Merge. Also fixed interpolation for scale and rotation.
Merge remote-tracking branch 'origin/master' into Networking # Conflicts: # include/Game/Game.h # src/Game/CMakeLists.txt # src/Game/Game.cpp
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#include "Systems/InterpolationSystem.h"
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//void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & transform, double dt)
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//{
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// if (m_InterpolationPoints[transform.EntityID].size() > 0) {
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// Transform& sTransform = m_InterpolationPoints[transform.EntityID].front();
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// sTransform.interpolationTime += dt;
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// if (sTransform.interpolationTime > 0.05) {
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// double time = std::fmod(sTransform.interpolationTime, 0.05f);
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// m_InterpolationPoints[transform.EntityID].pop();
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// if (m_InterpolationPoints[transform.EntityID].size() <= 0) {
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// return;
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// }
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// sTransform = m_InterpolationPoints[transform.EntityID].front();
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// sTransform.interpolationTime = time;
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// }
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// glm::vec3 nextPosition = sTransform.Position;
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// glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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// transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
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// }
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//}
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void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity, ComponentWrapper & transform, double dt)
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{
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if (m_InterpolationPoints.find(transform.EntityID) != m_InterpolationPoints.end()) { // Exists in map
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Transform& sTransform = m_InterpolationPoints[transform.EntityID];
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sTransform.interpolationTime += dt;
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if (transform.Info.Name == "Transform") {
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// Position
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glm::vec3 nextPosition = sTransform.Position;
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glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
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// Orientation
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glm::quat nextOrientation = sTransform.Orientation;
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glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / SNAPSHOTINTERVAL));
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// Scale
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glm::vec3 nextScale = sTransform.Scale;
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glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
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(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
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int testVar = 0;
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if (glm::isnan(resize.r) || glm::isnan(resize.g) || glm::isnan(resize.b)) {
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//(glm::vec3&)transform["Scale"] = currentScale;
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return;
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}
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+= resize;
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}
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}
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}
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//glm::vec3 InterpolationSystem::vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime)
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//{
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// glm::vec3 difference = next - prev;
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// glm::vec3 position = difference / SNAPSHOTINTERVAL * static_cast<float>(currentTime);
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// return position;
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//}
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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{
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Transform transform;
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int offset = 0;
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// Read the data
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memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
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offset += sizeof(glm::vec3);
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glm::vec3 tempOrientation;
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memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
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transform.Orientation = glm::quat(tempOrientation);
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offset += sizeof(glm::vec3);
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memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
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transform.interpolationTime = 0.0f;
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m_InterpolationPoints[e.Entity] = transform;
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// Check if queue already exists
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//if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue
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// m_InterpolationPoints[e.Entity].push(transform);
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//}
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//else { // Did not exist, create queue
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// std::queue<Transform> transformQueue;
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// transformQueue.push(transform);
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// m_InterpolationPoints[e.Entity] = transformQueue;
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//}
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return false;
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}
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