Merge remote-tracking branch 'origin/master' into TextRendering

# Conflicts:
#	include/Game/Game.h
This commit is contained in:
viktorljung
2016-01-21 10:19:32 +01:00
62 changed files with 2632 additions and 1005 deletions
+3 -3
View File
@@ -20,7 +20,7 @@
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h"
// Network
#include <boost/thread.hpp>
#include "Network/Network.h"
@@ -48,8 +48,8 @@ private:
InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack;
World* m_World;
Octree* m_OctreeCollision;
Octree* m_OctreeFrustrumCulling;
Octree<AABB>* m_OctreeCollision;
Octree<AABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame;
// Network variables
+55
View File
@@ -0,0 +1,55 @@
#ifndef CapturePointSystem_h__
#define CapturePointSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include <tuple>
#include <vector>
class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
private:
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!
const int m_NotACapturePoint = 999;
int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0;
std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
//std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
};
#endif
@@ -0,0 +1,53 @@
#ifndef Systems_InterpolationSystem_h__
#define Systems_InterpolationSystem_h__
#include <queue>
#include <unordered_map>
#include <boost/shared_array.hpp>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Network/EInterpolate.h"
#define SNAPSHOTINTERVAL 0.05f
class InterpolationSystem : public PureSystem
{
struct Transform
{
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
double interpolationTime;
};
public:
InterpolationSystem(EventBroker* eventBroker)
: System(eventBroker)
, PureSystem("Transform")
{
EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
}
~InterpolationSystem() { }
virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = (difference / SNAPSHOTINTERVAL) * static_cast<float>(currentTime);
return vector;
}
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
};
#endif