Merge remote-tracking branch 'origin/master' into TextRendering
# Conflicts: # include/Game/Game.h
This commit is contained in:
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@@ -20,7 +20,7 @@
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
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#include "Rendering/Font.h"
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#include "Systems/InterpolationSystem.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Network.h"
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@@ -48,8 +48,8 @@ private:
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InputProxy* m_InputProxy;
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GUI::Frame* m_FrameStack;
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World* m_World;
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Octree* m_OctreeCollision;
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Octree* m_OctreeFrustrumCulling;
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Octree<AABB>* m_OctreeCollision;
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Octree<AABB>* m_OctreeFrustrumCulling;
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SystemPipeline* m_SystemPipeline;
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RenderFrame* m_RenderFrame;
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// Network variables
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@@ -0,0 +1,55 @@
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#ifndef CapturePointSystem_h__
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#define CapturePointSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Core/ECaptured.h"
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#include "Core/EWin.h"
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#include <tuple>
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#include <vector>
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class CapturePointSystem : public PureSystem
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{
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public:
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//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
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CapturePointSystem(EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
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EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);
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bool m_WinnerWasFound = false;
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//need to track these variables for the captureSystem to work as per design!
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const int m_NotACapturePoint = 999;
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int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
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int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
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int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
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int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
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int m_NumberOfCapturePoints = 0;
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std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
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//std::vector<ComponentWrapper>
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const double m_CaptureTimeToTakeOver = 15.0;
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bool m_ResetTimers = false;
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//vectors which will keep track of enter/leave changes
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
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};
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#endif
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@@ -0,0 +1,53 @@
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#ifndef Systems_InterpolationSystem_h__
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#define Systems_InterpolationSystem_h__
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#include <queue>
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#include <unordered_map>
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#include <boost/shared_array.hpp>
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#include <glm/common.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Network/EInterpolate.h"
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#define SNAPSHOTINTERVAL 0.05f
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class InterpolationSystem : public PureSystem
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{
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struct Transform
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{
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glm::vec3 Position;
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glm::vec3 Scale;
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glm::quat Orientation;
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double interpolationTime;
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};
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public:
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InterpolationSystem(EventBroker* eventBroker)
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: System(eventBroker)
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, PureSystem("Transform")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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}
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~InterpolationSystem() { }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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T vectorInterpolation(T prev, T next, double currentTime)
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{
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T difference = next - prev;
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T vector = (difference / SNAPSHOTINTERVAL) * static_cast<float>(currentTime);
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return vector;
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}
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EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
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};
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#endif
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