Merge branch 'master' into BoxModelCollision
# Conflicts: # src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
+5
-2
@@ -74,6 +74,7 @@ Game::Game(int argc, char* argv[])
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// Create Octrees
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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@@ -92,14 +93,15 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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@@ -123,6 +125,7 @@ Game::~Game()
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delete m_SoundSystem;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_OctreeTrigger;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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@@ -66,7 +66,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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nextPossibleCapturePoint["Blue"] = -1;
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for (int i = 0; i < m_NumberOfCapturePoints; i++)
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{
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if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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continue;
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}
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ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
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@@ -119,6 +119,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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if (std::get<1>(triggerTouched) == capturePointEntity) {
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//some player has touched this - lets figure out: what team, health
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EntityWrapper player = std::get<0>(triggerTouched);
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//check if its really a player that has triggered the touch
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if (!player.HasComponent("Player")) {
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//if a non-player has entered the capturePoint, just erase that event and continue
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m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
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@@ -5,7 +5,7 @@ InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
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, PureSystem("Transform")
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05f);
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
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}
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@@ -18,9 +18,9 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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}
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if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
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m_NextTransform[transform.EntityID].interpolationTime += dt;
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m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
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Transform sTransform = m_NextTransform[transform.EntityID];
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double time = sTransform.interpolationTime;
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float time = sTransform.interpolationTime;
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if (time > m_SnapshotInterval) {
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if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
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m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
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@@ -1,6 +1,6 @@
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#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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}
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
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wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
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}
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float wishSpeed;
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if (controller->Crouching()) {
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wishSpeed = playerCrouchSpeed;
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@@ -73,13 +80,21 @@ void PlayerMovementSystem::Update(double dt)
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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if (controller->Jumping() && !controller->Crouching() && isOnGround) {
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (velocity.y == 0.f) {
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controller->SetDoubleJumping(false);
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} else {
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controller->SetDoubleJumping(true);
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}
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velocity.y += 4.f;
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}
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@@ -98,6 +113,7 @@ void PlayerMovementSystem::Update(double dt)
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ComponentWrapper cAnimation = playerModel["Animation"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
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cAnimation["Name"] = "Crouch Walk";
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