diff --git a/include/Engine/Collision/CollidableOctreeSystem.h b/include/Engine/Collision/CollidableOctreeSystem.h index 0dcf5829..39aea979 100644 --- a/include/Engine/Collision/CollidableOctreeSystem.h +++ b/include/Engine/Collision/CollidableOctreeSystem.h @@ -4,11 +4,12 @@ #include "../Core/System.h" #include "../Core/Octree.h" #include "Collision.h" +#include "EntityAABB.h" class CollidableOctreeSystem : public ImpureSystem, public PureSystem { public: - CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree* octree) + CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree* octree) : System(world, eventBroker) , PureSystem("Collidable") , m_Octree(octree) @@ -18,7 +19,7 @@ public: virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; private: - Octree* m_Octree; + Octree* m_Octree; }; #endif \ No newline at end of file diff --git a/include/Engine/Collision/Collision.h b/include/Engine/Collision/Collision.h index 194a18dc..29a0d2e0 100644 --- a/include/Engine/Collision/Collision.h +++ b/include/Engine/Collision/Collision.h @@ -15,6 +15,7 @@ #include "../Core/Transform.h" #include "../Core/Entity.h" #include "../Core/EntityWrapper.h" +#include "EntityAABB.h" class World; struct ComponentWrapper; @@ -61,7 +62,7 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation); bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f); // Calculates an absolute AABB from an entity AABB component -boost::optional EntityAbsoluteAABB(EntityWrapper& entity); +boost::optional EntityAbsoluteAABB(EntityWrapper& entity); } diff --git a/include/Engine/Collision/CollisionSystem.h b/include/Engine/Collision/CollisionSystem.h index 5f15a3d5..aff5f8ea 100644 --- a/include/Engine/Collision/CollisionSystem.h +++ b/include/Engine/Collision/CollisionSystem.h @@ -9,11 +9,12 @@ #include "../Core/EventBroker.h" #include "../Core/EKeyUp.h" #include "../Core/Octree.h" +#include "EntityAABB.h" class CollisionSystem : public PureSystem { public: - CollisionSystem(World* world, EventBroker* eventBroker, Octree* octree) + CollisionSystem(World* world, EventBroker* eventBroker, Octree* octree) : System(world, eventBroker) , PureSystem("Collidable") , m_Octree(octree) @@ -26,7 +27,7 @@ public: virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; private: - Octree* m_Octree; + Octree* m_Octree; bool zPress; EventRelay m_EKeyUp; diff --git a/include/Engine/Collision/ETrigger.h b/include/Engine/Collision/ETrigger.h index 687c73fa..0b35ef1b 100644 --- a/include/Engine/Collision/ETrigger.h +++ b/include/Engine/Collision/ETrigger.h @@ -2,7 +2,7 @@ #define Events_TriggerEnter_h__ #include "../Core/EventBroker.h" -#include "../Core/Entity.h" +#include "../Core/EntityWrapper.h" namespace Events { @@ -11,27 +11,27 @@ namespace Events struct TriggerTouch : Event { /** The id of the entity that touches the trigger. */ - EntityID Entity; + EntityWrapper Entity; /** The id of the trigger entity. */ - EntityID Trigger; + EntityWrapper Trigger; }; /** Thrown once, when an entity has completely left a trigger. */ struct TriggerLeave : Event { /** The id of the entity that left the trigger. */ - EntityID Entity; + EntityWrapper Entity; /** The id of the trigger entity. */ - EntityID Trigger; + EntityWrapper Trigger; }; /** Thrown once, when an entity is completely contained inside a trigger. */ struct TriggerEnter : Event { /** The id of the entity that entered the trigger. */ - EntityID Entity; + EntityWrapper Entity; /** The id of the trigger entity. */ - EntityID Trigger; + EntityWrapper Trigger; }; } diff --git a/include/Engine/Collision/EntityAABB.h b/include/Engine/Collision/EntityAABB.h new file mode 100644 index 00000000..79c21271 --- /dev/null +++ b/include/Engine/Collision/EntityAABB.h @@ -0,0 +1,22 @@ +#ifndef EntityAABB_h__ +#define EntityAABB_h__ + +#include "../Core/AABB.h" +#include "../Core/EntityWrapper.h" + +struct EntityAABB : AABB +{ + EntityAABB() = default; + + EntityAABB(const glm::vec3& minPos, const glm::vec3& maxPos) + : AABB(minPos, maxPos) + { } + + EntityAABB(const AABB& aabb) + : AABB(aabb) + { } + + EntityWrapper Entity; +}; + +#endif \ No newline at end of file diff --git a/include/Engine/Collision/TriggerSystem.h b/include/Engine/Collision/TriggerSystem.h index 648c8585..fa322ddd 100644 --- a/include/Engine/Collision/TriggerSystem.h +++ b/include/Engine/Collision/TriggerSystem.h @@ -8,13 +8,14 @@ #include "../Core/EventBroker.h" #include "../Core/Octree.h" #include "ETrigger.h" +#include "EntityAABB.h" class AABB; class TriggerSystem : public PureSystem { public: - TriggerSystem(World* world, EventBroker* eventBroker, Octree* octree) + TriggerSystem(World* world, EventBroker* eventBroker, Octree* octree) : System(world, eventBroker) , PureSystem("Trigger") , m_Octree(octree) @@ -27,9 +28,10 @@ public: virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; private: - Octree* m_Octree; - std::unordered_map> m_EntitiesTouchingTrigger; - std::unordered_map> m_EntitiesCompletelyInTrigger; + Octree* m_Octree; + std::vector m_OctreeOut; + std::unordered_map> m_EntitiesTouchingTrigger; + std::unordered_map> m_EntitiesCompletelyInTrigger; //TODO: Only exists for debug purposes, remove later. EventRelay m_EEnter; @@ -40,13 +42,13 @@ private: bool OnLeave(const Events::TriggerLeave &event); //True if leave event was thrown. - bool throwLeaveIfWasInTrigger(std::unordered_set& triggerSet, EntityID pId, EntityID tId); + bool throwLeaveIfWasInTrigger(std::unordered_set& triggerSet, EntityWrapper colliderENtity, EntityWrapper triggerEntity); template - void publish(EntityID pId, EntityID tId) + void publish(EntityWrapper collider, EntityWrapper trigger) { Event e; - e.Trigger = tId; - e.Entity = pId; + e.Trigger = trigger; + e.Entity = collider; m_EventBroker->Publish(e); } }; diff --git a/include/Engine/Core/AABB.h b/include/Engine/Core/AABB.h index 5b9c6485..0dea9603 100644 --- a/include/Engine/Core/AABB.h +++ b/include/Engine/Core/AABB.h @@ -9,7 +9,6 @@ public: AABB() = default; //No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc. AABB(const glm::vec3& minPos, const glm::vec3& maxPos); - AABB(const glm::vec4& minPos, const glm::vec4& maxPos); //No checks are made. Size must consist of non-negative numbers. static AABB FromOriginSize(const glm::vec3& origin, const glm::vec3& size); virtual ~AABB(); diff --git a/include/Engine/Core/EntityWrapper.h b/include/Engine/Core/EntityWrapper.h index b2e0ce4c..bf34b9be 100644 --- a/include/Engine/Core/EntityWrapper.h +++ b/include/Engine/Core/EntityWrapper.h @@ -35,7 +35,6 @@ struct EntityWrapper bool operator==(const EntityWrapper& e) const; bool operator!=(const EntityWrapper& e) const; explicit operator EntityID() const; - operator bool(); private: EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent); diff --git a/include/Engine/Core/Octree.h b/include/Engine/Core/Octree.h index 8bac5503..72825c3c 100644 --- a/include/Engine/Core/Octree.h +++ b/include/Engine/Core/Octree.h @@ -149,7 +149,7 @@ template template void Octree::ObjectsInSameRegion(const Box& box, std::vector& outObjects) { - static_assert(std::is_base_of::value, "template argument type Box in Octree::ObjectsInSameRegion must be a subclass of AABB."); + //static_assert(std::is_base_of::value, "template argument type Box in Octree::ObjectsInSameRegion must be a subclass of AABB."); falsifyObjectChecks(); m_Root->ObjectsInSameRegion(box, outObjects); } diff --git a/include/Engine/Rendering/RenderSystem.h b/include/Engine/Rendering/RenderSystem.h index 37f99341..d9b0d779 100644 --- a/include/Engine/Rendering/RenderSystem.h +++ b/include/Engine/Rendering/RenderSystem.h @@ -35,17 +35,19 @@ private: EventRelay m_ESetCamera; bool OnSetCamera(Events::SetCamera &event); + EventRelay m_EInputCommand; + bool OnInputCommand(const Events::InputCommand& e); + EventRelay m_EPlayerSpawned; + bool OnPlayerSpawned(Events::PlayerSpawned& e); + void fillText(std::list>& jobs, World* world); void fillPointLights(std::list>& jobs, World* world); void fillDirectionalLights(std::list>& jobs, World* world); - EventRelay m_EInputCommand; - bool OnInputCommand(const Events::InputCommand& e); - void fillModels(std::list>& jobs); void fillLight(std::list>& jobs); + bool isChildOfACamera(EntityWrapper entity); + bool isChildOfCurrentCamera(EntityWrapper entity); - EventRelay m_EPlayerSpawned; - bool OnPlayerSpawned(Events::PlayerSpawned& e); }; #endif \ No newline at end of file diff --git a/include/Game/Game.h b/include/Game/Game.h index c1d90faa..671edfc5 100644 --- a/include/Game/Game.h +++ b/include/Game/Game.h @@ -22,6 +22,7 @@ #include "Core/Octree.h" #include "Rendering/Font.h" #include "Systems/InterpolationSystem.h" +#include "Collision/EntityAABB.h" // Network #include #include "Network/Network.h" @@ -49,8 +50,8 @@ private: InputProxy* m_InputProxy; GUI::Frame* m_FrameStack; World* m_World; - Octree* m_OctreeCollision; - Octree* m_OctreeFrustrumCulling; + Octree* m_OctreeCollision; + Octree* m_OctreeFrustrumCulling; SystemPipeline* m_SystemPipeline; RenderFrame* m_RenderFrame; // Network variables diff --git a/include/Game/Systems/CapturePointSystem.h b/include/Game/Systems/CapturePointSystem.h index 3b459c40..18c32c76 100644 --- a/include/Game/Systems/CapturePointSystem.h +++ b/include/Game/Systems/CapturePointSystem.h @@ -40,7 +40,7 @@ private: int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; int m_NumberOfCapturePoints = 0; - std::map m_CapturePointNumberToEntityIDMap; + std::map m_CapturePointNumberToEntityMap; //std::vector @@ -48,8 +48,8 @@ private: bool m_ResetTimers = false; //vectors which will keep track of enter/leave changes - std::vector> m_ETriggerTouchVector; - std::vector> m_ETriggerLeaveVector; + std::vector> m_ETriggerTouchVector; + std::vector> m_ETriggerLeaveVector; }; #endif \ No newline at end of file diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index 346f0503..ab46b0ea 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -28,4 +28,5 @@ + \ No newline at end of file diff --git a/resources/Schema/Components/HiddenForLocalPlayer.xml b/resources/Schema/Components/HiddenForLocalPlayer.xml new file mode 100644 index 00000000..5840385c --- /dev/null +++ b/resources/Schema/Components/HiddenForLocalPlayer.xml @@ -0,0 +1,2 @@ + + \ No newline at end of file diff --git a/resources/Schema/Components/HiddenForLocalPlayer.xsd b/resources/Schema/Components/HiddenForLocalPlayer.xsd new file mode 100644 index 00000000..7f47fba5 --- /dev/null +++ b/resources/Schema/Components/HiddenForLocalPlayer.xsd @@ -0,0 +1,11 @@ + + + + + + + + Used to make the entity invisible if it's parented to the current local player entity (for first person player model and such) + + + \ No newline at end of file diff --git a/resources/Schema/Components/Lifetime.xml b/resources/Schema/Components/Lifetime.xml index d7e230d7..302429b1 100644 --- a/resources/Schema/Components/Lifetime.xml +++ b/resources/Schema/Components/Lifetime.xml @@ -1,4 +1,4 @@ - + 0 - \ No newline at end of file + \ No newline at end of file diff --git a/resources/Schema/Components/Model.xsd b/resources/Schema/Components/Model.xsd index fb0774f8..540ab1bf 100644 --- a/resources/Schema/Components/Model.xsd +++ b/resources/Schema/Components/Model.xsd @@ -16,7 +16,7 @@ Color tint - Wether the model is visible or not + Whether the model is visible or not diff --git a/resources/Schema/Entities/Player.xml b/resources/Schema/Entities/Player.xml index 7914f82b..e81ec5aa 100644 --- a/resources/Schema/Entities/Player.xml +++ b/resources/Schema/Entities/Player.xml @@ -20,7 +20,7 @@ - + @@ -141,9 +141,10 @@ Hold Pos - + 1 + Models/AssaultAnimated.mesh diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd index 345d820e..f105929f 100644 --- a/resources/Schema/Types/Entity.xsd +++ b/resources/Schema/Types/Entity.xsd @@ -34,6 +34,9 @@ + + + diff --git a/src/Engine/Collision/CollidableOctreeSystem.cpp b/src/Engine/Collision/CollidableOctreeSystem.cpp index e5da7910..476414dd 100644 --- a/src/Engine/Collision/CollidableOctreeSystem.cpp +++ b/src/Engine/Collision/CollidableOctreeSystem.cpp @@ -8,7 +8,7 @@ void CollidableOctreeSystem::Update(double dt) void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) { if (entity.HasComponent("AABB")) { - boost::optional absoluteAABB = Collision::EntityAbsoluteAABB(entity); + boost::optional absoluteAABB = Collision::EntityAbsoluteAABB(entity); if (absoluteAABB) { m_Octree->AddDynamicObject(*absoluteAABB); } diff --git a/src/Engine/Collision/Collision.cpp b/src/Engine/Collision/Collision.cpp index b30ae927..aad012da 100644 --- a/src/Engine/Collision/Collision.cpp +++ b/src/Engine/Collision/Collision.cpp @@ -283,7 +283,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id) return true; } -boost::optional EntityAbsoluteAABB(EntityWrapper& entity) +boost::optional EntityAbsoluteAABB(EntityWrapper& entity) { if (!entity.HasComponent("AABB")) { return boost::none; @@ -294,7 +294,11 @@ boost::optional EntityAbsoluteAABB(EntityWrapper& entity) glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID); glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"]; glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale; - return AABB::FromOriginSize(origin, size); + + EntityAABB aabb = EntityAABB::FromOriginSize(origin, size); + aabb.Entity = entity; + + return aabb; } } diff --git a/src/Engine/Collision/CollisionSystem.cpp b/src/Engine/Collision/CollisionSystem.cpp index ba841e36..3c07db11 100644 --- a/src/Engine/Collision/CollisionSystem.cpp +++ b/src/Engine/Collision/CollisionSystem.cpp @@ -9,12 +9,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } ComponentWrapper& cPhysics = entity["Physics"]; - boost::optional boundingBox = Collision::EntityAbsoluteAABB(entity); + boost::optional boundingBox = Collision::EntityAbsoluteAABB(entity); if (!boundingBox) { return; } ComponentWrapper& cTransform = entity["Transform"]; - AABB& boxA = *boundingBox; + EntityAABB& boxA = *boundingBox; //Press 'Z' to enable/disable collision. if (zPress) { @@ -22,7 +22,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } // Collide against octree - std::vector octreeResult; + std::vector octreeResult; m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult); for (auto& boxB : octreeResult) { glm::vec3 resolutionVector; diff --git a/src/Engine/Collision/TriggerSystem.cpp b/src/Engine/Collision/TriggerSystem.cpp index ca169e16..dc7c77ff 100644 --- a/src/Engine/Collision/TriggerSystem.cpp +++ b/src/Engine/Collision/TriggerSystem.cpp @@ -3,79 +3,72 @@ #include "Core/AABB.h" #include "Rendering/Model.h" -void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) +void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt) { - //Currently only players can trigger things. - auto players = m_World->GetComponents("Player"); - if (players == nullptr) { - return; - } - EntityID tId = component.EntityID; - boost::optional triggerBox = Collision::EntityAbsoluteAABB(entity); - //The trigger *should* have a bounding box, or something, to test against so it can be triggered. + // The trigger *should* have a bounding box, or something, to test against so it can be triggered. + boost::optional triggerBox = Collision::EntityAbsoluteAABB(triggerEntity); if (!triggerBox) { return; } - for (auto& pc : *players) { - EntityID pId = pc.EntityID; - boost::optional playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId)); - //The player can't trigger anything without an AABB. - if (!playerBox) { - continue; - } - if (!Collision::AABBVsAABB(*triggerBox, *playerBox)) { - //Entity is not touching the trigger, - //Throw event if it was previously. - if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) { - continue; - } - //This only occurs if the entity was completely inside the trigger one frame, - //then completely outside the trigger, e.g. when dying and respawning. - throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId); - } else { - //Entity is at least touching the trigger. + + m_OctreeOut.clear(); + m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut); + + for (EntityAABB& colliderBox : m_OctreeOut) { + EntityWrapper colliderEntity = colliderBox.Entity; + + if (Collision::AABBVsAABB(*triggerBox, colliderBox)) { AABB completelyInsideBox; - bool playerFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size())); - if (playerFitsInTrigger) { - completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size()); + bool colliderFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), colliderBox.Size())); + if (colliderFitsInTrigger) { + completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size()); } - if (playerFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, *playerBox)) { - //Entity is completely inside the trigger. - //If it was only touching before, it is erased. - m_EntitiesTouchingTrigger[tId].erase(pId); - std::unordered_set& completeSet = m_EntitiesCompletelyInTrigger[tId]; - if (completeSet.count(pId) == 0) { - //If it wasn't completely in the trigger, throw Enter and add to the set. - completeSet.insert(pId); - publish(pId, tId); + if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) { + // Entity is completely inside the trigger. + // If it was only touching before, it is erased. + m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity); + auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity]; + if (completeSet.count(colliderEntity) == 0) { + // If it wasn't completely in the trigger, throw Enter and add to the set. + completeSet.insert(colliderEntity); + publish(colliderEntity, triggerEntity); } } else { - //Entity is only touching the trigger. - std::unordered_set& touchSet = m_EntitiesTouchingTrigger[tId]; - std::unordered_set& completeSet = m_EntitiesCompletelyInTrigger[tId]; - const auto& it = completeSet.find(pId); + // Entity is only touching the trigger. + auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity]; + auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity]; + const auto& it = completeSet.find(colliderEntity); //If it was completely inside before. if (it != completeSet.end()) { completeSet.erase(it); - touchSet.insert(pId); + touchSet.insert(colliderEntity); //If it was completely outside before. - } else if (touchSet.count(pId) == 0) { - publish(pId, tId); - touchSet.insert(pId); + } else if (touchSet.count(colliderEntity) == 0) { + publish(colliderEntity, triggerEntity); + touchSet.insert(colliderEntity); } - //Else, it was touching the trigger last frame too and nothing is done. + // Else, it was touching the trigger last frame too and nothing is done. } + } else { + // Entity is not touching the trigger, + // Throw event if it was previously. + if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) { + continue; + } + // This only occurs if the entity was completely inside the trigger one frame, + // then completely outside the trigger, e.g. when dying and respawning. + throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity); } } } -bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set& triggerSet, EntityID pId, EntityID tId) +bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set& triggerSet, EntityWrapper colliderEntity, EntityWrapper triggerEntity) { - const auto& it = triggerSet.find(pId); + const auto& it = triggerSet.find(colliderEntity); if (it != triggerSet.end()) { //If it was in the trigger, but not anymore, throw leaveEvent and erase from the set. triggerSet.erase(it); - publish(pId, tId); + publish(colliderEntity, triggerEntity); return true; } return false; diff --git a/src/Engine/Core/AABB.cpp b/src/Engine/Core/AABB.cpp index 55b362fe..13e92d9c 100644 --- a/src/Engine/Core/AABB.cpp +++ b/src/Engine/Core/AABB.cpp @@ -20,10 +20,6 @@ AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos) } } -AABB::AABB(const glm::vec4& minPos, const glm::vec4& maxPos) - : AABB(glm::vec3(minPos), glm::vec3(maxPos)) -{ } - AABB AABB::FromOriginSize(const glm::vec3& origin, const glm::vec3& size) { return AABB(origin - (size/2.f), origin + (size/2.f)); diff --git a/src/Engine/Core/EntityFilePreprocessor.cpp b/src/Engine/Core/EntityFilePreprocessor.cpp index 7b4b2bb7..2a1d22d6 100644 --- a/src/Engine/Core/EntityFilePreprocessor.cpp +++ b/src/Engine/Core/EntityFilePreprocessor.cpp @@ -65,6 +65,7 @@ void EntityFilePreprocessor::parseComponentInfo() // Name compInfo.Name = XS::ToString(element->getName()); + bool brk = compInfo.Name == "HiddenForLocalPlayer"; // Known allocation compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name]; // Annotation @@ -90,7 +91,7 @@ void EntityFilePreprocessor::parseComponentInfo() // auto modelGroupParticle = complexTypeDefinition->getParticle(); if (modelGroupParticle == nullptr || modelGroupParticle->getTermType() != XSParticle::TERM_MODELGROUP) { - //LOG_ERROR("Failed to parse component definition for \"%s\": Model group particle was null or wasn't TERM_MODELGROUP!", compInfo.Name.c_str()); + LOG_ERROR("Failed to parse component definition for \"%s\": Model group particle was null or wasn't TERM_MODELGROUP!", compInfo.Name.c_str()); continue; } auto modelGroup = modelGroupParticle->getModelGroupTerm(); diff --git a/src/Engine/Core/EntityWrapper.cpp b/src/Engine/Core/EntityWrapper.cpp index 1f3fc1ab..071329a3 100644 --- a/src/Engine/Core/EntityWrapper.cpp +++ b/src/Engine/Core/EntityWrapper.cpp @@ -97,11 +97,6 @@ EntityWrapper::operator EntityID() const return this->ID; } -EntityWrapper::operator bool() -{ - return this->Valid(); -} - EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, EntityID parent) { if (!this->World->ValidEntity(parent)) { diff --git a/src/Engine/Core/World.cpp b/src/Engine/Core/World.cpp index 0c4c9ce4..8b212d31 100644 --- a/src/Engine/Core/World.cpp +++ b/src/Engine/Core/World.cpp @@ -54,8 +54,12 @@ ComponentWrapper World::AttachComponent(EntityID entity, const std::string& comp bool World::HasComponent(EntityID entity, const std::string& componentType) const { - ComponentPool* pool = m_ComponentPools.at(componentType); - return pool->KnowsEntity(entity); + auto it = m_ComponentPools.find(componentType); + if (it == m_ComponentPools.end()) { + return false; + } else { + return it->second->KnowsEntity(entity); + } } ComponentWrapper World::GetComponent(EntityID entity, const std::string& componentType) diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp index 2aad1340..7caa4044 100644 --- a/src/Engine/Editor/EditorRenderSystem.cpp +++ b/src/Engine/Editor/EditorRenderSystem.cpp @@ -12,7 +12,7 @@ EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, void EditorRenderSystem::Update(double dt) { - if (m_CurrentCamera) { + if (m_CurrentCamera.Valid()) { ComponentWrapper cameraTransform = m_CurrentCamera["Transform"]; m_EditorCamera->SetPosition(cameraTransform["Position"]); m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"])); diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index 6d40ed29..f9114350 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -31,6 +31,16 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e) return true; } +bool RenderSystem::isChildOfACamera(EntityWrapper entity) +{ + return entity.FirstParentWithComponent("Camera").Valid(); +} + +bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity) +{ + return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera); +} + void RenderSystem::fillModels(std::list>& jobs) { auto models = m_World->GetComponents("Model"); @@ -38,26 +48,25 @@ void RenderSystem::fillModels(std::list>& jobs) return; } - for (auto& modelComponent : *models) { - bool visible = modelComponent["Visible"]; + for (auto& cModel : *models) { + bool visible = cModel["Visible"]; if (!visible) { continue; } - std::string resource = modelComponent["Resource"]; + std::string resource = cModel["Resource"]; if (resource.empty()) { continue; } - EntityWrapper entity(m_World, modelComponent.EntityID); + EntityWrapper entity(m_World, cModel.EntityID); - // Don't render the local player - if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) { - if (!entity.HasComponent("HealthHUD") && entity.Name() != "Crosshair" && entity.Name() != "Weapon") { //Should work but needs to be fixed. Should only render the things "childed" to the local player camera - continue; - } + // Only render children of a camera if that camera is currently active + if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) { + continue; } - if ((entity.Name() == "Weapon" || entity.HasComponent("HealthHUD")) && !entity.IsChildOf(m_LocalPlayer)) { + // Hide things parented to local player if they have the HiddenFromLocalPlayer component + if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) { continue; } @@ -78,23 +87,23 @@ void RenderSystem::fillModels(std::list>& jobs) float fillPercentage = 0.f; glm::vec4 fillColor = glm::vec4(0); - if(m_World->HasComponent(modelComponent.EntityID, "Fill")) { - auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill"); + if(m_World->HasComponent(cModel.EntityID, "Fill")) { + auto fillComponent = m_World->GetComponent(cModel.EntityID, "Fill"); fillPercentage = (float)(double)fillComponent["Percentage"]; fillColor = (glm::vec4)fillComponent["Color"]; } - glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World); + glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World); for (auto matGroup : model->MaterialGroups()) { - if (m_World->HasComponent(modelComponent.EntityID, "ExplosionEffect")) { - auto explosionEffectComponent = m_World->GetComponent(modelComponent.EntityID, "ExplosionEffect"); + if (m_World->HasComponent(cModel.EntityID, "ExplosionEffect")) { + auto explosionEffectComponent = m_World->GetComponent(cModel.EntityID, "ExplosionEffect"); std::shared_ptr explosionEffectJob = std::shared_ptr(new ExplosionEffectJob( explosionEffectComponent, model, m_Camera, modelMatrix, matGroup, - modelComponent, + cModel, m_World, fillColor, fillPercentage @@ -106,7 +115,7 @@ void RenderSystem::fillModels(std::list>& jobs) m_Camera, modelMatrix, matGroup, - modelComponent, + cModel, m_World, fillColor, fillPercentage diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index d13d62d4..243a2186 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -1,5 +1,6 @@ #include "Game.h" #include "Collision/CollidableOctreeSystem.h" +#include "Collision/EntityAABB.h" #include "Collision/TriggerSystem.h" #include "Collision/CollisionSystem.h" #include "Systems/RaptorCopterSystem.h" @@ -42,7 +43,7 @@ Game::Game(int argc, char* argv[]) 0, m_Config->Get("Video.Width", 1280), m_Config->Get("Video.Height", 720) - )); + )); m_Renderer->Initialize(); //m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get("Video.FOV", 90.f))); m_RenderFrame = new RenderFrame(); @@ -72,8 +73,8 @@ Game::Game(int argc, char* argv[]) // Create Octrees - m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4); - m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4); + m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4); + m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4); // Create system pipeline m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker); diff --git a/src/Game/Systems/CapturePointSystem.cpp b/src/Game/Systems/CapturePointSystem.cpp index fbd20e38..43876822 100644 --- a/src/Game/Systems/CapturePointSystem.cpp +++ b/src/Game/Systems/CapturePointSystem.cpp @@ -13,27 +13,27 @@ CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker) //here all capturepoints will update their component //NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt -void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) +void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt) { if (m_WinnerWasFound) { return; } - const int capturePointNumber = capturePoint["CapturePointNumber"]; - const bool hasTeamComponent = m_World->HasComponent(capturePoint.EntityID, "Team"); + const int capturePointNumber = cCapturePoint["CapturePointNumber"]; + const bool hasTeamComponent = capturePointEntity.HasComponent("Team"); //if point doesnt have a teamComponent yet, add one. since: //what if capture point has no team -> we cant get/use the team enum from it... if (!hasTeamComponent) { - m_World->AttachComponent(capturePoint.EntityID, "Team"); - ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team"); + m_World->AttachComponent(cCapturePoint.EntityID, "Team"); + ComponentWrapper& teamComponent = capturePointEntity["Team"]; teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator"); } - ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team"); + ComponentWrapper& teamComponent = capturePointEntity["Team"]; const int redTeam = (int)teamComponent["Team"].Enum("Red"); const int blueTeam = (int)teamComponent["Team"].Enum("Blue"); const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator"); - int homePointForTeam = (int)capturePoint["HomePointForTeam"]; + int homePointForTeam = (int)cCapturePoint["HomePointForTeam"]; if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) { m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3 if (homePointForTeam == redTeam) { @@ -46,8 +46,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper } //if we havent received all capturepoints yet, just return - if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityIDMap.size()) { - m_CapturePointNumberToEntityIDMap.insert(std::make_pair(capturePointNumber, capturePoint.EntityID)); + if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) { + m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity)); return; } @@ -55,9 +55,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper int ownedBy = teamComponent["Team"]; int redTeamPlayersStandingInside = 0; int blueTeamPlayersStandingInside = 0; - if (entity.HasComponent("Model")) { + if (capturePointEntity.HasComponent("Model")) { //Now sets team color to the capturepoint, or white if it is uncaptured. - entity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1); + capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1); } //calculate next possible capturePoint for both teams @@ -66,10 +66,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper nextPossibleCapturePoint["Blue"] = -1; for (size_t i = 0; i < m_NumberOfCapturePoints; i++) { - if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) { + if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { continue; } - ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team"); + ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"]; if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) { nextPossibleCapturePoint["Red"] = i + 1; } @@ -79,10 +79,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper } for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) { - if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) { + if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { continue; } - ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team"); + ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"]; if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) { nextPossibleCapturePoint["Red"] = i - 1; } @@ -95,7 +95,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper if (m_ResetTimers) { for (size_t i = 0; i < m_NumberOfCapturePoints; i++) { - ComponentWrapper& capturePoint = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint"); + ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"]; if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] && (int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) { capturePoint["CaptureTimer"] = 0.0; @@ -106,34 +106,34 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper //colorize next possible capturepoint if (nextPossibleCapturePoint["Red"] == capturePointNumber) { - entity["Model"]["Color"] = glm::vec4(1, 1, 0, 1); + capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 1); } if (nextPossibleCapturePoint["Blue"] == capturePointNumber) { - entity["Model"]["Color"] = glm::vec4(0, 1, 1, 1); + capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 1); } //check how many players are standing inside and are healthy for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) { auto triggerTouched = m_ETriggerTouchVector[i - 1]; - if (std::get<1>(triggerTouched) == capturePoint.EntityID) { + if (std::get<1>(triggerTouched) == capturePointEntity) { //some player has touched this - lets figure out: what team, health - EntityID playerID = std::get<0>(triggerTouched); - if (!m_World->HasComponent(playerID, "Player")) { + EntityWrapper player = std::get<0>(triggerTouched); + if (!player.HasComponent("Player")) { //if a non-player has entered the capturePoint, just erase that event and continue m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1); continue; } - bool hasHealthComponent = m_World->HasComponent(playerID, "Health"); + bool hasHealthComponent = player.HasComponent("Health"); if (hasHealthComponent) { - double currentHealth = m_World->GetComponent(playerID, "Health")["Health"]; + double currentHealth = player["Health"]["Health"]; //check if player is dead if ((int)currentHealth == 0) { continue; } } //check team - spectatorNumber = "no team" - int teamNumber = m_World->GetComponent(playerID, "Team")["Team"]; + int teamNumber = player["Team"]["Team"]; if (teamNumber == redTeam) { redTeamPlayersStandingInside++; } else if (teamNumber == blueTeam) { @@ -169,24 +169,24 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper //B. at most one of the teams have players inside //if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly if (ownedBy != currentTeam && canCapture) { - if (abs((double)capturePoint["CaptureTimer"]) < 0.001f) { + if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) { LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently. } - capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange; + cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; } //if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0 - if ((ownedBy == currentTeam && currentTeam == redTeam && (double)capturePoint["CaptureTimer"] < 0.0) || - (ownedBy == currentTeam && currentTeam == blueTeam && (double)capturePoint["CaptureTimer"] > 0.0)) { - capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange; + if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) || + (ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) { + cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; } //check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event - if (abs((double)capturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) { + if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) { teamComponent["Team"] = currentTeam; - capturePoint["CaptureTimer"] = 0.0; + cCapturePoint["CaptureTimer"] = 0.0; //publish Captured event LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently. Events::Captured e; - e.CapturePointID = capturePoint.EntityID; + e.CapturePointID = cCapturePoint.EntityID; e.TeamNumberThatCapturedCapturePoint = currentTeam; m_EventBroker->Publish(e); //NextPossibleCapturePoint will be calculated in the next update...