.Camera->AspectRatio();
|
||||
m_shadowFrusta[i].FOV = scene.Camera->FOV();
|
||||
}
|
||||
}
|
||||
|
||||
// UpdateSplitDist computes the near and far distances for every frustum slice
|
||||
// in camera eye space - that is, at what distance does a slice start and end
|
||||
void ShadowPass::UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance)
|
||||
{
|
||||
float lambda = m_SplitWeight;
|
||||
float ratio = far_distance / near_distance;
|
||||
|
||||
frusta[0].NearClip = near_distance;
|
||||
|
||||
for (int i = 1; i < m_CurrentNrOfSplits; i++) {
|
||||
float si = i / static_cast<float>(m_CurrentNrOfSplits);
|
||||
|
||||
frusta[i].NearClip = lambda * (near_distance * powf(ratio, si)) + (1 - lambda) * (near_distance + (far_distance - near_distance) * si);
|
||||
frusta[i - 1].FarClip = frusta[i].NearClip * 1.005f;
|
||||
}
|
||||
|
||||
frusta[m_CurrentNrOfSplits - 1].FarClip = far_distance;
|
||||
}
|
||||
|
||||
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v)
|
||||
{
|
||||
std::array<glm::vec4, 8> CornerPoint = {
|
||||
glm::vec4(-1.f, -1.f, -1.f, 1.f),
|
||||
glm::vec4(-1.f, 1.f, -1.f, 1.f),
|
||||
glm::vec4(1.f, 1.f, -1.f, 1.f),
|
||||
glm::vec4(1.f, -1.f, -1.f, 1.f),
|
||||
glm::vec4(-1.f, -1.f, 1.f, 1.f),
|
||||
glm::vec4(-1.f, 1.f, 1.f, 1.f),
|
||||
glm::vec4(1.f, 1.f, 1.f, 1.f),
|
||||
glm::vec4(1.f, -1.f, 1.f, 1.f)
|
||||
};
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
glm::vec4 NDC = glm::inverse(p) * CornerPoint[i];
|
||||
NDC = NDC / NDC.w;
|
||||
frustum.CornerPoint[i] = glm::vec3(glm::inverse(v) * NDC);
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the 8 corner points of the current view frustum in world space
|
||||
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir)
|
||||
{
|
||||
glm::vec3 up = glm::vec3(0.f, 1.f, 0.f);
|
||||
glm::vec3 right = glm::normalize(glm::cross(view_dir, up));
|
||||
|
||||
glm::vec3 far_center = camera_position + glm::normalize(view_dir) * frustum.FarClip;
|
||||
glm::vec3 near_center = camera_position + glm::normalize(view_dir) * frustum.NearClip;
|
||||
frustum.MiddlePoint = near_center + (far_center - near_center) * 0.5f;
|
||||
|
||||
up = glm::normalize(glm::cross(right, view_dir));
|
||||
|
||||
// these heights and widths are half the heights and widths of the near and far plane rectangles.
|
||||
float near_height = tan(frustum.FOV / 2.f) * frustum.NearClip;
|
||||
float near_width = near_height * frustum.AspectRatio;
|
||||
float far_height = tan(frustum.FOV / 2.f) * frustum.FarClip;
|
||||
float far_width = far_height * frustum.AspectRatio;
|
||||
|
||||
frustum.CornerPoint[0] = near_center - up * near_height - right * near_width;
|
||||
frustum.CornerPoint[1] = near_center + up * near_height - right * near_width;
|
||||
frustum.CornerPoint[2] = near_center + up * near_height + right * near_width;
|
||||
frustum.CornerPoint[3] = near_center - up * near_height + right * near_width;
|
||||
|
||||
frustum.CornerPoint[4] = far_center - up * far_height - right * far_width;
|
||||
frustum.CornerPoint[5] = far_center + up * far_height - right * far_width;
|
||||
frustum.CornerPoint[6] = far_center + up * far_height + right * far_width;
|
||||
frustum.CornerPoint[7] = far_center - up * far_height + right * far_width;
|
||||
}
|
||||
|
||||
float ShadowPass::FindRadius(ShadowFrustum& frustum)
|
||||
{
|
||||
float radius = 0.f;
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
float distance = glm::distance(frustum.MiddlePoint, frustum.CornerPoint[i]);
|
||||
if (distance > radius) {
|
||||
radius = distance;
|
||||
}
|
||||
}
|
||||
|
||||
frustum.Radius = radius;
|
||||
return radius;
|
||||
}
|
||||
|
||||
void ShadowPass::InitializeFrameBuffers()
|
||||
{
|
||||
// Depth texture
|
||||
glGenTextures(1, &m_DepthMap);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
|
||||
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
|
||||
|
||||
//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
|
||||
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
|
||||
m_DepthBuffer.Generate();
|
||||
|
||||
GLERROR("depthMap failed END");
|
||||
}
|
||||
|
||||
void ShadowPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
|
||||
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
|
||||
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgram->Compile();
|
||||
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgram->Link();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void ShadowPass::ClearBuffer()
|
||||
{
|
||||
m_DepthBuffer.Bind();
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
m_DepthBuffer.Unbind();
|
||||
}
|
||||
|
||||
void ShadowPass::PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v)
|
||||
{
|
||||
float left = INFINITY;
|
||||
float right = -INFINITY;
|
||||
float bottom = INFINITY;
|
||||
float top = -INFINITY;
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
glm::vec3 tempPoint = glm::vec3(v * glm::vec4(frustum.CornerPoint[i], 1.f));
|
||||
|
||||
if (tempPoint.x < left) { left = tempPoint.x; }
|
||||
if (tempPoint.x > right) { right = tempPoint.x; }
|
||||
if (tempPoint.y < bottom) { bottom = tempPoint.y; }
|
||||
if (tempPoint.y > top) { top = tempPoint.y; }
|
||||
}
|
||||
|
||||
frustum.LRBT = { left, right, bottom, top };
|
||||
}
|
||||
|
||||
void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
|
||||
{
|
||||
float quantizationStep = 1.0f / m_ResolutionSizeHeight;
|
||||
|
||||
float left = -frustum.Radius;
|
||||
float right = frustum.Radius;
|
||||
float bottom = -frustum.Radius;
|
||||
float top = frustum.Radius;
|
||||
|
||||
frustum.LRBT = { left, right, bottom, top };
|
||||
}
|
||||
|
||||
void ShadowPass::Draw(RenderScene & scene)
|
||||
{
|
||||
if (m_EnableShadows) {
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
|
||||
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
|
||||
if (directionalLightJob) {
|
||||
m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
|
||||
|
||||
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
|
||||
//FindRadius(m_shadowFrusta[i]);
|
||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
|
||||
GLERROR("ShadowLight ERROR");
|
||||
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
if (m_TransparentObjects) {
|
||||
state->CullFace(GL_BACK);
|
||||
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
if (m_TexturedShadows) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
state->CullFace(GL_FRONT);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#include "Rendering/ShadowPassState.h"
|
||||
|
||||
ShadowPassState::ShadowPassState(GLuint frameBuffer)
|
||||
{
|
||||
BindFramebuffer(frameBuffer);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_TEXTURE_2D);
|
||||
CullFace(GL_FRONT);
|
||||
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||
//Enable(GL_ALPHA_TEST);
|
||||
//glAlphaFunc(GL_GREATER, 0.9f);
|
||||
}
|
||||
|
||||
ShadowPassState::~ShadowPassState()
|
||||
{
|
||||
|
||||
}
|
||||
+210
-614
@@ -1,343 +1,37 @@
|
||||
#include "Rendering/Skeleton.h"
|
||||
|
||||
int Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
|
||||
std::map<int, Skeleton::PoseData> Skeleton::GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (m_BonesByName.find(name) != m_BonesByName.end()) {
|
||||
return m_BonesByName.at(name)->ID;
|
||||
} else {
|
||||
Bone* bone;
|
||||
|
||||
if (parentID == -1) {
|
||||
bone = new Bone(ID, nullptr, name, offsetMatrix);
|
||||
RootBone = bone;
|
||||
} else {
|
||||
Bone* parent = Bones[parentID];
|
||||
bone = new Bone(ID, parent, name, offsetMatrix);
|
||||
parent->Children.push_back(bone);
|
||||
}
|
||||
|
||||
Bones[ID] = bone;
|
||||
m_BonesByName[name] = bone;
|
||||
return ID;
|
||||
}
|
||||
}
|
||||
|
||||
Skeleton::~Skeleton()
|
||||
{
|
||||
for (auto &kv : Bones) {
|
||||
delete kv.second;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
{
|
||||
auto it = Animations.find(name);
|
||||
if (it != Animations.end()) {
|
||||
return const_cast<const Animation*>(&it->second);
|
||||
} else {
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
if (animation == nullptr) {
|
||||
std::map<int, PoseData> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
PoseData poseData;
|
||||
poseData.Translation = glm::vec3(0);
|
||||
poseData.Orientation = glm::quat();
|
||||
poseData.Scale = glm::vec3(1);
|
||||
|
||||
|
||||
finalMatrices[b.second->ID] = poseData;
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
std::map<int, PoseData> frameBones;
|
||||
|
||||
if(!additive) {
|
||||
AccumulateBoneTransforms(true, animation, time, frameBones, RootBone);
|
||||
} else {
|
||||
AdditiveBoneTransforms(animation, time, frameBones, RootBone);
|
||||
}
|
||||
return finalMatrices;
|
||||
|
||||
return frameBones;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone)
|
||||
{
|
||||
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
PoseData poseData;
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (JointTransforms.size() <= 0) {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else if (JointTransforms.size() == 1) {
|
||||
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
|
||||
|
||||
if (JointTransforms.size() == 0) {
|
||||
if (bone->Parent) {
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = parentMatrix * offset;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
} else {
|
||||
boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
|
||||
}
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
|
||||
} else {
|
||||
boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
|
||||
}
|
||||
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
|
||||
{
|
||||
const Animation* animation = animationOffset.animation;
|
||||
float time = animationOffset.time;
|
||||
|
||||
glm::vec3 position = glm::vec3(0);
|
||||
glm::quat rotation = glm::quat();
|
||||
glm::vec3 scale = glm::vec3(1);
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
@@ -364,37 +58,70 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
|
||||
}
|
||||
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
|
||||
glm::vec3 scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
position.x = 0;
|
||||
position.z = 0;
|
||||
}
|
||||
|
||||
poseData.Translation = position;
|
||||
poseData.Orientation = rotation;
|
||||
poseData.Scale = scale;
|
||||
boneMatrices[bone->ID] = poseData;
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
position = currentFrame.BoneProperties.Position;
|
||||
rotation = currentFrame.BoneProperties.Rotation;
|
||||
scale = currentFrame.BoneProperties.Scale;
|
||||
poseData.Translation = currentFrame.BoneProperties.Position;
|
||||
poseData.Orientation = currentFrame.BoneProperties.Rotation;
|
||||
poseData.Scale = currentFrame.BoneProperties.Scale;
|
||||
boneMatrices[bone->ID] = poseData;
|
||||
}
|
||||
}
|
||||
|
||||
return (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix)
|
||||
void Skeleton::AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
PoseData refPose = GetAdditiveBonePose(bone, animation, 0.0);
|
||||
PoseData srcPose = GetAdditiveBonePose(bone, animation, time + 1.0/60.0);
|
||||
|
||||
PoseData finalPose;
|
||||
finalPose.Translation = srcPose.Translation - refPose.Translation;
|
||||
finalPose.Orientation = srcPose.Orientation * glm::inverse(refPose.Orientation);
|
||||
finalPose.Scale = srcPose.Scale - refPose.Scale;
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
boneMatrices[bone->ID] = finalPose;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AdditiveBoneTransforms(animation, time, boneMatrices, child);
|
||||
}
|
||||
}
|
||||
|
||||
Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time)
|
||||
{
|
||||
glm::vec3 position = glm::vec3(0);
|
||||
glm::quat rotation = glm::quat();
|
||||
glm::vec3 scale = glm::vec3(1);
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
@@ -413,276 +140,148 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
}
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
LOG_INFO("Progress %f", progress);
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
boneMatrix = (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp)) * childMatrix;
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
boneMatrix = (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale)) * childMatrix;
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
if (bone->Parent) {
|
||||
boneMatrix = bone->Parent->OffsetMatrix * glm::inverse(bone->OffsetMatrix) * childMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
|
||||
position = currentFrame.BoneProperties.Position;
|
||||
rotation = currentFrame.BoneProperties.Rotation;
|
||||
scale = currentFrame.BoneProperties.Scale;
|
||||
}
|
||||
}
|
||||
|
||||
if (bone->Parent) {
|
||||
return GetBoneTransform(bone->Parent, animation, time, boneMatrix);
|
||||
} else {
|
||||
return boneMatrix;
|
||||
PoseData finalPose;
|
||||
finalPose.Translation = position;
|
||||
finalPose.Orientation = rotation;
|
||||
finalPose.Scale = scale;
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::map<int, Skeleton::PoseData> Skeleton::BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight)
|
||||
{
|
||||
std::map<int, PoseData> finalPose;
|
||||
|
||||
float weight1 = (float)(1.0 - weight);
|
||||
float weight2 = (float)(weight);
|
||||
|
||||
for (auto& b : Bones) {
|
||||
int boneID = b.second->ID;
|
||||
PoseData blendedPose;
|
||||
blendedPose.Translation = glm::vec3(0);
|
||||
blendedPose.Orientation = glm::quat();
|
||||
blendedPose.Scale = glm::vec3(1);
|
||||
|
||||
if(pose1.find(boneID) != pose1.end() && pose2.find(boneID) != pose2.end()) {
|
||||
blendedPose.Translation = pose1.at(boneID).Translation * weight1 + pose2.at(boneID).Translation * weight2;
|
||||
blendedPose.Orientation = glm::slerp(pose1.at(boneID).Orientation, pose2.at(boneID).Orientation, weight2);
|
||||
blendedPose.Scale = pose1.at(boneID).Scale * weight1 + pose2.at(boneID).Scale * weight2;
|
||||
finalPose[boneID] = blendedPose;
|
||||
} else if(pose1.find(boneID) != pose1.end()) {
|
||||
finalPose[boneID] = pose1.at(boneID);
|
||||
} else if (pose2.find(boneID) != pose2.end()) {
|
||||
finalPose[boneID] = pose2.at(boneID);
|
||||
}
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::map<int, Skeleton::PoseData> Skeleton::OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose)
|
||||
{
|
||||
std::map<int, PoseData> finalPose;
|
||||
|
||||
for (auto& b : Bones) {
|
||||
int boneID = b.second->ID;
|
||||
if (overridePose.find(boneID) != overridePose.end()) {
|
||||
finalPose[boneID] = overridePose.at(boneID);
|
||||
} else if (targetPose.find(boneID) != targetPose.end()) {
|
||||
finalPose[boneID] = targetPose.at(boneID);
|
||||
}
|
||||
}
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::map<int, Skeleton::PoseData> Skeleton::BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose)
|
||||
{
|
||||
std::map<int, PoseData> finalPose;
|
||||
|
||||
for (auto& b : Bones) {
|
||||
int boneID = b.second->ID;
|
||||
PoseData blendedPose;
|
||||
blendedPose.Translation = glm::vec3(0);
|
||||
blendedPose.Orientation = glm::quat();
|
||||
blendedPose.Scale = glm::vec3(1);
|
||||
|
||||
if (additivePose.find(boneID) != additivePose.end() && targetPose.find(boneID) != targetPose.end()) {
|
||||
blendedPose.Translation = additivePose.at(boneID).Translation + targetPose.at(boneID).Translation;
|
||||
blendedPose.Orientation = additivePose.at(boneID).Orientation * targetPose.at(boneID).Orientation;
|
||||
blendedPose.Scale = additivePose.at(boneID).Scale + targetPose.at(boneID).Scale;
|
||||
finalPose[boneID] = blendedPose;
|
||||
} else if (additivePose.find(boneID) != additivePose.end()) {
|
||||
finalPose[boneID] = additivePose.at(boneID);
|
||||
} else if (targetPose.find(boneID) != targetPose.end()) {
|
||||
finalPose[boneID] = targetPose.at(boneID);
|
||||
}
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
void Skeleton::GetFinalPose(std::map<int, Skeleton::PoseData>& poseDatas, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms)
|
||||
{
|
||||
|
||||
std::map<int, glm::mat4> boneMatrices;
|
||||
|
||||
AccumulateFinalPose(boneMatrices, poseDatas, boneTransforms, RootBone, glm::mat4(1));
|
||||
|
||||
for(auto& b : boneMatrices) {
|
||||
finalPose.push_back(b.second);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix)
|
||||
std::vector<glm::mat4> Skeleton::GetTPose()
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
|
||||
for (auto b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
|
||||
|
||||
if (JointTransforms.size() == 0) {
|
||||
if (bone->Parent) {
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = offset * childMatrix;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
} else {
|
||||
boneMatrix = ((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix)) * childMatrix;
|
||||
}
|
||||
} else {
|
||||
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
|
||||
}
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset) * childMatrix;
|
||||
} else {
|
||||
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
if (bone->Parent != nullptr) {
|
||||
return GetBoneTransform(noRootMotion, bone->Parent, animations, animationOffset, boneMatrix);
|
||||
} else {
|
||||
return boneMatrix;
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix)
|
||||
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;
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFrameTransform jointTransform;
|
||||
jointTransform.Weight = animationData.weight;;
|
||||
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
|
||||
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
|
||||
if (time >= boneKeyFrames.at(index).Time) {
|
||||
currentFrame = boneKeyFrames.at(index);
|
||||
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float progress;
|
||||
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
}
|
||||
|
||||
|
||||
if (progress > 1.0f || progress < 0.0f) {
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (JointTransforms.size() <= 0) {
|
||||
if (poseDatas.find(bone->ID) != poseDatas.end()) {
|
||||
boneMatrix = parentMatrix * (glm::translate(poseDatas.at(bone->ID).Translation) * glm::mat4(poseDatas.at(bone->ID).Orientation) * glm::scale(poseDatas.at(bone->ID).Scale));
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * childMatrix;
|
||||
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else if (JointTransforms.size() == 1) {
|
||||
boneMatrix = (glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp)) * childMatrix;
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
totalWeight += jointTransform.Weight;
|
||||
}
|
||||
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
}
|
||||
|
||||
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
|
||||
}
|
||||
|
||||
boneTransforms[bone->ID] = boneMatrix;
|
||||
|
||||
|
||||
if (bone->Parent != nullptr) {
|
||||
return GetBoneTransform(noRootMotion, bone->Parent, animations, boneMatrix);
|
||||
} else {
|
||||
return boneMatrix;
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateFinalPose(boneMatrices, poseDatas, boneTransforms, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -695,46 +294,43 @@ int Skeleton::GetBoneID(std::string name)
|
||||
}
|
||||
}
|
||||
|
||||
void Skeleton::PrintSkeleton()
|
||||
int Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
|
||||
{
|
||||
if (LOG_LEVEL < LOG_LEVEL_DEBUG) {
|
||||
return;
|
||||
}
|
||||
PrintSkeleton(RootBone, 0);
|
||||
if (m_BonesByName.find(name) != m_BonesByName.end()) {
|
||||
return m_BonesByName.at(name)->ID;
|
||||
} else {
|
||||
Bone* bone;
|
||||
|
||||
if (parentID == -1) {
|
||||
bone = new Bone(ID, nullptr, name, offsetMatrix);
|
||||
RootBone = bone;
|
||||
} else {
|
||||
Bone* parent = Bones[parentID];
|
||||
bone = new Bone(ID, parent, name, offsetMatrix);
|
||||
parent->Children.push_back(bone);
|
||||
}
|
||||
|
||||
Bones[ID] = bone;
|
||||
m_BonesByName[name] = bone;
|
||||
return ID;
|
||||
}
|
||||
}
|
||||
|
||||
void Skeleton::PrintSkeleton(const Bone* bone, int depthCount)
|
||||
Skeleton::~Skeleton()
|
||||
{
|
||||
std::stringstream ss;
|
||||
ss << std::string(depthCount, ' ');
|
||||
ss << bone->ID << ": " << bone->Name;
|
||||
std::cout << ss.str() << std::endl;
|
||||
|
||||
depthCount++;
|
||||
for (auto &kv : Bones) {
|
||||
delete kv.second;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
PrintSkeleton(child, depthCount);
|
||||
}
|
||||
BlendTrees.clear();
|
||||
}
|
||||
|
||||
int Skeleton::GetKeyframe(const Animation& animation, double time)
|
||||
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
{
|
||||
|
||||
/*
|
||||
if (time < 0) {
|
||||
time = 0;
|
||||
}
|
||||
if (time >= animation.Duration) {
|
||||
return animation..size() - 1;
|
||||
}
|
||||
|
||||
for (int keyframe = 0; keyframe < animation.Keyframes.size(); ++keyframe) {
|
||||
if (animation.Keyframes[keyframe].Time > time) {
|
||||
return (keyframe - 1) % animation.Keyframes.size();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
auto it = Animations.find(name);
|
||||
if (it != Animations.end()) {
|
||||
return const_cast<const Animation*>(&it->second);
|
||||
} else {
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
@@ -12,18 +12,6 @@ Texture::Texture(std::string path)
|
||||
throw Resource::FailedLoadingException("Texture extension is not .png nor .dds");
|
||||
}
|
||||
|
||||
//PNG image(path);
|
||||
|
||||
//if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
|
||||
// //image = PNG("Textures/Core/ErrorTexture.png");
|
||||
// //return; // Temporary fix to remove crash
|
||||
|
||||
// if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
|
||||
// LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
// return;
|
||||
// }
|
||||
//}
|
||||
|
||||
this->Width = img->Width;
|
||||
this->Height = img->Height;
|
||||
|
||||
@@ -38,6 +26,7 @@ Texture::Texture(std::string path)
|
||||
}
|
||||
|
||||
// Construct the OpenGL texture
|
||||
|
||||
glGenTextures(1, &m_Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Rendering/TextureSprite.h"
|
||||
|
||||
TextureSprite::TextureSprite(std::string path)
|
||||
:Texture(path)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
GLERROR("Texture load");
|
||||
}
|
||||
@@ -1,23 +1,5 @@
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
|
||||
Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
if(threaded) {
|
||||
img = ResourceManager::Load<Texture, true>(path);
|
||||
} else {
|
||||
img = ResourceManager::Load<Texture, false>(path);
|
||||
}
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||
{
|
||||
glDeleteTextures(1, texture);
|
||||
|
||||
@@ -37,7 +37,7 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
|
||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||
GLERROR("glReadPixels(pdata) Error");
|
||||
PickDataBuffer->Unbind();
|
||||
|
||||
GLERROR("Unbind Error");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||
GLERROR("glBindFramebuffer(DepthBuffer) Error");
|
||||
float depthData;
|
||||
|
||||
+34
-11
@@ -10,13 +10,17 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
#include "Systems/PlayerDeathSystem.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Systems/FloatingEffectSystem.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/CapturePointHUDSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||
#include "Game/Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
@@ -24,10 +28,19 @@
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
#include "Game/Systems/TextFieldReader.h"
|
||||
#include "Game/Systems/AbilityCooldownHUDSystem.h"
|
||||
#include "Game/Systems/CapturePointArrowHUDSystem.h"
|
||||
#include "Game/Systems/KillFeedSystem.h"
|
||||
#include "Game/Systems/BoostSystem.h"
|
||||
#include "Game/Systems/BoostIconsHUDSystem.h"
|
||||
#include "Game/Systems/ScoreScreenSystem.h"
|
||||
#include "Game/Systems/SpectatorCameraSystem.h"
|
||||
#include "GUI/ButtonSystem.h"
|
||||
#include "GUI/MainMenuSystem.h"
|
||||
#include "Game/Systems/MainMenuSystem.h"
|
||||
#include "Game/Systems/ServerListSystem.h"
|
||||
#include "Game/Systems/StartSystem.h"
|
||||
#include "Rendering/TextureSprite.h"
|
||||
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
@@ -40,9 +53,11 @@ Game::Game(int argc, char* argv[])
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
ResourceManager::RegisterType<Texture>("Texture");
|
||||
ResourceManager::RegisterType<PNG>("PNG");
|
||||
ResourceManager::RegisterType<TextureSprite>("TextureSprite");
|
||||
ResourceManager::RegisterType<DDS>("DDS");
|
||||
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
|
||||
ResourceManager::RegisterType<Font>("FontFile");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
@@ -79,10 +94,7 @@ Game::Game(int argc, char* argv[])
|
||||
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
|
||||
if (!mapToLoad.empty()) {
|
||||
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
|
||||
EntityFilePreprocessor fpp(file);
|
||||
fpp.RegisterComponents(m_World);
|
||||
EntityFileParser fp(file);
|
||||
fp.MergeEntities(m_World);
|
||||
file->MergeInto(m_World);
|
||||
}
|
||||
|
||||
// Create the sound manager
|
||||
@@ -106,7 +118,7 @@ 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);
|
||||
@@ -119,22 +131,33 @@ Game::Game(int argc, char* argv[])
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<FloatingEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AssaultWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<SidearmWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<BoostIconsHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ScoreScreenSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpectatorCameraSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ServerListSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
@@ -197,7 +220,7 @@ void Game::Tick()
|
||||
PerformanceTimer::StartTimerAndStopPrevious("InputProxy");
|
||||
m_InputProxy->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Process();
|
||||
m_InputProxy->Process(ImGui::GetIO().WantCaptureKeyboard || ImGui::GetIO().WantCaptureMouse);
|
||||
m_EventBroker->Swap();
|
||||
|
||||
PerformanceTimer::StartTimerAndStopPrevious("SoundManager");
|
||||
|
||||
@@ -15,7 +15,9 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
|
||||
|| component.Info.Name == "AssaultWeapon"
|
||||
|| component.Info.Name == "DefenderWeapon"
|
||||
|| component.Info.Name == "Animation"
|
||||
|| component.Info.Name == "AnimationOffset"
|
||||
|| component.Info.Name == "Blend"
|
||||
|| component.Info.Name == "BlendAdditive"
|
||||
|| component.Info.Name == "BlendOverride"
|
||||
|| entity.Name() == "PlayerName"
|
||||
) {
|
||||
return false;
|
||||
|
||||
@@ -0,0 +1,82 @@
|
||||
#include "Game/Systems/AbilityCooldownHUDSystem.h"
|
||||
|
||||
void AbilityCooldownHUDSystem::Update(double dt)
|
||||
{
|
||||
//HUD element for tracking cooldown on the parent entity with Dashability TODO: Make sure it support other abilities when they are made.
|
||||
|
||||
auto abilityHUDs = m_World->GetComponents("AbilityCooldownHUD");
|
||||
if (abilityHUDs == nullptr)
|
||||
return;
|
||||
|
||||
for (auto& abilityHUDC : *abilityHUDs) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, abilityHUDC.EntityID);
|
||||
EntityWrapper abilityEntity = entity.FirstParentWithComponent("DashAbility");
|
||||
std::string abilityName = "";
|
||||
|
||||
if (!abilityEntity.Valid()) {
|
||||
//If we dont have a dash ability on player, we check for Sprint ability
|
||||
abilityEntity = entity.FirstParentWithComponent("SprintAbility");
|
||||
|
||||
if (!abilityEntity.Valid()) {
|
||||
//If we dont have a sprint ability on player, we check for shield ability
|
||||
abilityEntity = entity.FirstParentWithComponent("ShieldAbility");
|
||||
|
||||
if (!abilityEntity.Valid()) {
|
||||
//If we dont have a shield ability, we return, since we cannot do anything.
|
||||
return;
|
||||
} else {
|
||||
//If we have a shield ability, we set the right icon
|
||||
abilityName = "ShieldAbility";
|
||||
if (entity.HasComponent("Sprite")) {
|
||||
(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\SheildDots-01.png";
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//If we do have a sprint ability, we change the icon
|
||||
abilityName = "SprintAbility";
|
||||
if (entity.HasComponent("Sprite")) {
|
||||
(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\Dash-01.png";
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//If we have a dash ability, we set the icon to the correct one.
|
||||
abilityName = "DashAbility";
|
||||
if (entity.HasComponent("Sprite")) {
|
||||
(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\Superman-01.png";
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
|
||||
//TODO: Fix so this track correctly for shield and sprint depending on how they work.
|
||||
double maxAbilityCD, currentAbilityCD;
|
||||
|
||||
if (abilityName == "DashAbility") {
|
||||
maxAbilityCD = (double)abilityEntity[abilityName]["CoolDownMaxTimer"];
|
||||
currentAbilityCD = (double)abilityEntity[abilityName]["CoolDownTimer"];
|
||||
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
|
||||
|
||||
if (cooldownTextEntity.Valid()) {
|
||||
if (cooldownTextEntity.HasComponent("Text")) {
|
||||
std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (abilityName == "ShieldAbility") {
|
||||
maxAbilityCD = 0.0;
|
||||
currentAbilityCD = 1 - (bool)abilityEntity[abilityName]["Active"];
|
||||
}
|
||||
|
||||
if (abilityName == "SprintAbility") {
|
||||
maxAbilityCD = 0.0;
|
||||
currentAbilityCD = 1 - (bool)abilityEntity[abilityName]["Active"];
|
||||
}
|
||||
|
||||
if (entity.HasComponent("Fill")) {
|
||||
entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,7 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
|
||||
{
|
||||
if (IsServer) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
|
||||
}
|
||||
if (IsClient) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
|
||||
@@ -14,77 +15,118 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
|
||||
void AmmoPickupSystem::Update(double dt)
|
||||
{
|
||||
if (IsServer) {
|
||||
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
|
||||
auto& ammoPickupPosition = *it;
|
||||
//set the double timer value (value 3)
|
||||
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
|
||||
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
|
||||
//spawn and delete the vector item
|
||||
auto it = m_ETriggerTouchVector.begin();
|
||||
while (it != m_ETriggerTouchVector.end()) {
|
||||
auto& somePickup = *it;
|
||||
somePickup.DecreaseThisRespawnTimer -= dt;
|
||||
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID ammoPickupID = parser.MergeEntities(m_World);
|
||||
EntityWrapper ammoPickup = entityFile->MergeInto(m_World);
|
||||
|
||||
//let the world know a pickup has spawned (graphics effects, etc)
|
||||
//let the world know a pickup has spawned
|
||||
Events::PickupSpawned ePickupSpawned;
|
||||
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
|
||||
ePickupSpawned.Pickup = ammoPickup;
|
||||
m_EventBroker->Publish(ePickupSpawned);
|
||||
|
||||
//set values from the old entity to the new entity
|
||||
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
|
||||
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
|
||||
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
|
||||
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
|
||||
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
|
||||
//copy values from the old entity to the new entity
|
||||
auto& newAmmoPickupEntity = ammoPickup;
|
||||
newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
|
||||
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
|
||||
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
|
||||
m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID);
|
||||
|
||||
//erase the current element (AmmoPickupPosition)
|
||||
m_ETriggerTouchVector.erase(it);
|
||||
//erase the current element (somePickup)
|
||||
it = m_ETriggerTouchVector.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
//still touching m_PickupAtMaximum?
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (!it->player.Valid()) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
if (!DoesPlayerHaveMaxAmmo(it->player)) {
|
||||
DoPickup(it->player, it->trigger);
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
|
||||
PlayerClass playerClass = DetermineClass(player);
|
||||
if (playerClass == PlayerClass::Defender) {
|
||||
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
|
||||
} else if (playerClass == PlayerClass::Sniper) {
|
||||
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
|
||||
} else if (playerClass == PlayerClass::Assault) {
|
||||
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
|
||||
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||
|
||||
PlayerClass playerClass = DetermineClass(player);
|
||||
if (playerClass == PlayerClass::Defender) {
|
||||
(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||
} else if (playerClass == PlayerClass::Sniper) {
|
||||
(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||
} else if (playerClass == PlayerClass::Assault) {
|
||||
(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||
} else {
|
||||
//unknown class - ignore
|
||||
}
|
||||
}
|
||||
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
|
||||
PlayerClass playerClass = DetermineClass(player);
|
||||
if (playerClass == PlayerClass::Defender) {
|
||||
return (int)player["DefenderWeapon"]["MaxAmmo"];
|
||||
} else if (playerClass == PlayerClass::Sniper) {
|
||||
return (int)player["SniperWeapon"]["MaxAmmo"];
|
||||
} else if (playerClass == PlayerClass::Assault) {
|
||||
return (int)player["AssaultWeapon"]["MaxAmmo"];
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
|
||||
{
|
||||
//determine the class based on what component the inflictor-player has
|
||||
if (m_World->HasComponent(player.ID, "DashAbility")) {
|
||||
return PlayerClass::Assault;
|
||||
}
|
||||
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
|
||||
return PlayerClass::Defender;
|
||||
}
|
||||
if (m_World->HasComponent(player.ID, "SprintAbility")) {
|
||||
return PlayerClass::Sniper;
|
||||
}
|
||||
return PlayerClass::None;
|
||||
}
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
/*if (e.Entity != LocalPlayer) {
|
||||
return false;
|
||||
}*/
|
||||
|
||||
if (!e.Entity.Valid()) {
|
||||
return false;
|
||||
}
|
||||
//TODO: add other weapontypes
|
||||
if (!e.Entity.HasComponent("AssaultWeapon")) {
|
||||
if (DetermineClass(e.Entity) == PlayerClass::None) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||
return false;
|
||||
}
|
||||
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
|
||||
|
||||
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
//cant pick up ammopacks if you are already at MaxAmmo
|
||||
if (currentAmmo >= maxWeaponAmmo) {
|
||||
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
|
||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
||||
return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
ePlayerAmmoPickup.AmmoGain = ammoGiven;
|
||||
ePlayerAmmoPickup.Player = e.Entity;
|
||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||
//immediately give the player the ammo
|
||||
//currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
|
||||
|
||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each ammoPickup
|
||||
m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
|
||||
e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
DoPickup(e.Entity, e.Trigger);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -94,16 +136,50 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
|
||||
return false;
|
||||
}
|
||||
//TODO: add other weapontypes
|
||||
if (!e.Player.HasComponent("AssaultWeapon")) {
|
||||
if (DetermineClass(e.Player) == PlayerClass::None) {
|
||||
return false;
|
||||
}
|
||||
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
|
||||
//cant pick up ammopacks if you are already at MaxAmmo
|
||||
if (currentAmmo >= maxWeaponAmmo) {
|
||||
if (DoesPlayerHaveMaxAmmo(e.Player)) {
|
||||
return false;
|
||||
}
|
||||
SetPlayerAmmo(e.Player, e.AmmoGain);
|
||||
|
||||
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||
return false;
|
||||
}
|
||||
//triggerleave erases possible m_PickupAtMaximum
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
||||
//trigger should be valid but if it isnt we just return (to avoid crash)
|
||||
if (!trigger.Valid()) {
|
||||
return;
|
||||
}
|
||||
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
ePlayerAmmoPickup.AmmoGain = ammoGiven;
|
||||
ePlayerAmmoPickup.Player = player;
|
||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||
|
||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each ammoPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
|
||||
trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(trigger.ID);
|
||||
}
|
||||
|
||||
@@ -1,36 +0,0 @@
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
|
||||
void AmmunitionHUDSystem::Update(double dt)
|
||||
{
|
||||
//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
|
||||
|
||||
auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
|
||||
if (ammunitionHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
|
||||
|
||||
EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
|
||||
|
||||
if (!playerEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
|
||||
if(magazineAmmo.Valid()) {
|
||||
if(magazineAmmo.HasComponent("Text")) {
|
||||
(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper ammo = entity.FirstChildByName("Ammo");
|
||||
if (ammo.Valid()) {
|
||||
if (ammo.HasComponent("Text")) {
|
||||
(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
#include "Game/Systems/BoostIconsHUDSystem.h"
|
||||
|
||||
void BoostIconsHUDSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
|
||||
{
|
||||
EntityWrapper assaultEntity = entity.FirstChildByName("Assault");
|
||||
EntityWrapper defenderEntity = entity.FirstChildByName("Defender");
|
||||
EntityWrapper sniperEntity = entity.FirstChildByName("Sniper");
|
||||
|
||||
if(assaultEntity.Valid()) {
|
||||
if (assaultEntity.HasComponent("Fill")) {
|
||||
EntityWrapper parentWithAssaultBoost = assaultEntity.FirstParentWithComponent("BoostAssault");
|
||||
if (parentWithAssaultBoost.Valid()) {
|
||||
(double&)assaultEntity["Fill"]["Percentage"] = 1.0;
|
||||
} else {
|
||||
(double&)assaultEntity["Fill"]["Percentage"] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (defenderEntity.Valid()) {
|
||||
if (defenderEntity.HasComponent("Fill")) {
|
||||
EntityWrapper parentWithAssaultBoost = defenderEntity.FirstParentWithComponent("BoostDefender");
|
||||
if (parentWithAssaultBoost.Valid()) {
|
||||
(double&)defenderEntity["Fill"]["Percentage"] = 1.0;
|
||||
} else {
|
||||
(double&)defenderEntity["Fill"]["Percentage"] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (sniperEntity.Valid()) {
|
||||
if (sniperEntity.HasComponent("Fill")) {
|
||||
EntityWrapper parentWithAssaultBoost = sniperEntity.FirstParentWithComponent("BoostSniper");
|
||||
if (parentWithAssaultBoost.Valid()) {
|
||||
(double&)sniperEntity["Fill"]["Percentage"] = 1.0;
|
||||
} else {
|
||||
(double&)sniperEntity["Fill"]["Percentage"] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
#include "Systems/BoostSystem.h"
|
||||
|
||||
BoostSystem::BoostSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage);
|
||||
}
|
||||
|
||||
bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
{
|
||||
if (e.Victim.ID == e.Inflictor.ID) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.Victim.Valid() || !LocalPlayer.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.Inflictor.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if its not friendly fire, return
|
||||
if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//determine the inflictors class
|
||||
auto className = DetermineClass(e.Inflictor);
|
||||
if (className == "") {
|
||||
return false;
|
||||
}
|
||||
|
||||
//get the XML file, example: "Schema/Entities/BoostclassName.xml"
|
||||
std::string classXML = "Schema/Entities/" + className + ".xml";
|
||||
|
||||
//check if player already has a child with the component, if so delete that child
|
||||
auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
m_World->DeleteEntity(playerBoostAssaultEntity.ID);
|
||||
}
|
||||
//load boost XML file, set it entity parented with the victim player
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(classXML);
|
||||
EntityWrapper boostAssaultEntity = entityFile->MergeInto(m_World);
|
||||
m_World->SetName(boostAssaultEntity.ID, className);
|
||||
m_World->SetParent(boostAssaultEntity.ID, e.Victim.ID);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
|
||||
{
|
||||
//determine the class based on what component the inflictor-player has
|
||||
if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
|
||||
return "BoostAssault";
|
||||
}
|
||||
if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
|
||||
return "BoostDefender";
|
||||
}
|
||||
if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
|
||||
return "BoostSniper";
|
||||
}
|
||||
return "";
|
||||
}
|
||||
@@ -0,0 +1,183 @@
|
||||
#include "Systems/CapturePointArrowHUDSystem.h"
|
||||
|
||||
CapturePointArrowHUDSystem::CapturePointArrowHUDSystem(SystemParams params)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECapturedEvent, &CapturePointArrowHUDSystem::OnCapturePointCaptured);
|
||||
}
|
||||
|
||||
|
||||
void CapturePointArrowHUDSystem::Update(double dt)
|
||||
{
|
||||
bool loadCheck = true;
|
||||
int redTeamEnum;
|
||||
int blueTeamEnum;
|
||||
int spectatorTeamEnum;
|
||||
|
||||
//Get list for all CapturePointArrowHUDComponents
|
||||
auto arrowHUDs = m_World->GetComponents("CapturePointArrowHUD");
|
||||
auto capturePoints = m_World->GetComponents("CapturePoint");
|
||||
if(arrowHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for(auto& cArrowHUD : *arrowHUDs) {
|
||||
//Get what team the current arrow corresponds to
|
||||
EntityWrapper arrowEntity = EntityWrapper(m_World, cArrowHUD.EntityID);
|
||||
if (!arrowEntity.Valid()) {
|
||||
continue;
|
||||
}
|
||||
if(!arrowEntity.HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
auto cTeam = arrowEntity["Team"];
|
||||
int currentTeam = (int)cTeam["Team"];
|
||||
|
||||
if (loadCheck) {
|
||||
redTeamEnum = (int)cTeam["Team"].Enum("Red");
|
||||
blueTeamEnum = (int)cTeam["Team"].Enum("Blue");
|
||||
spectatorTeamEnum = (int)cTeam["Team"].Enum("Spectator");
|
||||
loadCheck = false;
|
||||
|
||||
|
||||
if (!m_InitialtargetsSet) {
|
||||
std::unordered_map<int, glm::vec3> blueTargets, redTargets;
|
||||
EntityWrapper homeBlue, homeRed;
|
||||
int lastCP = -INFINITY;
|
||||
int firstCP = INFINITY;
|
||||
|
||||
for (auto& cCP : *capturePoints) {
|
||||
auto homePointTeam = (int)cCP["HomePointForTeam"];
|
||||
EntityWrapper capturePointEntity = EntityWrapper(m_World, cCP.EntityID);
|
||||
int capturePointID = (int)capturePointEntity["CapturePoint"]["CapturePointNumber"];
|
||||
|
||||
if(capturePointID < firstCP) {
|
||||
firstCP = capturePointID;
|
||||
}
|
||||
|
||||
if(capturePointID > lastCP) {
|
||||
lastCP = capturePointID;
|
||||
}
|
||||
|
||||
if (!capturePointEntity.HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
int currentOwner = (int)capturePointEntity["Team"]["Team"];
|
||||
|
||||
if(currentOwner != redTeamEnum) {
|
||||
//This capturePoint is not owned by the red team and is therefor an eligible target for red team
|
||||
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
|
||||
redTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
|
||||
}
|
||||
if(currentOwner != blueTeamEnum) {
|
||||
//This capturePoint is not owned by the blue team and is therefor an eligible target for blue team
|
||||
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
|
||||
blueTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
|
||||
}
|
||||
|
||||
if(homePointTeam == blueTeamEnum) {
|
||||
//CP is the home point for blue team.
|
||||
homeBlue = capturePointEntity;
|
||||
} else if (homePointTeam == redTeamEnum) {
|
||||
//CP is the home point for red team.
|
||||
homeRed = capturePointEntity;
|
||||
}
|
||||
}
|
||||
|
||||
if(!homeRed.Valid() || !homeBlue.Valid()) {
|
||||
//One or both teams have no home point, cant continue
|
||||
return;
|
||||
}
|
||||
|
||||
std::unordered_map<int, glm::vec3>::const_iterator got;
|
||||
//Find next target for red team.
|
||||
if((int)homeRed["CapturePoint"]["CapturePointNumber"] == lastCP) {
|
||||
//Red home base is the last capture point, count back from lastCP and find next target
|
||||
for (int i = lastCP; i >= firstCP; i--) {
|
||||
got = redTargets.find(i);
|
||||
if(got == redTargets.end()) {
|
||||
continue;
|
||||
} else {
|
||||
m_RedTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if ((int)homeRed["CapturePoint"]["CapturePointNumber"] == firstCP) {
|
||||
//Red home is the first capture point, count forward from firstCP and find next target.
|
||||
for (int i = firstCP; i <= lastCP; i++) {
|
||||
got = redTargets.find(i);
|
||||
if(got == redTargets.end()) {
|
||||
//Target was not found, try the next one after that.
|
||||
continue;
|
||||
} else {
|
||||
m_RedTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Find next target for blue team
|
||||
if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == lastCP) {
|
||||
//Red home base is the last capture point, count back from lastCP and find next target
|
||||
for (int i = lastCP; i >= firstCP; i--) {
|
||||
got = blueTargets.find(i);
|
||||
if (got == blueTargets.end()) {
|
||||
continue;
|
||||
} else {
|
||||
m_BlueTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == firstCP) {
|
||||
//Red home is the first capture point, count forward from firstCP and find next target.
|
||||
for (int i = firstCP; i <= lastCP; i++) {
|
||||
got = blueTargets.find(i);
|
||||
if (got == blueTargets.end()) {
|
||||
//Target was not found, try the next one after that.
|
||||
continue;
|
||||
} else {
|
||||
m_BlueTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//if red team, get red team next point, otherwise blue team next point.
|
||||
//Untill this is awailable we will just use the hardcoded value in the component.
|
||||
//This will also give us a position, so we wont need to loop through all capturePoints.
|
||||
glm::vec3 pos;
|
||||
if(currentTeam == redTeamEnum) {
|
||||
pos = m_RedTeamCurrentTarget;
|
||||
} else if (currentTeam == blueTeamEnum) {
|
||||
pos = m_BlueTeamCurrentTarget;
|
||||
}
|
||||
|
||||
glm::vec3& arrowOri = arrowEntity["Transform"]["Orientation"];
|
||||
glm::vec3 lookVector = glm::normalize(Transform::AbsolutePosition(arrowEntity) - pos); //Maybe should be player instead
|
||||
float pitch = std::asin(-lookVector.y);
|
||||
float yaw = std::atan2(lookVector.x, lookVector.z);
|
||||
arrowOri.x = pitch;
|
||||
arrowOri.y = yaw;
|
||||
arrowOri.z = 0.f;
|
||||
EntityWrapper parent = arrowEntity.Parent();
|
||||
if (parent.Valid()) {
|
||||
arrowOri -= Transform::AbsoluteOrientationEuler(parent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CapturePointArrowHUDSystem::OnCapturePointCaptured(Events::Captured& e)
|
||||
{
|
||||
if(!e.BlueTeamNextCapturePoint.Valid() || !e.RedTeamNextCapturePoint.Valid()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
m_RedTeamCurrentTarget = Transform::AbsolutePosition(e.RedTeamNextCapturePoint);
|
||||
m_BlueTeamCurrentTarget = Transform::AbsolutePosition(e.BlueTeamNextCapturePoint);
|
||||
|
||||
m_InitialtargetsSet = true;
|
||||
return 0;
|
||||
}
|
||||
@@ -9,7 +9,7 @@ CapturePointHUDSystem::CapturePointHUDSystem(SystemParams params)
|
||||
|
||||
void CapturePointHUDSystem::Update(double dt)
|
||||
{
|
||||
bool LoadCheck = true;
|
||||
bool loadCheck = true;
|
||||
int redTeam;
|
||||
int blueTeam;
|
||||
int spectatorTeam;
|
||||
@@ -35,11 +35,11 @@ void CapturePointHUDSystem::Update(double dt)
|
||||
//Check if the HUD corresponds to the Capture Point Number
|
||||
if (HUD_ID == (int)entityCP["CapturePoint"]["CapturePointNumber"]) {
|
||||
ComponentWrapper& teamComponent = entityCP["Team"];
|
||||
if (LoadCheck) {
|
||||
if (loadCheck) {
|
||||
redTeam = (int)teamComponent["Team"].Enum("Red");
|
||||
blueTeam = (int)teamComponent["Team"].Enum("Blue");
|
||||
spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
|
||||
LoadCheck = false;
|
||||
loadCheck = false;
|
||||
}
|
||||
//Color hud with team color
|
||||
auto capturePointTeam = (int)teamComponent["Team"];
|
||||
|
||||
@@ -69,6 +69,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
int ownedBy = teamComponent["Team"];
|
||||
int redTeamPlayersStandingInside = 0;
|
||||
int blueTeamPlayersStandingInside = 0;
|
||||
//note: old color system
|
||||
if (capturePointEntity.HasComponent("Model")) {
|
||||
//Now sets team color to the capturepoint, or white if it is uncaptured.
|
||||
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
|
||||
@@ -102,10 +103,20 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
nextPossibleCapturePoint["Blue"] = i - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_RecentlyCapturedNeedNextCapturePointNow) {
|
||||
m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ?
|
||||
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] :
|
||||
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
||||
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
|
||||
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
|
||||
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
|
||||
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
|
||||
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
|
||||
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
|
||||
}
|
||||
}
|
||||
//save the next cap points and publish the captured event
|
||||
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
|
||||
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
||||
m_EventBroker->Publish(m_CapturedEvent);
|
||||
m_RecentlyCapturedNeedNextCapturePointNow = false;
|
||||
}
|
||||
|
||||
@@ -8,12 +8,13 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
|
||||
|
||||
//load texture to cache
|
||||
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
auto texture = CommonFunctions::TryLoadResource<Texture, false>("Textures/DamageIndicator.png");
|
||||
auto entityFile = ResourceManager::Load<EntityXMLFile>("Schema/Entities/DamageIndicator.xml");
|
||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
||||
}
|
||||
|
||||
void DamageIndicatorSystem::Update(double dt) {
|
||||
if (!IsServer && LocalPlayer.Valid()) {
|
||||
if ((!IsServer || !m_NetworkEnabled) && LocalPlayer.Valid()) {
|
||||
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
|
||||
if (!iter->spriteEntity.Valid()) {
|
||||
updateDamageIndicatorVector.erase(iter);
|
||||
@@ -40,25 +41,28 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
//friendly fire - return
|
||||
if (e.Damage < 0.1f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
|
||||
//if testing
|
||||
#ifdef INDICATOR_TEST
|
||||
inflictorPos = DamageIndicatorTest(e.Victim);
|
||||
inflictorPos = DamageIndicatorTest(e.Victim);
|
||||
#endif
|
||||
|
||||
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
|
||||
|
||||
//load & set the "2d" sprite
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID spriteID = parser.MergeEntities(m_World);
|
||||
m_World->SetParent(spriteID, m_CurrentCamera);
|
||||
auto spriteWrapper = EntityWrapper(m_World, spriteID);
|
||||
EntityWrapper sprite = entityFile->MergeInto(m_World);
|
||||
m_World->SetParent(sprite.ID, m_CurrentCamera);
|
||||
//simply set the rotation z-wise to the angleBetweenVectors
|
||||
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||
sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||
|
||||
if (!IsServer) {
|
||||
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
|
||||
if (!IsServer || !m_NetworkEnabled) {
|
||||
updateDamageIndicatorVector.emplace_back(sprite, inflictorPos);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -124,11 +128,11 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
|
||||
}
|
||||
m_TestVar++;
|
||||
|
||||
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
|
||||
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
|
||||
|
||||
//load the explosioneffect XML
|
||||
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||
EntityFileParser parser(deathEffect);
|
||||
auto deathEffect = ResourceManager::Load<EntityXMLFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||
EntityXMLFileParser parser(deathEffect);
|
||||
EntityID deathEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
||||
|
||||
|
||||
@@ -2,13 +2,17 @@
|
||||
|
||||
void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
|
||||
(double)component["TimeSinceDeath"] = 0.f;
|
||||
double& delay = (double)component["Delay"];
|
||||
if (delay > 0) {
|
||||
delay = std::max(0.0, delay - dt);
|
||||
}
|
||||
(double&)component["TimeSinceDeath"] += dt;
|
||||
|
||||
//if ((bool)Component["Gravity"] == true) {
|
||||
// (bool)Component["ExponentialAccelaration"] = false;
|
||||
//}
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -12,15 +12,7 @@ HealthSystem::HealthSystem(SystemParams params)
|
||||
}
|
||||
|
||||
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
|
||||
{
|
||||
double& health = cHealth["Health"];
|
||||
if (health <= 0.0) {
|
||||
Events::PlayerDeath ePlayerDeath;
|
||||
ePlayerDeath.Player = entity;
|
||||
m_EventBroker->Publish(ePlayerDeath);
|
||||
//Note: we will delete the entity in PlayerDeathSystem
|
||||
}
|
||||
}
|
||||
{ }
|
||||
|
||||
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
{
|
||||
@@ -30,7 +22,21 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
|
||||
ComponentWrapper cHealth = e.Victim["Health"];
|
||||
double& health = cHealth["Health"];
|
||||
health -= e.Damage;
|
||||
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
|
||||
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
|
||||
if (playerBoostDefenderEntity.Valid()) {
|
||||
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
|
||||
}
|
||||
if (health > 0) {
|
||||
health -= e.Damage;
|
||||
if (health <= 0.0) {
|
||||
Events::PlayerDeath ePlayerDeath;
|
||||
ePlayerDeath.Player = e.Victim;
|
||||
ePlayerDeath.Killer = e.Inflictor;
|
||||
m_EventBroker->Publish(ePlayerDeath);
|
||||
//Note: we will delete the entity in PlayerDeathSystem
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
#include "../Game/Systems/MainMenuSystem.h"
|
||||
|
||||
MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
, m_Renderer(renderer)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &MainMenuSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void MainMenuSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
|
||||
{
|
||||
if (e.EntityName == "ServerIdentityConnect") {
|
||||
EntityWrapper entity = e.Entity;
|
||||
EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity");
|
||||
if(serverIdentityEntity.Valid()) {
|
||||
Events::ConnectRequest event;
|
||||
event.IP = (std::string)serverIdentityEntity["ServerIdentity"]["IP"];
|
||||
event.Port = (int)serverIdentityEntity["ServerIdentity"]["Port"];
|
||||
printf("\n ----Request Server Connect----\nIP: %s\nPort: %i\n ------------------------------", event.IP, event.Port);
|
||||
m_EventBroker->Publish(event);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if(e.Command == "Play" && e.Value == 1) {
|
||||
auto menus = m_World->GetComponents("Menu");
|
||||
if (menus == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (m_OpenSubMenu == EntityWrapper::Invalid) {
|
||||
//No submenu is open, open one.
|
||||
for (auto& menu : *menus) {
|
||||
EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID);
|
||||
auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner");
|
||||
if (!serverListSpawner.HasComponent("Spawner")) {
|
||||
return 0;
|
||||
}
|
||||
m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner);
|
||||
Events::SearchForServers event;
|
||||
m_EventBroker->Publish(event);
|
||||
break;
|
||||
}
|
||||
|
||||
} else if(!m_OpenSubMenu.HasComponent("ServerList")) {
|
||||
//Menu is open, but not the right one, delete the old one and open a new one.
|
||||
m_World->DeleteEntity(m_OpenSubMenu.ID);
|
||||
m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
|
||||
for (auto& menu : *menus) {
|
||||
EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID);
|
||||
auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner");
|
||||
if (!serverListSpawner.HasComponent("Spawner")) {
|
||||
return 0;
|
||||
}
|
||||
m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner);
|
||||
Events::SearchForServers event;
|
||||
m_EventBroker->Publish(event);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
//Serverlist submenu is open, close it.
|
||||
m_World->DeleteEntity(m_OpenSubMenu.ID);
|
||||
m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
}
|
||||
} else if (e.Command == "RefreshServerList" && e.Value == 1){
|
||||
Events::SearchForServers event;
|
||||
m_EventBroker->Publish(event);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -5,66 +5,101 @@ PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
|
||||
{
|
||||
if (IsServer) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &PickupSpawnSystem::OnTriggerLeave);
|
||||
}
|
||||
}
|
||||
|
||||
void PickupSpawnSystem::Update(double dt)
|
||||
{
|
||||
if (IsServer) {
|
||||
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
|
||||
auto& healthPickupPosition = *it;
|
||||
//set the double timer value (value 3)
|
||||
healthPickupPosition.DecreaseThisRespawnTimer -= dt;
|
||||
if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
|
||||
//spawn and delete the vector item
|
||||
auto it = m_ETriggerTouchVector.begin();
|
||||
while (it != m_ETriggerTouchVector.end()) {
|
||||
auto& somePickup = *it;
|
||||
somePickup.DecreaseThisRespawnTimer -= dt;
|
||||
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
|
||||
//spawn the new healthPickup
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID healthPickupID = parser.MergeEntities(m_World);
|
||||
EntityWrapper healthPickup = entityFile->MergeInto(m_World);
|
||||
|
||||
//let the world know a pickup has spawned (graphics effects, etc)
|
||||
Events::PickupSpawned ePickupSpawned;
|
||||
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
|
||||
ePickupSpawned.Pickup = healthPickup;
|
||||
m_EventBroker->Publish(ePickupSpawned);
|
||||
|
||||
//set values from the old entity to the new entity
|
||||
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
|
||||
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
|
||||
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
|
||||
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
|
||||
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
|
||||
//copy values from the old entity to the new entity
|
||||
auto& newHealthPickupEntity = healthPickup;
|
||||
newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
|
||||
newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
|
||||
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
|
||||
m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
|
||||
|
||||
//erase the current element (healthPickupPosition)
|
||||
m_ETriggerTouchVector.erase(it);
|
||||
//erase the current element (somePickup)
|
||||
it = m_ETriggerTouchVector.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
//still touching PickupAtMaximum?
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (!it->player.Valid()) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
|
||||
DoPickup(it->player, it->trigger);
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
if (!e.Trigger.HasComponent("HealthPickup")) {
|
||||
return false;
|
||||
}
|
||||
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
|
||||
//cant pick up healthpacks if you are already at MaxHealth
|
||||
//if at maxhealth, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
|
||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
||||
return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
DoPickup(e.Entity, e.Trigger);
|
||||
return true;
|
||||
}
|
||||
bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
|
||||
{
|
||||
if (!e.Trigger.HasComponent("HealthPickup")) {
|
||||
return false;
|
||||
}
|
||||
//triggerleave erases possible m_PickupAtMaximum
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
|
||||
{
|
||||
//trigger should be valid but if it isnt we just return (to avoid crash)
|
||||
if (!trigger.Valid()) {
|
||||
return;
|
||||
}
|
||||
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
|
||||
|
||||
//only the server will increase the players hp and set it in the next delta
|
||||
Events::PlayerHealthPickup ePlayerHealthPickup;
|
||||
ePlayerHealthPickup.HealthAmount = healthGiven;
|
||||
ePlayerHealthPickup.Player = e.Entity;
|
||||
ePlayerHealthPickup.Player = player;
|
||||
m_EventBroker->Publish(ePlayerHealthPickup);
|
||||
|
||||
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each healthPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["HealthGain"],
|
||||
e.Trigger["HealthPickup"]["RespawnTimer"], e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["HealthPickup"]["HealthGain"],
|
||||
trigger["HealthPickup"]["RespawnTimer"], trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
|
||||
|
||||
//delete the healthpickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
return true;
|
||||
m_World->DeleteEntity(trigger.ID);
|
||||
}
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
#include "Systems/PlayerDeathSystem.h"
|
||||
#include "Core/ELockMouse.h"
|
||||
|
||||
PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &PlayerDeathSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void PlayerDeathSystem::Update(double dt)
|
||||
@@ -27,17 +30,15 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
{
|
||||
//load the explosioneffect XML
|
||||
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||
EntityFileParser parser(deathEffect);
|
||||
EntityID deathEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
|
||||
EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
|
||||
|
||||
//components that we need from player
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
||||
if (player == LocalPlayer) {
|
||||
setSpectatorCamera();
|
||||
}
|
||||
return;
|
||||
}
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
@@ -46,10 +47,6 @@ 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"];
|
||||
@@ -59,9 +56,49 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
|
||||
//camera (with lifetime) behind the player
|
||||
if (player == LocalPlayer) {
|
||||
m_LocalPlayerDeathEffect = deathEffectEW;
|
||||
auto cam = deathEffectEW.FirstChildByName("Camera");
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = cam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
|
||||
{
|
||||
// We only care about when the local players death effect is removed.
|
||||
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// If the player hasn't spawned already, activate the spectator camera.
|
||||
if (!LocalPlayer.Valid()) {
|
||||
setSpectatorCamera();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void PlayerDeathSystem::setSpectatorCamera()
|
||||
{
|
||||
// Look for the spectator camera entity in the level.
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
|
||||
if (!spectatorCam.HasComponent("Camera")) {
|
||||
return;
|
||||
}
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = spectatorCam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
Events::UnlockMouse unlock;
|
||||
m_EventBroker->Publish(unlock);
|
||||
}
|
||||
|
||||
bool PlayerDeathSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Value == 0 || e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ensure that we don't set spectator camera if the player deliberately changes to class/team pick.
|
||||
m_LocalPlayerDeathEffect = EntityWrapper::Invalid;
|
||||
return true;
|
||||
}
|
||||
@@ -2,9 +2,11 @@
|
||||
|
||||
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
|
||||
: System(params)
|
||||
, m_SprintEffectTimer(0.f)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &PlayerMovementSystem::OnDashAbility);
|
||||
}
|
||||
|
||||
PlayerMovementSystem::~PlayerMovementSystem()
|
||||
@@ -17,14 +19,49 @@ PlayerMovementSystem::~PlayerMovementSystem()
|
||||
void PlayerMovementSystem::Update(double dt)
|
||||
{
|
||||
updateMovementControllers(dt);
|
||||
if (IsServer) {
|
||||
for (auto& kv : m_PlayerInputControllers) {
|
||||
updateVelocity(kv.first, dt);
|
||||
}
|
||||
} else {
|
||||
if (LocalPlayer.Valid()) {
|
||||
// Only do physics calculations on client and only for themselves.
|
||||
if (IsClient) {
|
||||
if (LocalPlayer.Valid()){
|
||||
updateVelocity(LocalPlayer, dt);
|
||||
}
|
||||
m_SprintEffectTimer += dt;
|
||||
if (m_SprintEffectTimer < 0.016f) {
|
||||
return;
|
||||
}
|
||||
m_SprintEffectTimer = 0.f;
|
||||
const ComponentPool* pool = m_World->GetComponents("SprintAbility");
|
||||
if (pool == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (auto cSprint : *pool) {
|
||||
if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
|
||||
// Spawn one afterimage for each player that sprints.
|
||||
EntityWrapper player(m_World, cSprint.EntityID);
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
|
||||
EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerModel.Valid()) {
|
||||
continue;
|
||||
}
|
||||
if (!playerModel.HasComponent("Model")) {
|
||||
continue;
|
||||
}
|
||||
if (!playerModel.HasComponent("Animation")) {
|
||||
continue;
|
||||
}
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
auto playerEntityAnimation = playerModel["Animation"];
|
||||
playerEntityModel.Copy(sprintEffect["Model"]);
|
||||
playerEntityAnimation.Copy(sprintEffect["Animation"]);
|
||||
sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
|
||||
((glm::vec4&)sprintEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
|
||||
sprintEffect["Animation"]["Speed1"] = 0.0;
|
||||
sprintEffect["Animation"]["Speed2"] = 0.0;
|
||||
sprintEffect["Animation"]["Speed3"] = 0.0;
|
||||
sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,13 +81,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
cameraOrientation.x += controller->Rotation().x;
|
||||
// Limit camera pitch so we don't break our necks
|
||||
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");
|
||||
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("Aim");
|
||||
if(aimPrimaryEntity.Valid()){
|
||||
if(aimPrimaryEntity.HasComponent("Animation")) {
|
||||
float pitch = cameraOrientation.x;
|
||||
double time = ((pitch + glm::half_pi<float>()) / glm::pi<float>());
|
||||
(double&)aimPrimaryEntity["Animation"]["Time"] = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -61,12 +103,26 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
float playerMovementSpeed = player["Player"]["MovementSpeed"];
|
||||
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
|
||||
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
|
||||
auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
}
|
||||
bool sniperSprinting = false;
|
||||
if (player.HasComponent("SprintAbility")) {
|
||||
(bool)player["SprintAbility"]["Active"] = controller->SpecialAbilityKeyDown();
|
||||
if (controller->SpecialAbilityKeyDown()) {
|
||||
playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
|
||||
playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
|
||||
sniperSprinting = true;
|
||||
}
|
||||
}
|
||||
|
||||
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"], player["DashAbility"]["CoolDownTimer"]);
|
||||
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"], player.ID);
|
||||
}
|
||||
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
|
||||
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
|
||||
@@ -112,6 +168,13 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
//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);
|
||||
//if player has Boost from an Assault class, accelerate the player faster
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
}
|
||||
if (sniperSprinting) {
|
||||
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
|
||||
}
|
||||
velocity += accelerationSpeed * wishDirection;
|
||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||
}
|
||||
@@ -124,10 +187,64 @@ 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 = "MovementBlend";
|
||||
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 = "MovementBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("BlendTreeLower").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
|
||||
@@ -150,81 +267,7 @@ 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();
|
||||
@@ -292,7 +335,7 @@ 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;
|
||||
@@ -303,11 +346,11 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
|
||||
{
|
||||
// If entity does not exist, exit
|
||||
if (!EntityWrapper(m_World, e.entityID).Valid()) {
|
||||
if (!EntityWrapper(m_World, e.entityID).Valid()) {
|
||||
return false;
|
||||
}
|
||||
// If entity IsLocalPlayer, exit
|
||||
if (e.entityID == m_LocalPlayer.ID) {
|
||||
if (e.entityID == m_LocalPlayer.ID) {
|
||||
return false;
|
||||
}
|
||||
spawnHexagon(EntityWrapper(m_World, e.entityID));
|
||||
@@ -315,11 +358,145 @@ bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
|
||||
{
|
||||
{
|
||||
//put a hexagon at the entitys... feet?
|
||||
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||
EntityFileParser parser(hexagonEffect);
|
||||
EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||
EntityWrapper hexagonEW = entityFile->MergeInto(m_World);
|
||||
hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
|
||||
{
|
||||
EntityWrapper player(m_World, e.Player);
|
||||
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);
|
||||
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 = 0.1;
|
||||
aeb.NodeName = "DashRight";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.2;
|
||||
aeb.NodeName = "MovementBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashRight");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
} else {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "DashLeft";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.2;
|
||||
aeb.NodeName = "MovementBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashLeft");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (controller->Movement().z < 0) {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "DashForward";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.2;
|
||||
aeb.NodeName = "MovementBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
} else {
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "DashBackward";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Restart = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
{
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.2;
|
||||
aeb.NodeName = "MovementBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = false;
|
||||
aeb.AnimationEntity = playerModel.FirstChildByName("DashBackward");
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
EntityWrapper dashEffectModel;
|
||||
dashEffectModel = playerModel.Clone();
|
||||
player["Transform"].Copy(dashEffectModel["Transform"]);
|
||||
|
||||
|
||||
dashEffectModel.AttachComponent("ExplosionEffect");
|
||||
dashEffectModel["ExplosionEffect"]["EndColor"] = (glm::vec4)playerModel["Model"]["Color"];
|
||||
((glm::vec4&)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f;
|
||||
(double&)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"];
|
||||
(glm::vec3&)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement());
|
||||
|
||||
|
||||
|
||||
|
||||
auto animationChildren = dashEffectModel.ChildrenWithComponent("Animation");
|
||||
|
||||
for (auto animationEntity : animationChildren) {
|
||||
(bool&)animationEntity["Animation"]["Play"] = false;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
#include "Core/ELockMouse.h"
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||
: System(params)
|
||||
@@ -10,7 +11,7 @@ PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
|
||||
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
|
||||
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
|
||||
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer;
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(double dt)
|
||||
@@ -26,7 +27,21 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
// Increase timer.
|
||||
double& timer = (double&)modeComponent["RespawnTime"];
|
||||
timer += dt;
|
||||
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
|
||||
if (m_DbgConfigForceRespawn) {
|
||||
(double&)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime;
|
||||
}
|
||||
double maxRespawnTime = (double)modeComponent["MaxRespawnTime"];
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
|
||||
if (spectatorCam.Valid()) {
|
||||
EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");
|
||||
if (HUD.Valid()) {
|
||||
EntityWrapper respawnTimer = spectatorCam.FirstChildByName("RespawnTimer");
|
||||
if (respawnTimer.Valid()) {
|
||||
//Update respawn time in the HUD element.
|
||||
respawnTimer["Text"]["Content"] = std::to_string(1 + (int)(maxRespawnTime - timer));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (timer < maxRespawnTime) {
|
||||
return;
|
||||
}
|
||||
@@ -45,7 +60,15 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
}
|
||||
|
||||
int numSpawnedPlayers = 0;
|
||||
for (auto& req : m_SpawnRequests) {
|
||||
int playersSpectating = 0;
|
||||
const int numRequestsToHandle = (int)m_SpawnRequests.size();
|
||||
for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) {
|
||||
// It is valid if they didn't pick class yet
|
||||
// but don't spawn anything, goto next spawnrequest.
|
||||
if (it->Class == PlayerClass::None) {
|
||||
++playersSpectating;
|
||||
continue;
|
||||
}
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
|
||||
if (!spawner.HasComponent("Spawner")) {
|
||||
@@ -54,37 +77,54 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
|
||||
// If the spawner has a team affiliation, check it
|
||||
if (spawner.HasComponent("Team")) {
|
||||
if ((int)spawner["Team"]["Team"] != req.Team) {
|
||||
auto cSpawnerTeam = spawner["Team"];
|
||||
if ((int)cSpawnerTeam["Team"] != it->Team) {
|
||||
// If they somehow has a valid class as spectator, don't spawn them.
|
||||
if (it->Team == cSpawnerTeam["Team"].Enum("Spectator")) {
|
||||
++playersSpectating;
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Choose a different spawner depending on class picked?
|
||||
|
||||
// Spawn the player!
|
||||
EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player");
|
||||
// Set the player team affiliation
|
||||
player["Team"]["Team"] = req.Team;
|
||||
player["Team"]["Team"] = it->Team;
|
||||
|
||||
// Publish a PlayerSpawned event
|
||||
Events::PlayerSpawned e;
|
||||
e.PlayerID = req.PlayerID;
|
||||
e.PlayerID = it->PlayerID;
|
||||
e.Player = player;
|
||||
e.Spawner = spawner;
|
||||
m_EventBroker->Publish(e);
|
||||
++numSpawnedPlayers;
|
||||
it = m_SpawnRequests.erase(it);
|
||||
break;
|
||||
}
|
||||
if (it == m_SpawnRequests.end()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
|
||||
if (numSpawnedPlayers != numRequestsToHandle - playersSpectating) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned, but only %i was successfully.", numRequestsToHandle - playersSpectating, numSpawnedPlayers);
|
||||
} else {
|
||||
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
|
||||
std::string dbg = numSpawnedPlayers != 0 ? std::to_string(numSpawnedPlayers) + " players were spawned. " : "";
|
||||
dbg += playersSpectating != 0 ? std::to_string(playersSpectating) + " players are spectating/picking class. " : "";
|
||||
LOG_DEBUG(dbg.c_str());
|
||||
}
|
||||
m_SpawnRequests.clear();
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command != "PickTeam") {
|
||||
if (e.Command != "PickTeam" && e.Command != "PickClass" && e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -94,34 +134,42 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//TODO: Spectating?
|
||||
//Right now, return if someone picks spectator.
|
||||
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
|
||||
if ((ComponentInfo::EnumType)e.Value == 1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Check if the player already requested spawn.
|
||||
// Check if the player already requested spawn.
|
||||
auto iter = m_SpawnRequests.begin();
|
||||
for (; iter != m_SpawnRequests.end(); ++iter) {
|
||||
if (iter->PlayerID == e.PlayerID) {
|
||||
// If player wants to switch team or class , remove their selected class so they don't spawn.
|
||||
if (e.Command == "SwapToTeamPick" || e.Command == "SwapToClassPick") {
|
||||
iter->Class = PlayerClass::None;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//If we get here we got a PickTeam or PickClass, so add or alter a spawn request.
|
||||
|
||||
if (iter != m_SpawnRequests.end()) {
|
||||
//If player is in queue to spawn, then change their team affiliation in the request.
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
// If player is in queue to spawn, then change their team affiliation or class in the request.
|
||||
if (e.Command == "PickTeam") {
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
} else {
|
||||
iter->Class = static_cast<PlayerClass>((int)e.Value);
|
||||
}
|
||||
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
//If player is not in queue to spawn, then create a spawn request,
|
||||
//but only if they are spectating and/or just connected.
|
||||
// If player is not in queue to spawn, then create a spawn request,
|
||||
// but only if they are spectating and/or just connected.
|
||||
SpawnRequest req;
|
||||
req.PlayerID = e.PlayerID;
|
||||
req.Team = (ComponentInfo::EnumType)e.Value;
|
||||
if (e.Command == "PickTeam") {
|
||||
req.Team = (ComponentInfo::EnumType)e.Value;
|
||||
req.Class = PlayerClass::None;
|
||||
} else {
|
||||
// Should never get here, since you should have picked a team before you ever get a chance to pick class.
|
||||
LOG_WARNING("Sequence error: Should not be able to pick class before team");
|
||||
req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
|
||||
req.Class = static_cast<PlayerClass>((int)e.Value);
|
||||
}
|
||||
m_SpawnRequests.push_back(req);
|
||||
} else {
|
||||
return false;
|
||||
@@ -156,18 +204,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
Events::SetCamera e;
|
||||
e.CameraEntity = cameraEntity;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// HACK: Set the player model color to team color
|
||||
EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid() && e.Player.HasComponent("Team")) {
|
||||
ComponentWrapper cTeam = e.Player["Team"];
|
||||
ComponentWrapper cModel = playerModel["Model"];
|
||||
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
|
||||
cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
|
||||
} else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
|
||||
cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
|
||||
}
|
||||
Events::LockMouse lock;
|
||||
m_EventBroker->Publish(lock);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -175,7 +213,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
{
|
||||
//Only spawn request if network is disabled or we are server.
|
||||
// Only spawn request if network is disabled or we are server.
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
@@ -183,10 +221,6 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper cTeam = e.Player["Team"];
|
||||
//A spectator can't die anyway
|
||||
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_PlayerIDs.count(e.Player.ID) == 0) {
|
||||
return false;
|
||||
@@ -195,6 +229,16 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
SpawnRequest req;
|
||||
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
|
||||
req.Team = cTeam["Team"];
|
||||
// TODO: Something better than temp class state code, if we ever add class enums in .xml
|
||||
if (e.Player.HasComponent("DashAbility")) {
|
||||
req.Class = PlayerClass::Assault;
|
||||
} else if (e.Player.HasComponent("SprintAbility")) {
|
||||
req.Class = PlayerClass::Sniper;
|
||||
} else if (e.Player.HasComponent("ShieldAbility")) {
|
||||
req.Class = PlayerClass::Defender;
|
||||
} else {
|
||||
req.Class = PlayerClass::None;
|
||||
}
|
||||
m_SpawnRequests.push_back(req);
|
||||
|
||||
return true;
|
||||
|
||||
@@ -0,0 +1,158 @@
|
||||
#include "Game/Systems/ScoreScreenSystem.h"
|
||||
|
||||
|
||||
ScoreScreenSystem::ScoreScreenSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("ScoreScreen")
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &ScoreScreenSystem::OnPlayerDeath);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &ScoreScreenSystem::OnPlayerSpawn);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerConnected, &ScoreScreenSystem::OnPlayerConnected);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDisconnected, &ScoreScreenSystem::OnPlayerDisconnected);
|
||||
}
|
||||
|
||||
void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt)
|
||||
{
|
||||
if (!IsServer) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(!entity.HasComponent("ScoreScreen")){
|
||||
return;
|
||||
}
|
||||
|
||||
int currentTeam = 0;
|
||||
|
||||
if(entity.HasComponent("Team")) {
|
||||
currentTeam = (int)entity["Team"]["Team"];
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
|
||||
auto children = entity.ChildrenWithComponent("ScoreIdentity");
|
||||
|
||||
float position = 0.f;
|
||||
|
||||
for (auto it = m_PlayerIdentities.begin(); it != m_PlayerIdentities.end(); ++it) {
|
||||
bool found = false;
|
||||
for (auto& child : children) {
|
||||
int ID = (int)child["ScoreIdentity"]["ID"];
|
||||
if (it->first == ID) {
|
||||
if (it->second.Team != currentTeam) {
|
||||
m_World->DeleteEntity(child.ID);
|
||||
(int&)entity["ScoreScreen"]["TotalIdentities"] -= 1;
|
||||
break;
|
||||
}
|
||||
for (auto it2 = m_DisconnectedIdentities.begin(); it2 != m_DisconnectedIdentities.end(); ++it2) {
|
||||
if (ID == *it2) {
|
||||
m_World->DeleteEntity(child.ID);
|
||||
(int&)entity["ScoreScreen"]["TotalIdentities"] -= 1;
|
||||
it2 = m_DisconnectedIdentities.erase(it2);
|
||||
it = m_PlayerIdentities.erase(it);
|
||||
|
||||
//Remove from m_playerIdentities
|
||||
break;
|
||||
}
|
||||
}
|
||||
found = true;
|
||||
if(!child.Valid()) {
|
||||
break;
|
||||
}
|
||||
//Update Deaths for child
|
||||
(int&)child["ScoreIdentity"]["Kills"] = it->second.Kills;
|
||||
//Update Kills for child
|
||||
(int&)child["ScoreIdentity"]["Deaths"] = it->second.Deaths;
|
||||
//KD is not updated at the moment.
|
||||
if (it->second.Deaths != 0) {
|
||||
(double&)child["ScoreIdentity"]["KD"] = it->second.Kills/it->second.Deaths;
|
||||
}
|
||||
|
||||
//Update position for child
|
||||
glm::vec3 offset = (glm::vec3)entity["ScoreScreen"]["Offset"];
|
||||
(glm::vec3&) child["Transform"]["Position"] = offset * position;
|
||||
position += 1.f;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (it == m_PlayerIdentities.end()) {
|
||||
break;
|
||||
}
|
||||
|
||||
if(found == false) {
|
||||
if(it->second.Team != currentTeam) {
|
||||
//This player is not the same team as this scoreboard should show.
|
||||
continue;
|
||||
}
|
||||
//There is no entry for this player, create one.
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/ScoreIdentity.xml");
|
||||
EntityWrapper scoreIdentity = entityFile->MergeInto(m_World);
|
||||
glm::vec3 offset = (glm::vec3)entity["ScoreScreen"]["Offset"];
|
||||
int newPosition = (int)entity["ScoreScreen"]["TotalIdentities"];
|
||||
(glm::vec3&) scoreIdentity["Transform"]["Position"] = offset * (float)newPosition;
|
||||
auto cScoreIdentity = scoreIdentity["ScoreIdentity"];
|
||||
auto data = it->second;
|
||||
|
||||
(std::string&)cScoreIdentity["Name"] = data.Name;
|
||||
(int&)cScoreIdentity["ID"] = data.ID;
|
||||
|
||||
m_World->SetParent(scoreIdentity.ID, entity.ID);
|
||||
|
||||
(int&)entity["ScoreScreen"]["TotalIdentities"] += 1;
|
||||
|
||||
}
|
||||
}
|
||||
//Local player should have an icon, compare with LocalPlayer somthing
|
||||
}
|
||||
|
||||
bool ScoreScreenSystem::OnPlayerDeath(const Events::KillDeath& e)
|
||||
{
|
||||
//When player die, add it to his score, and when possible the player who killed him.
|
||||
std::unordered_map<int, PlayerData>::iterator got;
|
||||
got = m_PlayerIdentities.find(e.Casualty);
|
||||
if(got != m_PlayerIdentities.end()) {
|
||||
got->second.Deaths++;
|
||||
}
|
||||
got = m_PlayerIdentities.find(e.Killer);
|
||||
if (got != m_PlayerIdentities.end()) {
|
||||
got->second.Kills++;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ScoreScreenSystem::OnPlayerSpawn(const Events::PlayerSpawned& e)
|
||||
{
|
||||
//When a player spawn, add data to the list entry with the same ID.
|
||||
|
||||
std::unordered_map<int, PlayerData>::iterator got;
|
||||
|
||||
got = m_PlayerIdentities.find(e.PlayerID);
|
||||
if(got == m_PlayerIdentities.end()) {
|
||||
LOG_ERROR("Player spawned without having an entry on score screen");
|
||||
return 0;
|
||||
}
|
||||
auto& data = got->second;
|
||||
data.Player = e.Player;
|
||||
data.Team = (int)data.Player["Team"]["Team"];
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ScoreScreenSystem::OnPlayerConnected(const Events::PlayerConnected& e)
|
||||
{
|
||||
//player has connected, add his data to the list of ScoreIdentities
|
||||
PlayerData data;
|
||||
data.ID = e.PlayerID;
|
||||
data.Name = e.PlayerName;
|
||||
m_PlayerIdentities.insert( {data.ID, data} );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ScoreScreenSystem::OnPlayerDisconnected(const Events::PlayerDisconnected& e)
|
||||
{
|
||||
//player has disconnected, remove him from list of ScoreIdentities
|
||||
m_DisconnectedIdentities.push_back(e.PlayerID);
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
#include "../Game/Systems/ServerListSystem.h"
|
||||
|
||||
ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer)
|
||||
: System(params)
|
||||
, PureSystem("ServerList")
|
||||
, m_Renderer(renderer)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EServerListRecieved, &ServerListSystem::OnServerListRecieved);
|
||||
}
|
||||
|
||||
void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ServerListSystem::RefreshList()
|
||||
{
|
||||
Events::SearchForServers event;
|
||||
m_EventBroker->Publish(event);
|
||||
}
|
||||
|
||||
|
||||
bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e)
|
||||
{
|
||||
if (e.Serverlist.size() == 0) {
|
||||
return 1;
|
||||
}
|
||||
auto serverLists = m_World->GetComponents("ServerList");
|
||||
if (serverLists == nullptr)
|
||||
return 1;
|
||||
for (auto& cServerList : *serverLists) {
|
||||
EntityWrapper serverListEntity = EntityWrapper(m_World, cServerList.EntityID);
|
||||
EntityWrapper identitySpawner = serverListEntity.FirstChildByName("ServerIdentitySpawner");
|
||||
identitySpawner.DeleteChildren();
|
||||
|
||||
(int&)cServerList["TotalIdentities"] = (int)e.Serverlist.size();
|
||||
for (int i = 0; i < e.Serverlist.size(); i++) {
|
||||
//Create Identities for each server and place them on the right position.
|
||||
EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner);
|
||||
EntityWrapper serverIdentityEntity = newIdentity.FirstChildByName("ServerIdentity");
|
||||
|
||||
glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"];
|
||||
(glm::vec3&)serverIdentityEntity["Transform"]["Position"] = offset * (float)i;
|
||||
|
||||
auto& cIdentity = serverIdentityEntity["ServerIdentity"];
|
||||
(std::string&)cIdentity["IP"] = e.Serverlist[i].Address;
|
||||
(std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name;
|
||||
(int&)cIdentity["Port"] = e.Serverlist[i].Port;
|
||||
(int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected;
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
@@ -17,15 +17,17 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
|
||||
// Load the entity file and parse it
|
||||
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
if (entityFile == nullptr) {
|
||||
EntityWrapper spawnedEntity;
|
||||
try {
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
spawnedEntity = entityFile->MergeInto(world);
|
||||
world->SetParent(spawnedEntity.ID, parent.ID);
|
||||
} catch (const Resource::FailedLoadingException& e) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
//If the spawned entity is collideable, then we must not spawn it where it collides with something that
|
||||
//has a dontCollideComponent attached.
|
||||
// If the spawned entity is collidable, then we must not spawn it where it collides with something that
|
||||
// has a dontCollideComponent attached.
|
||||
bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable");
|
||||
if (!spawnOnCollidable) {
|
||||
boost::optional<EntityAABB> optBox = Collision::EntityAbsoluteAABB(spawnedEntity);
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
#include "Systems/SpectatorCameraSystem.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ELockMouse.h"
|
||||
|
||||
SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
|
||||
: System(params)
|
||||
, m_CamSetToTeamPick(false)
|
||||
, m_PickedTeam(-1)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void SpectatorCameraSystem::Update(double dt)
|
||||
{
|
||||
if (!m_CamSetToTeamPick && IsClient) {
|
||||
// Find the class pick camera and set them to it, since they need to pick a team before they can leave the screen.
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("PickTeamCamera");
|
||||
if (spectatorCam.HasComponent("Camera")) {
|
||||
m_CamSetToTeamPick = true;
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = spectatorCam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
Events::UnlockMouse unlock;
|
||||
m_EventBroker->Publish(unlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
// Only the client should do this, and only if player is not spawned.
|
||||
if (!IsClient || LocalPlayer.Valid()) {
|
||||
return false;
|
||||
}
|
||||
bool swapToClass = e.Command == "PickTeam" || e.Command == "SwapToClassPick";
|
||||
if (e.Value == 0 || !swapToClass && e.Command != "SwapToTeamPick" && e.Command != "PickClass") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Command == "PickTeam") {
|
||||
m_PickedTeam = e.Value;
|
||||
}
|
||||
|
||||
// If a team has not been picked, they may not exit the pick team screen.
|
||||
if (m_PickedTeam == -1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// A dead client should be able to swap to and between the overwatch cameras.
|
||||
std::string camName;
|
||||
// TODO: 1 Signifies spectator, should probably have real enum here later.
|
||||
// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
|
||||
if (swapToClass && m_PickedTeam != 1) {
|
||||
camName = "PickClassCamera";
|
||||
} else if (e.Command == "SwapToTeamPick") {
|
||||
camName = "PickTeamCamera";
|
||||
} else {
|
||||
camName = "SpectatorCamera";
|
||||
}
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName);
|
||||
// Set the camera as active, if it exists.
|
||||
if (spectatorCam.HasComponent("Camera")) {
|
||||
// Set the class pick button visible if a blue or red team is picked, else invisible.
|
||||
EntityWrapper HUD;
|
||||
if (camName == "SpectatorCamera") {
|
||||
HUD = spectatorCam.FirstChildByName("SpectatorHUD");
|
||||
} else if (camName == "PickTeamCamera") {
|
||||
HUD = spectatorCam.FirstChildByName("PickTeamHUD");
|
||||
}
|
||||
// If we are at the class pick already, or if HUD is invalid for any other reason, do nothing.
|
||||
if (HUD.Valid()) {
|
||||
EntityWrapper toClassButton = spectatorCam.FirstChildByName("ToClassPick");
|
||||
if (toClassButton.Valid()) {
|
||||
// Set ClassButton as invisible if spectator, else visible.
|
||||
bool visible = m_PickedTeam != 1; // TODO: 1 Signifies spectator.
|
||||
toClassButton["Sprite"]["Visible"] = visible;
|
||||
for (auto& child : toClassButton.ChildrenWithComponent("Text")) {
|
||||
child["Text"]["Visible"] = visible;
|
||||
}
|
||||
}
|
||||
}
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = spectatorCam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
Events::UnlockMouse unlock;
|
||||
m_EventBroker->Publish(unlock);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#include "../Game/Systems/StartSystem.h"
|
||||
|
||||
StartSystem::StartSystem(SystemParams params)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECameraActivated, &StartSystem::OnCameraActivated);
|
||||
}
|
||||
|
||||
void StartSystem::Update(double dt)
|
||||
{
|
||||
auto cameras = m_World->GetComponents("Camera");
|
||||
if(cameras == nullptr) {
|
||||
return;
|
||||
}
|
||||
for(auto& cCamera: *cameras) {
|
||||
EntityWrapper cameraEntity = EntityWrapper(m_World, cCamera.EntityID);
|
||||
if(cameraEntity == m_ActiveCamera){
|
||||
return;
|
||||
}
|
||||
if(cameraEntity.Name() == "Overview_Camera_Start_Menu") {
|
||||
Events::SetCamera event;
|
||||
event.CameraEntity = cameraEntity;
|
||||
m_EventBroker->Publish(event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool StartSystem::OnCameraActivated(const Events::SetCamera& e)
|
||||
{
|
||||
m_ActiveCamera = e.CameraEntity;
|
||||
return 1;
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#include "Game/Systems/TextFieldReader.h"
|
||||
|
||||
void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cAmmunitionHUD, double dt)
|
||||
{
|
||||
if (!entity.HasComponent("Text")) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the entity to read from
|
||||
const std::string& entityName = cAmmunitionHUD["ParentEntityName"];
|
||||
const std::string& componentType = cAmmunitionHUD["ComponentType"];
|
||||
EntityWrapper readEntity = entity;
|
||||
if (entityName.empty()) {
|
||||
if (!readEntity.HasComponent(componentType)) {
|
||||
readEntity = readEntity.FirstParentWithComponent(componentType);
|
||||
}
|
||||
} else {
|
||||
readEntity = entity.FirstParentByName(entityName);
|
||||
}
|
||||
if (!readEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the component to read from
|
||||
if (componentType.empty() || !readEntity.HasComponent(componentType)) {
|
||||
return;
|
||||
}
|
||||
ComponentWrapper component = readEntity[componentType];
|
||||
|
||||
// Find the field to read from
|
||||
const std::string& fieldName = cAmmunitionHUD["Field"];
|
||||
if (fieldName.empty() || component.Info.Fields.count(fieldName) == 0) {
|
||||
return;
|
||||
}
|
||||
const ComponentInfo::Field_t& field = component.Info.Fields.at(fieldName);
|
||||
|
||||
std::string& text = entity["Text"]["Content"];
|
||||
|
||||
if (field.Type == "int") {
|
||||
text = boost::lexical_cast<std::string>((const int&)component[fieldName]);
|
||||
} else if (field.Type == "float") {
|
||||
std::ostringstream ss;
|
||||
float f = (float)component[fieldName];
|
||||
ss << std::fixed << std::setprecision(2);
|
||||
ss << f;
|
||||
text = ss.str();
|
||||
} else if (field.Type == "double") {
|
||||
std::ostringstream ss;
|
||||
double d = (double)component[fieldName];
|
||||
ss << std::fixed << std::setprecision(1);
|
||||
ss << d;
|
||||
text = ss.str();
|
||||
} else if (field.Type == "bool") {
|
||||
text = boost::lexical_cast<std::string>((const bool&)component[fieldName]);
|
||||
} else if (field.Type == "string") {
|
||||
text = (const std::string&)component[fieldName];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,323 @@
|
||||
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
|
||||
void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& fireCooldown = cWeapon["FireCooldown"];
|
||||
fireCooldown = glm::max(0.0, fireCooldown - dt);
|
||||
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
// Start reloading automatically if at 0 mag ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (m_ConfigAutoReload && magAmmo <= 0) {
|
||||
OnReload(cWeapon, wi);
|
||||
}
|
||||
|
||||
// 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"];
|
||||
|
||||
ammo = glm::max(0, ammo - (magSize - magAmmo));
|
||||
magAmmo = glm::min(magSize, ammo);
|
||||
isReloading = false;
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = true;
|
||||
}
|
||||
if (wi.ThirdPersonEntity.Valid()) {
|
||||
wi.ThirdPersonEntity["Model"]["Visible"] = true;
|
||||
}
|
||||
}
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
if (isReloading && reloadTimer <= reloadTime / 2) {
|
||||
|
||||
}
|
||||
|
||||
// Restore view angle
|
||||
if (IsClient) {
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
float& returnSpeed = cWeapon["ViewReturnSpeed"];
|
||||
if (currentTravel > 0) {
|
||||
float change = returnSpeed * dt;
|
||||
currentTravel = glm::max(0.f, currentTravel - change);
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
cameraOrientation.x -= change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool& reloadQueued = cWeapon["ReloadQueued"];
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (reloadQueued || isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
if (magAmmo >= magSize) {
|
||||
return;
|
||||
}
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (ammo <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
reloadQueued = true;
|
||||
reloadTimer = reloadTime;
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Reload");
|
||||
// Third person anim
|
||||
Events::AutoAnimationBlend b1;
|
||||
b1.RootNode = wi.ThirdPersonPlayerModel;
|
||||
b1.NodeName = "Reload";
|
||||
b1.Restart = true;
|
||||
b1.Start = true;
|
||||
m_EventBroker->Publish(b1);
|
||||
|
||||
// Spawn explosion effect
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
if (IsClient) {
|
||||
EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("ReloadSpawner");
|
||||
if (reloadEffectSpawner.Valid()) {
|
||||
reloadEffectSpawner.DeleteChildren();
|
||||
SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
|
||||
}
|
||||
}
|
||||
wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = false;
|
||||
}
|
||||
if (wi.ThirdPersonEntity.Valid()) {
|
||||
if (IsServer) {
|
||||
EntityWrapper reloadEffectSpawner = wi.ThirdPersonEntity.FirstChildByName("ReloadSpawner");
|
||||
if (reloadEffectSpawner.Valid()) {
|
||||
reloadEffectSpawner.DeleteChildren();
|
||||
SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
|
||||
}
|
||||
}
|
||||
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)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (magAmmo <= 0) {
|
||||
return;
|
||||
} else {
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
// View punch
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x += change;
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = glm::quat(Transform::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
if (ray.Valid()) {
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = distance;
|
||||
}
|
||||
}
|
||||
|
||||
// Deal damage
|
||||
if (dealDamage(cWeapon, wi)) {
|
||||
// Show hit marker
|
||||
EntityWrapper hitMarkerSpawner = wi.Player.FirstChildByName("HitMarkerSpawner");
|
||||
if (hitMarkerSpawner.Valid()) {
|
||||
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/hitclick.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Fire");
|
||||
|
||||
// Third person anim
|
||||
Events::AutoAnimationBlend b1;
|
||||
b1.RootNode = wi.ThirdPersonPlayerModel;
|
||||
b1.NodeName = "Fire";
|
||||
b1.Restart = true;
|
||||
b1.Start = true;
|
||||
m_EventBroker->Publish(b1);
|
||||
|
||||
// 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 isNotReloading = !(bool)cWeapon["IsReloading"];
|
||||
return triggerHeld && cooldownPassed && isNotReloading;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only handle damage for the local player
|
||||
if (wi.Player != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!wi.Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 3D-pick middle of screen
|
||||
Rectangle viewport = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen(viewport.Width / 2, viewport.Height / 2);
|
||||
// TODO: Some horizontal spread
|
||||
PickData pickData = m_Renderer->Pick(centerScreen);
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us somehow shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
double damage = cWeapon["BaseDamage"];
|
||||
// If friendly fire, reduce damage to 0 (needed to make Boosts, Ammosharing work)
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||
damage = 0;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = wi.Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
|
||||
return damage > 0;
|
||||
}
|
||||
@@ -366,9 +366,10 @@ bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
|
||||
// If friendly fire - reduce damage to 0 (needed to make Boosts, Ammosharing work)
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
|
||||
return false;
|
||||
damage = 0;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
|
||||
@@ -2,48 +2,171 @@
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
(double&)cWeapon["TimeSinceLastFire"] += dt;
|
||||
double& fireCooldown = cWeapon["FireCooldown"];
|
||||
fireCooldown = glm::max(0.0, fireCooldown - dt);
|
||||
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
// Decrement reload timer
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
reloadTimer = glm::max(0.0, reloadTimer - dt);
|
||||
|
||||
bool isFiring = cWeapon["IsFiring"];
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (isFiring && cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
// Start reloading automatically if at 0 mag ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (m_ConfigAutoReload && magAmmo <= 0) {
|
||||
OnReload(cWeapon, wi);
|
||||
}
|
||||
|
||||
// Handle reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading && reloadTimer <= 0.0) {
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (magAmmo < magSize && ammo > 0) {
|
||||
ammo -= 1;
|
||||
magAmmo += 1;
|
||||
reloadTimer = reloadTime;
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/Zoom.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
isReloading = false;
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "ReloadEnd");
|
||||
}
|
||||
}
|
||||
|
||||
// Restore view angle
|
||||
if (IsClient) {
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
float& returnSpeed = cWeapon["ViewReturnSpeed"];
|
||||
if (currentTravel > 0) {
|
||||
float change = returnSpeed * dt;
|
||||
currentTravel = glm::max(0.f, currentTravel - change);
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
cameraOrientation.x -= change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fire if we're able to fire
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = true;
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = false;
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
||||
void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
if (magAmmo >= magSize) {
|
||||
return;
|
||||
}
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (ammo <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
isReloading = true;
|
||||
reloadTimer = reloadTime;
|
||||
|
||||
// Play animation
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
Events::AutoAnimationBlend eBlendStart;
|
||||
eBlendStart.RootNode = wi.FirstPersonEntity;
|
||||
eBlendStart.NodeName = "ReloadStart";
|
||||
eBlendStart.Restart = true;
|
||||
eBlendStart.Start = true;
|
||||
m_EventBroker->Publish(eBlendStart);
|
||||
Events::AutoAnimationBlend eBlendLoop;
|
||||
eBlendLoop.RootNode = wi.FirstPersonEntity;
|
||||
eBlendLoop.NodeName = "ReloadLoop";
|
||||
eBlendLoop.Restart = true;
|
||||
eBlendLoop.Start = true;
|
||||
eBlendLoop.AnimationEntity = wi.FirstPersonEntity.FirstChildByName("ReloadStart");
|
||||
m_EventBroker->Publish(eBlendLoop);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility") {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
if (attachment.Valid()) {
|
||||
if (e.Value > 0) {
|
||||
SpawnerSystem::Spawn(attachment, attachment);
|
||||
if (IsServer) {
|
||||
SpawnerSystem::Spawn(attachment, attachment);
|
||||
}
|
||||
|
||||
if (IsClient) {
|
||||
EntityWrapper root = wi.FirstPersonEntity;
|
||||
if (root.Valid()) {
|
||||
EntityWrapper animationNode = root.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();
|
||||
|
||||
if (IsClient) {
|
||||
EntityWrapper root = wi.FirstPersonEntity;
|
||||
if (root.Valid()) {
|
||||
EntityWrapper animationNode = root.FirstChildByName("ActionBlend");
|
||||
if (animationNode.Valid()) {
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = "ActionBlend";
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -51,17 +174,22 @@ bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::Input
|
||||
return false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
// Stop reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
isReloading = false;
|
||||
|
||||
// Ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (magAmmo <= 0) {
|
||||
return;
|
||||
} else {
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
@@ -72,11 +200,29 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
std::vector<glm::vec2> pelletAngles;
|
||||
for (int i = 0; i < numPellets; i++) {
|
||||
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
||||
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
|
||||
}
|
||||
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||
|
||||
// View punch
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x += change;
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tracers
|
||||
EntityWrapper weaponModelEntity;
|
||||
if (wi.Player == LocalPlayer) {
|
||||
@@ -95,13 +241,21 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(wi, direction, pelletDamage);
|
||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
||||
|
||||
// Sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = wi.Player.ID;
|
||||
e.FilePath = "Audio/weapon/Blast.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
@@ -160,16 +314,12 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
|
||||
LOG_DEBUG("Damage: %f", damage);
|
||||
}
|
||||
|
||||
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
return triggerHeld && cooldownPassed && isNotShielding;
|
||||
}
|
||||
|
||||
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
if (cooldown > 0) {
|
||||
cooldown -= dt;
|
||||
if (cooldown < 0) {
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
}
|
||||
|
||||
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
// TODO: Ammo checks
|
||||
return triggerHeld && cooldown <= 0.0;
|
||||
}
|
||||
@@ -7,7 +7,7 @@ using boost::unit_test_framework::test_case;
|
||||
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(CapturePointTestSuite)
|
||||
@@ -82,7 +82,7 @@ bool CapturePointTest::CapturePoint_Game_Loop_OneHundredTimes() {
|
||||
CapturePointTest::CapturePointTest(int runTestNumber)
|
||||
{
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityFile");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
@@ -99,10 +99,10 @@ CapturePointTest::CapturePointTest(int runTestNumber)
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(1);
|
||||
|
||||
//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file
|
||||
auto file = ResourceManager::Load<EntityFile>("Schema/Entities/TeamTest.xml");
|
||||
EntityFilePreprocessor fpp(file);
|
||||
auto file = ResourceManager::Load<EntityXMLFile>("Schema/Entities/TeamTest.xml");
|
||||
EntityXMLFilePreprocessor fpp(file);
|
||||
fpp.RegisterComponents(m_World);
|
||||
EntityFileParser fp(file);
|
||||
EntityXMLFileParser fp(file);
|
||||
fp.MergeEntities(m_World);
|
||||
|
||||
EntityID playerID = m_World->CreateEntity();
|
||||
|
||||
@@ -9,12 +9,12 @@
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityXMLFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
|
||||
#include "Core/EntityFilePreprocessor.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Core/EntityXMLFilePreprocessor.h"
|
||||
#include "Core/EntityXMLFileParser.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ BOOST_AUTO_TEST_SUITE_END()
|
||||
GameHealthSystemTest::GameHealthSystemTest()
|
||||
{
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityFile");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
@@ -41,10 +41,10 @@ GameHealthSystemTest::GameHealthSystemTest()
|
||||
// Create a world
|
||||
m_World = new World();
|
||||
|
||||
auto file = ResourceManager::Load<EntityFile>("Schema/Entities/TeamTest.xml");
|
||||
EntityFilePreprocessor fpp(file);
|
||||
auto file = ResourceManager::Load<EntityXMLFile>("Schema/Entities/TeamTest.xml");
|
||||
EntityXMLFilePreprocessor fpp(file);
|
||||
fpp.RegisterComponents(m_World);
|
||||
EntityFileParser fp(file);
|
||||
EntityXMLFileParser fp(file);
|
||||
fp.MergeEntities(m_World);
|
||||
|
||||
// Create system pipeline
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityXMLFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
#include "Editor/EditorSystem.h"
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ BOOST_AUTO_TEST_SUITE_END()
|
||||
PickupSpawnTest::PickupSpawnTest(int runTestNumber)
|
||||
{
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityFile");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
@@ -44,10 +44,10 @@ PickupSpawnTest::PickupSpawnTest(int runTestNumber)
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(1);
|
||||
|
||||
//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file
|
||||
auto file = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
|
||||
EntityFilePreprocessor fpp(file);
|
||||
auto file = ResourceManager::Load<EntityXMLFile>("Schema/Entities/HealthPickup.xml");
|
||||
EntityXMLFilePreprocessor fpp(file);
|
||||
fpp.RegisterComponents(m_World);
|
||||
EntityFileParser fp(file);
|
||||
EntityXMLFileParser fp(file);
|
||||
//connect the healthpickup to the world
|
||||
m_HealthPickupID = fp.MergeEntities(m_World);
|
||||
|
||||
|
||||
@@ -9,12 +9,12 @@
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityXMLFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
|
||||
#include "Core/EntityFilePreprocessor.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Core/EntityXMLFilePreprocessor.h"
|
||||
#include "Core/EntityXMLFileParser.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
//#include <tuple>
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
#include "Game/Systems/HealthSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user