Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
This commit is contained in:
+1
-1
Submodule assets updated: b49fe60133...e0ad8b8d45
@@ -28,6 +28,21 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
|
||||
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
|
||||
|
||||
//Return true if the ray hits the triangle.
|
||||
bool RayVsTriangle(const Ray& ray,
|
||||
const glm::vec3& v0,
|
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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
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bool RayVsTriangle(const Ray& ray,
|
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
|
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float& outUCoord,
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float& outVCoord,
|
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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@@ -49,9 +64,12 @@ bool RayVsModel(const Ray& ray,
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float& outVCoord);
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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+5
-5
@@ -1,17 +1,17 @@
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#ifndef CollidableOctreeSystem_h__
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#define CollidableOctreeSystem_h__
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#ifndef FillFrustumOctreeSystem_h__
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#define FillFrustumOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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#include "EntityAABB.h"
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
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FillFrustumOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
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: System(world, eventBroker)
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, PureSystem(componentType)
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, PureSystem("Model")
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, m_Octree(octree)
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{ }
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@@ -0,0 +1,25 @@
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#ifndef FillOctreeSystem_h__
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#define FillOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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#include "EntityAABB.h"
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class FillOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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FillOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& fillComponentType)
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: System(world, eventBroker)
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, PureSystem(fillComponentType)
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, m_Octree(octree)
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{ }
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree<EntityAABB>* m_Octree;
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};
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#endif
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@@ -43,6 +43,11 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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||||
|
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void Copy(ComponentWrapper& destination)
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{
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memcpy(destination.Data, this->Data, Info.Stride);
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}
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struct SubscriptProxy
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{
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@@ -0,0 +1,17 @@
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#ifndef EPickupSpawned_h__
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#define EPickupSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PickupSpawned : Event
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{
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EntityWrapper Pickup;
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};
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||||
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}
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#endif
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@@ -9,6 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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@@ -10,8 +10,7 @@ namespace Events
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struct PlayerDeath : Event
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{
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityID KilledBy;
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EntityID PlayerID;
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EntityWrapper Player;
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std::string KilledByWhat;
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};
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@@ -2,16 +2,16 @@
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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|
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namespace Events
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{
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||||
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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struct PlayerHealthPickup : Event
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{
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EntityWrapper Player;
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double HealthAmount;
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};
|
||||
|
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}
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||||
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@@ -25,6 +25,7 @@ struct EntityWrapper
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const std::string Name();
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bool HasComponent(const std::string& componentType);
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void AttachComponent(const char* componentName);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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@@ -0,0 +1,77 @@
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#ifndef Frustum_h__
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#define Frustum_h__
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#include "../GLM.h"
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#include "AABB.h"
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#include <bitset>
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||||
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//A frustum defined by 6 planes.
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||||
struct Frustum
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||||
{
|
||||
//Contains points P in: dot(normal, P) + d = 0
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struct Plane
|
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{
|
||||
glm::vec3 Normal;
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float Distance;
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};
|
||||
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enum class Output
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{
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Inside,
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Outside,
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Intersects
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||||
};
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Plane Planes[6];
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|
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Frustum() = default;
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Frustum(glm::mat4x4 viewProjMatrix)
|
||||
{
|
||||
//Order: Right, left, top, bottom, far, near.
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||||
int sign = 1;
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||||
for (int i = 0; i < 6; ++i) {
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sign = -sign;
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int index = i / 2;
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Plane& plane = Planes[i];
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plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
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plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
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plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
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plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
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float divByNormalLength = 1.0f / glm::length(plane.Normal);
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||||
plane.Normal *= divByNormalLength;
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plane.Distance *= divByNormalLength;
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||||
}
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||||
}
|
||||
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Output VsAABB(const AABB& box) const
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{
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const glm::vec3& maxCorner = box.MaxCorner();
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const glm::vec3& minCorner = box.MinCorner();
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bool completelyInside = true;
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for (const Plane& p : Planes) {
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bool anyWasInside = false;
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bool anyWasOutside = false;
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//If points are on both sides of the plane, we can stop.
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for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
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std::bitset<3> bits(i);
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glm::vec3 corner;
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corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
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corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
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corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
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if (glm::dot(p.Normal, corner) > -p.Distance) {
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anyWasInside = true;
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} else {
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anyWasOutside = true;
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||||
}
|
||||
}
|
||||
if (!anyWasInside) {
|
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return Output::Outside;
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||||
}
|
||||
if (anyWasOutside) {
|
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completelyInside = false;
|
||||
}
|
||||
}
|
||||
return completelyInside ? Output::Inside : Output::Intersects;
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||||
}
|
||||
};
|
||||
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||||
#endif
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@@ -102,7 +102,7 @@ public:
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m_ExtraMemory.push_back((char*)malloc(m_Stride));
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//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
|
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if (!DisableMemoryPool::Value) {
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LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
|
||||
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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||||
}
|
||||
return m_ExtraMemory.back();
|
||||
}
|
||||
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@@ -5,6 +5,7 @@
|
||||
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||||
#include "../Common.h"
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#include "AABB.h"
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#include "Frustum.h"
|
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|
||||
//Fwd declarations.
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class Ray;
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@@ -40,6 +41,8 @@ public:
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//The type Box must be AABB, or inherit from AABB.
|
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template<typename Box>
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
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//Get the objects that are inside the frustum, the objects are put in outObjects.
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
|
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//Empty the tree of all objects, static and dynamic.
|
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void ClearObjects();
|
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
|
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@@ -97,6 +100,8 @@ struct Child
|
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void AddStaticObject(const AABB& box);
|
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template<typename T, typename Box>
|
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
|
||||
template<typename T>
|
||||
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
|
||||
void ClearObjects();
|
||||
void ClearDynamicObjects();
|
||||
bool RayCollides(const Ray& ray, Output& data) const;
|
||||
@@ -111,7 +116,7 @@ struct Child
|
||||
std::vector<ContainedObject>& m_StaticObjectsRef;
|
||||
std::vector<ContainedObject>& m_DynamicObjectsRef;
|
||||
|
||||
bool hasChildren() const;
|
||||
inline bool hasChildren() const { return m_Children[0] != nullptr; }
|
||||
int childIndexContainingPoint(const glm::vec3& point) const;
|
||||
std::vector<int> childIndicesContainingBox(const AABB& box) const;
|
||||
};
|
||||
@@ -154,6 +159,13 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
|
||||
m_Root->ObjectsInSameRegion(box, outObjects);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
m_Root->ObjectsInFrustum(frustum, outObjects, false);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void Octree<T>::ClearObjects()
|
||||
{
|
||||
@@ -230,4 +242,46 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (const Child* c : m_Children) {
|
||||
Frustum::Output out = Frustum::Output::Inside;
|
||||
if (!takeAllDontTest) {
|
||||
out = frustum.VsAABB(c->m_Box);
|
||||
if (out == Frustum::Output::Outside) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
|
||||
}
|
||||
} else {
|
||||
size_t startIndex = outObjects.size();
|
||||
int numDuplicates = 0;
|
||||
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
|
||||
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
|
||||
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < numDuplicates; ++i) {
|
||||
outObjects.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -7,6 +7,10 @@
|
||||
class Ray
|
||||
{
|
||||
public:
|
||||
Ray()
|
||||
: m_Origin(glm::vec3(0.f))
|
||||
, m_Direction(glm::vec3(0, 0, 1))
|
||||
{}
|
||||
Ray(const glm::vec3& origin, const glm::vec3& dir)
|
||||
: m_Origin(origin)
|
||||
, m_Direction(glm::normalize(dir))
|
||||
|
||||
@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
|
||||
glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||
glm::mat4 ModelMatrix(EntityWrapper entity);
|
||||
glm::mat4 ModelMatrix(EntityID entity, World* world);
|
||||
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/InputController.h"
|
||||
#include "../Core/ELockMouse.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
#include "InputHandler.h"
|
||||
|
||||
template <typename EventContext>
|
||||
@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
|
||||
Events::DashAbility e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/EAnimationComplete.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
class AnimationSystem : public PureSystem
|
||||
{
|
||||
@@ -22,8 +23,9 @@ public:
|
||||
~AnimationSystem() { }
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
|
||||
private:
|
||||
|
||||
|
||||
float angle = 0.f;
|
||||
bool b_forward = false;
|
||||
char bone[100];
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef BoneAttachmentSystem_h__
|
||||
#define BoneAttachmentSystem_h__
|
||||
|
||||
#include "GLM.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
|
||||
//Needs to be a higher orderlevel than AnimationSystem
|
||||
class BoneAttachmentSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
BoneAttachmentSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("BoneAttachment")
|
||||
{
|
||||
|
||||
}
|
||||
~BoneAttachmentSystem() { }
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -17,7 +17,7 @@ public:
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
|
||||
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
|
||||
private:
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
|
||||
@@ -22,15 +22,23 @@ public:
|
||||
|
||||
//Return the texture that is used in later stages to apply the bloom effect
|
||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
|
||||
//Return the texture with diffuse and lighting of the scene.
|
||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
|
||||
//Return the framebuffer used in the scene rendering stage.
|
||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
|
||||
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
|
||||
|
||||
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||
|
||||
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
|
||||
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
|
||||
@@ -44,9 +52,16 @@ private:
|
||||
Texture* m_GreyTexture;
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_FinalPassFrameBufferLowRes;
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_BloomTextureLowRes;
|
||||
GLuint m_SceneTextureLowRes;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_DepthBufferLowRes;
|
||||
|
||||
//maqke this component based i guess?
|
||||
GLuint m_ShieldPixelRate = 16;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
@@ -55,12 +70,16 @@ private:
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
ShaderProgram* m_ExplosionEffectSplatMapProgram;
|
||||
ShaderProgram* m_ForwardPlusSplatMapProgram;
|
||||
ShaderProgram* m_ShieldToStencilProgram;
|
||||
ShaderProgram* m_FillDepthBufferProgram;
|
||||
|
||||
|
||||
ShaderProgram* m_ForwardPlusSkinnedProgram;
|
||||
ShaderProgram* m_ExplosionEffectSkinnedProgram;
|
||||
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
|
||||
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
|
||||
ShaderProgram* m_ShieldToStencilSkinnedProgram;
|
||||
ShaderProgram* m_FillDepthBufferSkinnedProgram;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -12,4 +12,11 @@ private:
|
||||
|
||||
};
|
||||
|
||||
class DrawStencilState : public RenderState
|
||||
{
|
||||
public:
|
||||
DrawStencilState(GLuint frameBuffer);
|
||||
~DrawStencilState();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Rendering/RawModelCustom.h"
|
||||
//#include "Rendering/RawModelAssimp.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "Core/AABB.h"
|
||||
|
||||
class Model : public ThreadUnsafeResource
|
||||
{
|
||||
@@ -18,13 +19,15 @@ public:
|
||||
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
|
||||
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
|
||||
bool isSkined() const { return m_RawModel->isSkined(); }
|
||||
const AABB& Box() const { return m_Box; }
|
||||
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
|
||||
GLuint VAO;
|
||||
GLuint ElementBuffer;
|
||||
RawModel* m_RawModel;
|
||||
|
||||
private:
|
||||
|
||||
AABB m_Box;
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TangentNormalsBuffer;
|
||||
|
||||
@@ -27,7 +27,7 @@ struct ModelJob : RenderJob
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->isSkined()) {
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
@@ -37,7 +37,7 @@ struct ModelJob : RenderJob
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->isSkined()) {
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
@@ -64,7 +64,7 @@ struct ModelJob : RenderJob
|
||||
break;
|
||||
case ::RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (Model->isSkined()) {
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
@@ -116,12 +116,33 @@ struct ModelJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
|
||||
AnimationTime = (double)animationComponent["Time"];
|
||||
if (Skeleton != nullptr) {
|
||||
if (world->HasComponent(Entity, "Animation")) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
::Skeleton::AnimationData animationData;
|
||||
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||
if (animationData.animation == nullptr) {
|
||||
continue;
|
||||
}
|
||||
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
|
||||
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
|
||||
|
||||
Animations.push_back(animationData);
|
||||
}
|
||||
}
|
||||
|
||||
if (world->HasComponent(Entity, "AnimationOffset")) {
|
||||
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
|
||||
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
|
||||
AnimationOffset.time = (double)animationOffsetComponent["Time"];
|
||||
} else {
|
||||
AnimationOffset.animation = nullptr;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@@ -141,7 +162,10 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 Color;
|
||||
const ::Model* Model = nullptr;
|
||||
::Skeleton* Skeleton = nullptr;
|
||||
const ::Skeleton::Animation* Animation = nullptr;
|
||||
// const ::Skeleton::Animation* Animation = nullptr;
|
||||
|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
|
||||
float AnimationTime = 0.f;
|
||||
|
||||
|
||||
@@ -114,7 +114,7 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
bool isSkined() const { return hasSkin; };
|
||||
bool IsSkinned() const { return hasSkin; };
|
||||
|
||||
std::vector<MaterialProperties> m_Materials;
|
||||
|
||||
|
||||
@@ -19,22 +19,30 @@
|
||||
struct RenderScene
|
||||
{
|
||||
::Camera* Camera = nullptr;
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> TextJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
|
||||
struct Queues {
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLight;
|
||||
std::list<std::shared_ptr<RenderJob>> Text;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
|
||||
} Jobs;
|
||||
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
OpaqueObjects.clear();
|
||||
TransparentObjects.clear();
|
||||
PointLightJobs.clear();
|
||||
TextJobs.clear();
|
||||
DirectionalLightJobs.clear();
|
||||
Jobs.OpaqueObjects.clear();
|
||||
Jobs.TransparentObjects.clear();
|
||||
Jobs.OpaqueShieldedObjects.clear();
|
||||
Jobs.TransparentShieldedObjects.clear();
|
||||
Jobs.ShieldObjects.clear();
|
||||
Jobs.Text.clear();
|
||||
Jobs.DirectionalLight.clear();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#define RenderState_h__
|
||||
|
||||
#include <functional>
|
||||
#include <boost/range/adaptor/reversed.hpp>
|
||||
#include "../Common.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../GLM.h"
|
||||
@@ -19,6 +20,9 @@ public:
|
||||
bool BindFramebuffer(GLint framebuffer);
|
||||
bool BlendEquation(GLenum mode);
|
||||
bool BlendFunc(GLenum sfactor, GLenum dfactor);
|
||||
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||
bool StencilMask(GLuint mask);
|
||||
bool DepthMask(GLboolean flag);
|
||||
|
||||
private:
|
||||
|
||||
@@ -16,11 +16,13 @@
|
||||
#include "PointLightJob.h"
|
||||
#include "../Core/Transform.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
|
||||
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
|
||||
~RenderSystem();
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
@@ -32,6 +34,7 @@ private:
|
||||
World* m_World;
|
||||
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
@@ -40,7 +43,7 @@ private:
|
||||
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
|
||||
void fillModels(RenderScene::Queues &jobs);
|
||||
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "Common.h"
|
||||
#include "../GLM.h"
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
//struct Bone
|
||||
//{
|
||||
@@ -53,8 +54,8 @@ public:
|
||||
{
|
||||
struct BoneProperty
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Position;
|
||||
glm::quat Rotation;
|
||||
glm::vec3 Scale = glm::vec3(1);
|
||||
};
|
||||
|
||||
@@ -65,11 +66,27 @@ public:
|
||||
std::string Name;
|
||||
double Duration;
|
||||
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
struct AnimationData
|
||||
{
|
||||
const Animation* animation;
|
||||
float time;
|
||||
float weight;
|
||||
};
|
||||
|
||||
struct JointFrameTransform {
|
||||
glm::vec3 PositionInterp = glm::vec3(0);
|
||||
glm::quat RotationInterp = glm::quat();
|
||||
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||
float Weight;
|
||||
};
|
||||
|
||||
struct AnimationOffset {
|
||||
const Animation* animation;
|
||||
float time;
|
||||
};
|
||||
|
||||
Skeleton() { }
|
||||
~Skeleton();
|
||||
|
||||
@@ -83,17 +100,27 @@ public:
|
||||
|
||||
int GetBoneID(std::string name);
|
||||
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void PrintSkeleton();
|
||||
const Animation* GetAnimation(std::string name);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
|
||||
|
||||
//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
||||
|
||||
void PrintSkeleton();
|
||||
void PrintSkeleton(const Bone* parent, int depthCount);
|
||||
std::map<std::string, Animation> Animations;
|
||||
|
||||
private:
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
|
||||
int GetKeyframe(const Animation& animation, double time);
|
||||
private:
|
||||
|
||||
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
float aim = 0.f;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_PlayQueueOnEntity_h__
|
||||
#define Events_PlayQueueOnEntity_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayQueueOnEntity : public Event
|
||||
{
|
||||
EntityWrapper Emitter;
|
||||
std::vector<std::string> FilePaths;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,6 +1,9 @@
|
||||
#ifndef Sound_h__
|
||||
#define Sound_h__
|
||||
|
||||
#include <OpenAL/al.h>
|
||||
#include <OpenAL/alc.h>
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
class Sound : public Resource
|
||||
|
||||
@@ -1,17 +1,23 @@
|
||||
#ifndef SoundSystem_h__
|
||||
#define SoundSystem_h__
|
||||
#ifndef SoundManager_h__
|
||||
#define SoundManager_h__
|
||||
|
||||
#include <unordered_map>
|
||||
#include <random>
|
||||
|
||||
#include "glm/common.hpp"
|
||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||
#include "OpenAL/al.h"
|
||||
#include "OpenAL/alc.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "Core/Transform.h" // Absolute transform
|
||||
#include "Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Sound/EPlaySoundOnPosition.h"
|
||||
#include "Sound/EPlayBackgroundMusic.h"
|
||||
@@ -20,6 +26,11 @@
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/ESetBGMGain.h"
|
||||
#include "Sound/ESetSFXGain.h"
|
||||
#include "Core/EPause.h"
|
||||
#include "Core/EComponentAttached.h"
|
||||
#include "../Core/EPlayerSpawned.h"
|
||||
|
||||
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||
|
||||
enum class SoundType {
|
||||
SFX,
|
||||
@@ -34,14 +45,15 @@ struct Source
|
||||
SoundType Type;
|
||||
};
|
||||
|
||||
class SoundSystem
|
||||
class SoundManager
|
||||
{
|
||||
public:
|
||||
SoundSystem() { }
|
||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
||||
~SoundSystem();
|
||||
SoundManager() { }
|
||||
SoundManager(World* world, EventBroker* eventBroker);
|
||||
~SoundManager();
|
||||
// Update emitters / listener
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
// Help functions for working with OpenaAL
|
||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||
@@ -56,46 +68,62 @@ private:
|
||||
// Logic
|
||||
void initOpenAL();
|
||||
void updateEmitters(double dt);
|
||||
void updateListener(double dt);
|
||||
void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
||||
Source* createSource(std::string filePath);
|
||||
void playSound(Source* source);
|
||||
void stopSound(Source* source);
|
||||
void stopEmitters();
|
||||
void updateListener(double dt);
|
||||
ALenum getSourceState(ALuint source);
|
||||
void setGain(Source* source, float gain);
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
||||
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||
|
||||
// Specific logic
|
||||
void playSound(Source* source);
|
||||
// Need to be the same format (sample rate etc)
|
||||
void playQueue(QueuedBuffers qb);
|
||||
void stopSound(Source* source);
|
||||
Source* createSource(std::string filePath);
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
|
||||
float m_SFXVolumeChannel = 1.0f;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
// Events
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||
bool OnPause(const Events::Pause &e);
|
||||
EventRelay<SoundManager, Events::Resume> m_EResume;
|
||||
bool OnResume(const Events::Resume &e);
|
||||
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,13 @@
|
||||
#ifndef Events_DashAbility_h__
|
||||
#define Events_DashAbility_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DashAbility : public Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_DoubleJump_h__
|
||||
#define Events_DoubleJump_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DoubleJump : public Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
+3
-2
@@ -30,7 +30,8 @@
|
||||
#include "Network/Client.h"
|
||||
|
||||
// Sound
|
||||
#include "Sound/SoundSystem.h"
|
||||
#include "Sound/SoundManager.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
|
||||
class Game
|
||||
{
|
||||
@@ -64,7 +65,7 @@ private:
|
||||
bool m_IsClientOrServer = false;
|
||||
|
||||
// Sound
|
||||
SoundSystem* m_SoundSystem;
|
||||
SoundManager* m_SoundManager;
|
||||
|
||||
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
//bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
|
||||
#include <tuple>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
class HealthSystem : public PureSystem
|
||||
{
|
||||
@@ -26,7 +27,7 @@ private:
|
||||
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
|
||||
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
|
||||
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
|
||||
|
||||
//vector which will keep track of health changes
|
||||
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
|
||||
|
||||
@@ -9,7 +9,9 @@ public:
|
||||
LifetimeSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("Lifetime")
|
||||
{ }
|
||||
{
|
||||
LOG_INFO("ASDASDASSA");
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
#ifndef PickupSpawnSystem_h__
|
||||
#define PickupSpawnSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/EPickupSpawned.h"
|
||||
#include "Core/EPlayerHealthPickup.h"
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
#include "Common.h"
|
||||
#include <tuple>
|
||||
|
||||
class PickupSpawnSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
PickupSpawnSystem(World* world, EventBroker* eventBroker);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(Events::TriggerTouch& e);
|
||||
|
||||
struct NewHealthPickup {
|
||||
glm::vec3 Pos;
|
||||
double HealthGain;
|
||||
double RespawnTimer;
|
||||
double DecreaseThisRespawnTimer;
|
||||
};
|
||||
std::vector<NewHealthPickup> m_ETriggerTouchVector;
|
||||
};
|
||||
#endif
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef PlayerDeathSystem_h__
|
||||
#define PlayerDeathSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "GLM.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
|
||||
#include "Core/EPlayerDeath.h"
|
||||
|
||||
class PlayerDeathSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
PlayerDeathSystem(World* world, EventBroker* eventBroker);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
|
||||
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||
|
||||
void createDeathEffect(EntityWrapper player);
|
||||
|
||||
};
|
||||
#endif
|
||||
@@ -4,6 +4,8 @@
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Input/FirstPersonInputController.h"
|
||||
#include <imgui/imgui.h>
|
||||
#include "Events/EDoubleJump.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
|
||||
class PlayerMovementSystem : public ImpureSystem, PureSystem
|
||||
{
|
||||
@@ -18,6 +20,19 @@ private:
|
||||
// State
|
||||
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
|
||||
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
// Walking logic
|
||||
// Keeps track of how far the player has walked within this "key press session".
|
||||
float m_DistanceMoved = 0.0f;
|
||||
// How far a step is (How often the step sound will be played).
|
||||
const float m_PlayerStepLength = 1.75f;
|
||||
// Determine what sound file to play.
|
||||
bool m_LeftFoot = false;
|
||||
// To get a difference when calculating the walking state.
|
||||
glm::vec3 m_LastPosition = glm::vec3();
|
||||
// The logic for making the sound play when player is moving
|
||||
void playerStep(double dt);
|
||||
|
||||
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Events/ESpawnerSpawn.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Core/EPlayerDeath.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
#ifndef Systems_SoundSystem_h__
|
||||
#define Systems_SoundSystem_h__
|
||||
|
||||
#include <random>
|
||||
|
||||
#include "../Engine/Core/System.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "../Engine/Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "../Engine/Core/EPlayerSpawned.h"
|
||||
#include "../Engine/Input/EInputCommand.h"
|
||||
#include "../Engine/Core/EShoot.h"
|
||||
#include "../Engine/Core/EPlayerSpawned.h"
|
||||
#include "../Engine/Input/EInputCommand.h"
|
||||
#include "../Engine/Core/ECaptured.h"
|
||||
#include "../Engine/Core/EPlayerDamage.h"
|
||||
#include "../Engine/Core/EPlayerDeath.h"
|
||||
#include "../Engine/Core/EPlayerHealthPickup.h"
|
||||
#include "../Engine/Collision/ETrigger.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
#include "../Engine/Sound/EPlayBackgroundMusic.h"
|
||||
#include "../Game/Events/EDoubleJump.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
|
||||
|
||||
class SoundSystem : public PureSystem, ImpureSystem
|
||||
{
|
||||
public:
|
||||
SoundSystem(World* world, EventBroker* eventbroker);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
|
||||
virtual void Update(double dt) override;
|
||||
private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::string m_Announcer = "";
|
||||
// Logic for playing a sound when a player jumps
|
||||
void playerJumps();
|
||||
|
||||
// Temporary solution for play test.
|
||||
bool m_DrumsIsPlaying = false;
|
||||
double m_DrumTimer = 0.0;
|
||||
bool drumTimer(double dt);
|
||||
|
||||
std::default_random_engine generator;
|
||||
|
||||
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand &e);
|
||||
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
|
||||
bool OnDoubleJump(const Events::DoubleJump &e);
|
||||
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility &e);
|
||||
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(const Events::TriggerTouch &e);
|
||||
EventRelay<SoundSystem, Events::Shoot> m_EShoot;
|
||||
bool OnShoot(const Events::Shoot &e);
|
||||
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
|
||||
bool OnCaptured(const Events::Captured &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool OnPlayerDamage(const Events::PlayerDamage &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
|
||||
bool OnPlayerDeath(const Events::PlayerDeath &e);
|
||||
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -29,3 +29,8 @@ TimeoutMs=15000
|
||||
|
||||
[Multithreading]
|
||||
ResourceLoading=true
|
||||
|
||||
[Sound]
|
||||
BGMVolume=1.0
|
||||
SFXVolume=1.0
|
||||
Announcer=female
|
||||
@@ -13,7 +13,8 @@ A=Right,-1
|
||||
R=Reload
|
||||
Space=Jump
|
||||
LeftControl=Crouch
|
||||
LeftShift=Sprint
|
||||
RightShift=Sprint
|
||||
LeftShift=SpecialAbility
|
||||
F1=ToggleEditor
|
||||
C=ConnectToServer
|
||||
N=SwitchToServer
|
||||
|
||||
@@ -28,7 +28,12 @@
|
||||
<xs:include schemaLocation="Components/HealthHUD.xsd"/>
|
||||
<xs:include schemaLocation="Components/Animation.xsd"/>
|
||||
<xs:include schemaLocation="Components/Fill.xsd"/>
|
||||
<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
|
||||
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
|
||||
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/Shield.xsd"/>
|
||||
<xs:include schemaLocation="Components/Shielded.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -7,10 +7,10 @@
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Origin" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Middle point of the bounding box</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Middle point of the bounding box, in model space</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Size" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Size of the bounding box</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Size of the bounding box, in model space</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
|
||||
@@ -1,7 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
|
||||
<Name></Name>
|
||||
<Time>0</Time>
|
||||
<Speed>0</Speed>
|
||||
<Loop>true</Loop>
|
||||
<AnimationName1></AnimationName1>
|
||||
<Weight1>1.0</Weight1>
|
||||
<Time1>0</Time1>
|
||||
<Speed1>0</Speed1>
|
||||
<Loop1>true</Loop1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<Weight2>1.0</Weight2>
|
||||
<Time2>0</Time2>
|
||||
<Speed2>0</Speed2>
|
||||
<Loop2>true</Loop2>
|
||||
<AnimationName3></AnimationName3>
|
||||
<Weight3>1.0</Weight3>
|
||||
<Time3>0</Time3>
|
||||
<Speed3>0</Speed3>
|
||||
<Loop3>true</Loop3>
|
||||
</Animation>
|
||||
@@ -6,10 +6,21 @@
|
||||
<xs:element name="Animation">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Name" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Time" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
|
||||
<AnimationName></AnimationName>
|
||||
<Time>0</Time>
|
||||
</AnimationOffset>
|
||||
@@ -0,0 +1,17 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="AnimationOffset">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Time" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<BoneAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoneAttachment.xsd">
|
||||
<BoneName></BoneName>
|
||||
<PositionOffset X="0" Y="0" Z="0"/>
|
||||
<OrientationOffset X="0" Y="0" Z="0"/>
|
||||
<ScaleOffset X="1" Y="1" Z="1"/>
|
||||
<InheritPosition>true</InheritPosition>
|
||||
<InheritOrientation>true</InheritOrientation>
|
||||
<InheritScale>false</InheritScale>
|
||||
</BoneAttachment>
|
||||
@@ -0,0 +1,19 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="BoneAttachment">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="BoneName" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="PositionOffset" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="InheritPosition" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="OrientationOffset" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="InheritOrientation" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ScaleOffset" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="InheritScale" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Dash xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
|
||||
<DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
|
||||
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
|
||||
</Dash>
|
||||
</DashAbility>
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<HealthPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="HealthPickup.xsd">
|
||||
<RespawnTimer>3</RespawnTimer>
|
||||
<HealthGain>30</HealthGain>
|
||||
</HealthPickup>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="HealthPickup">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A Health Pickup</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The respawn timer for a health pickup</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="HealthGain" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How much percent max-health the player will get when he picks the healthPickup up</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -2,4 +2,6 @@
|
||||
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
<Gravity>true</Gravity>
|
||||
<IsOnGround>false</IsOnGround>
|
||||
<VerticalStepHeight>0.33</VerticalStepHeight>
|
||||
</Physics>
|
||||
|
||||
@@ -13,6 +13,10 @@
|
||||
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Shield xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Shield.xsd">
|
||||
</Shield>
|
||||
@@ -0,0 +1,7 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Shield">
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,3 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Shielded xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Shielded.xsd">
|
||||
</Shielded>
|
||||
@@ -0,0 +1,7 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Shielded">
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -91,7 +91,7 @@
|
||||
<Axis X="0" Y="5" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="117.03714" Y="3023.50244" Z="3.03297734"/>
|
||||
<Orientation X="117.03714" Y="3077.6958" Z="3.03297734"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -154,7 +154,7 @@
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.100000001" Z="0"/>
|
||||
<Orientation X="0" Y="191.457993" Z="0"/>
|
||||
<Orientation X="0" Y="209.88414" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
|
||||
@@ -0,0 +1,377 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-1.245" Z="0"/>
|
||||
<Scale X="10" Y="10" Z="10"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
|
||||
<Orientation X="5.51900005" Y="3.65100026" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName>Crouch</AnimationName>
|
||||
<Time>1.2451274133223826</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Asstest.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-1.245" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="R_Leg_Top">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Leg_Top</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0718467757" Y="0.479806602" Z="0.0548748523"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.431370437" Y="0.850169301" Z="-2.42601299"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Leg_Bottom">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Leg_Bottom</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.39332974" Y="0.324809998" Z="-0.0288445484"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="1.18491673" Y="1.0242362" Z="-2.26206946"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Foot">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Foot</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.305837631" Y="0.0361253619" Z="0.179315761"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="3.10044129e-07" Y="1.09664524" Z="-3.13675666"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Foot">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Foot</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.186916605" Y="0.0361250937" Z="-0.136036098"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="3.14159131" Y="-7.15255737e-07" Z="3.14159274"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Leg_Bottom">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Leg_Bottom</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.124794818" Y="0.343560517" Z="-0.32563746"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.66533947" Y="-0.187336028" Z="2.93550467"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Leg_Top">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Leg_Top</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0666294992" Y="0.471828938" Z="0.0128124626"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="1.98675263" Y="0.0233680122" Z="2.87409353"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Hip">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Hip</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.00469498895" Y="0.512485623" Z="0.0200203825"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-3.03470659" Y="0.36588186" Z="-3.0760417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_1">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_1</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.00108358753" Y="0.645309925" Z="0.00671719108"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.23578" Y="1.12130237" Z="-2.36199307"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_2">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_2</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Spine_3">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Spine_3</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Leg_Top">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Neck</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0257265922" Y="0.835334301" Z="-0.0725377947"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.67842054" Y="0.0451255701" Z="2.97098374"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Shoulder">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Shoulder</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Arm">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.080665715" Y="0.757790864" Z="0.0217154976"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.990312934" Y="0.329345405" Z="-0.0508526377"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Elbow">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Elbow</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.160035357" Y="0.843445063" Z="0.00654693879"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-1.90130699" Y="-0.773362398" Z="1.06810308"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="R_Hand">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Hand</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.238011926" Y="0.711740375" Z="-0.115170464"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.845395327" Y="0.765393734" Z="-0.237622365"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Chin">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>Chin</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0430049673" Y="0.916874766" Z="-0.143034652"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-2.96715546" Y="0.0551578514" Z="2.99139857"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Hand">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Hand</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0662894994" Y="0.739402592" Z="-0.459511727"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-3.1153264" Y="-0.248137668" Z="-0.829112232"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="L_Elbow">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Elbow</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0279197786" Y="0.648010612" Z="-0.314551264"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="0.325028092" Y="1.40154743" Z="1.88795435"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,83 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Model>
|
||||
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
|
||||
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Wave">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Run</AnimationName1>
|
||||
<Weight1>0.5</Weight1>
|
||||
<Time1>0.23980116887997371</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
<Speed2>1</Speed2>
|
||||
<AnimationName2>StrafeRight</AnimationName2>
|
||||
<Weight2>0.5</Weight2>
|
||||
<Time2>0.42593105566437428</Time2>
|
||||
<AnimationName3>ReloadSwitch</AnimationName3>
|
||||
<Time3>0.68855715986371058</Time3>
|
||||
<Speed3>1</Speed3>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
</c:AnimationOffset>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||
<Color A="1" B="0.984313726" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.690088332" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>10</Radius>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.0823108" Z="0.738871336"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitPlane.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="10" Y="1" Z="10"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="R_Leg_Top" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Leg_Top</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.0664939061" Y="0.714353919" Z="0.0475388765"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="-0.783109188" Y="-0.0050998251" Z="3.14151597"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,164 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Test/ObstacleCourse.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00638055196"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>0.46000027656555176</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="2.59000015" Z="0.799000025"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.52309108" Y="5.72108126" Z="0"/>
|
||||
<Scale X="5" Y="5" Z="5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BluSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="1" Y="1.60000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-1.20000005" Y="1.60000002" Z="-8.40000057"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="2.24403"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,122 +1,67 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Test/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-1.5"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.5"/>
|
||||
<Scale X="2" Y="2" Z="2"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Widgets/Rotate/RotationWidgetX.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Trigger>
|
||||
</c:Trigger>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Player>
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
</c:Player>
|
||||
<c:Transform>
|
||||
<Position X="2.5"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:AABB>
|
||||
</c:AABB>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<!--<c:Move>
|
||||
<Speed>1</Speed>
|
||||
<Direction X="-1"/>
|
||||
<Rotation Y="3.14"/>
|
||||
</c:Move>-->
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Orientation X="0.0" Y="0" Z="1.0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitRaptor.mesh</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.01" Y="0.55"/>
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<Orientation X="0" Y="0" Z="-1"/>
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</c:Transform>
|
||||
<c:RaptorCopter>
|
||||
<Speed>20</Speed>
|
||||
<Axis Y="1"/>
|
||||
</c:RaptorCopter>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
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<Position X="0" Y="0"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
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<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="1.57" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Test/ObstacleCourse.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00638055196"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>0.46000027656555176</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="2.59000015" Z="0.799000025"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Physics>
|
||||
<Gravity>false</Gravity>
|
||||
</c:Physics>
|
||||
<c:Player/>
|
||||
<c:Transform>
|
||||
<Position X="-8.80904388" Y="1.82786822" Z="7.97052002"/>
|
||||
<Scale X="0.100000001" Y="1" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/colorbox.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.52309108" Y="5.72108126" Z="0"/>
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||||
<Scale X="5" Y="5" Z="5"/>
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||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.00432979874" Z="0"/>
|
||||
<Position X="2.5629313" Y="-1.99438679" Z="0"/>
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||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -18,23 +18,17 @@
|
||||
<Axis X="1.50000012" Y="-2.20000005" Z="2.10000014"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.87819886" Z="0"/>
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<Position X="0.00367118185" Y="0" Z="0.200000003"/>
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||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Run</Name>
|
||||
<Time>0.56277947897317659</Time>
|
||||
<Speed>1</Speed>
|
||||
<AnimationName>Crouch Walk</AnimationName>
|
||||
<Time>0.64462505387501778</Time>
|
||||
<Speed>8</Speed>
|
||||
</c:Animation>
|
||||
<c:ExplosionEffect>
|
||||
<Velocity X="0" Y="1.10000002" Z="3.30000019"/>
|
||||
<ExplosionOrigin X="-0.600000024" Y="1" Z="0"/>
|
||||
<TimeSinceDeath>0.95625903442123672</TimeSinceDeath>
|
||||
<EndColor A="0" B="0.815686285" G="1" R="0"/>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Color A="1" B="392156.875" G="1" R="1"/>
|
||||
|
||||
@@ -8,6 +8,11 @@
|
||||
<Children>
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||||
<Entity name="Scenemesh">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Origin X="0.195705414" Y="26.0382366" Z="-0.010017395"/>
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||||
<Size X="135.414337" Y="68.3848572" Z="180.020035"/>
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||||
</c:AABB>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
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||||
</c:Model>
|
||||
@@ -139,7 +144,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
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<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
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<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
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||||
</c:Transform>
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||||
</Components>
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||||
<Children>
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||||
@@ -201,7 +206,7 @@
|
||||
</Team>
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||||
</c:Team>
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||||
<c:Transform>
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<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
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<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
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||||
</c:Transform>
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||||
</Components>
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<Children>
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||||
|
||||
@@ -0,0 +1,18 @@
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||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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||||
|
||||
<Components>
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||||
<c:AABB/>
|
||||
<c:HealthPickup/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
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||||
</c:Transform>
|
||||
<c:Trigger/>
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||||
</Components>
|
||||
|
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<Children/>
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||||
|
||||
</Entity>
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||||
@@ -0,0 +1,294 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform/>
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</Components>
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|
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<Children>
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<Entity name="Scenemesh">
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||||
<Components>
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||||
<c:Model>
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<Resource>Models\MapVersion1.mesh</Resource>
|
||||
</c:Model>
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<c:Transform/>
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</Components>
|
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<Children/>
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</Entity>
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||||
<Entity name="DirectionalLight">
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>2</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
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<c:Transform>
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<Position X="0" Y="61.9050903" Z="0"/>
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<Scale X="50" Y="50" Z="50"/>
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<Orientation X="4.42700005" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
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<c:PointLight>
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<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
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</c:PointLight>
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<c:Transform>
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<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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||||
<Entity name="PointLight">
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||||
<Components>
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||||
<c:PointLight>
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||||
<Radius>8</Radius>
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||||
<Intensity>2.7999999523162842</Intensity>
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</c:PointLight>
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<c:Transform>
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<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.904668212" Y="0" Z="8.48177528"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
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</c:Transform>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
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<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
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</c:Transform>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="10.460474" Y="0" Z="-3.92580295"/>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
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<Scale X="150" Y="1" Z="180"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="BluSpawn">
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||||
<Components>
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||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
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||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
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||||
</Team>
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||||
</c:Team>
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<c:Transform>
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<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
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</c:Transform>
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<Children>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Transform>
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<Position X="-2.05988312" Y="0" Z="2.79573512"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="1.85022807" Y="0" Z="-2.08909845"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="2.98651481" Y="0" Z="-4.67667246"/>
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</c:Transform>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="-5.16323137" Y="0" Z="3.62892342"/>
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</c:Transform>
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</Components>
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<Children/>
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||||
</Entity>
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||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
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||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
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||||
</c:Team>
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||||
<c:Transform>
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||||
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
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||||
</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0" Z="2.24403"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="2.20245028" Y="0" Z="-1.97843659"/>
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<Children/>
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</Entity>
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||||
<Entity>
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||||
<Components>
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||||
<c:Transform>
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||||
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
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</c:Transform>
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<Children/>
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</Entity>
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||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:HealthPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<HealthGain>22</HealthGain>
|
||||
</c:HealthPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
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||||
</c:Model>
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||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="80"/>
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||||
</c:Transform>
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||||
<c:Trigger/>
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||||
</Components>
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<Children/>
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||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
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||||
<c:AABB/>
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||||
<c:HealthPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<HealthGain>22</HealthGain>
|
||||
</c:HealthPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="80"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:HealthPickup>
|
||||
<RespawnTimer>4</RespawnTimer>
|
||||
<HealthGain>44</HealthGain>
|
||||
</c:HealthPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="80"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,41 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Physics>
|
||||
<Gravity>false</Gravity>
|
||||
</c:Physics>
|
||||
<c:Player/>
|
||||
<c:Transform>
|
||||
<Position X="-1.48400009" Y="3.68200016" Z="24.7580013"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Transform>
|
||||
<Orientation X="3.80300021" Y="1.37800002" Z="4.10000038"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,65 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.313012958"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Listener/>
|
||||
<c:Transform>
|
||||
<Position X="2.56531811" Y="0.637967348" Z="0.202344239"/>
|
||||
<Orientation X="2.68780756" Y="1.36143553" Z="3.14159179"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/Tri.obj</Resource>
|
||||
<Color A="1" B="1" G="0.392156869" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="2" Y="2" Z="0.200000003"/>
|
||||
<Orientation X="2.70100021" Y="2.37000012" Z="0.266000003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/Tri.obj</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="3.14159274" Z="4.71238899"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Physics/>
|
||||
<c:Transform>
|
||||
<Position X="-1.95333278" Y="0.296304941" Z="2.56487775"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -6,22 +6,6 @@
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Ground">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.513725519" G="0" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="7" Y="-0.727000058" Z="-1.22800004"/>
|
||||
<Scale X="50" Y="1.45100009" Z="50"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
@@ -81,6 +65,10 @@
|
||||
</Entity>
|
||||
<Entity name="ObstacleCourse">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Size X="50" Y="50" Z="50"/>
|
||||
</c:AABB>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Test/ObstacleCourse.mesh</Resource>
|
||||
</c:Model>
|
||||
@@ -88,51 +76,6 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ObstacleCoursePlayerBox">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="6.32800007" Y="0.807000041" Z="-2.2750001"/>
|
||||
<Scale X="1" Y="1.60000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ObstacleCourse1uHigh">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="9.11900043" Y="0.5" Z="-2.10900021"/>
|
||||
<Scale X="1" Y="1" Z="8.1960001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ObstacleCourseWhoTheFuckKnows">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="13.2370005" Y="1.28600001" Z="-1.71700013"/>
|
||||
<Scale X="2.58000016" Y="2.58300018" Z="21.1860008"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BlueSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
@@ -197,7 +140,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-1.68112314" Y="0.0264999866" Z="3.06287026"/>
|
||||
<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
|
||||
<Orientation X="0" Y="2.14675093" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -101,13 +101,6 @@
|
||||
</Entity>
|
||||
<Entity name="Weapon">
|
||||
<Components>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
|
||||
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
|
||||
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Explosion" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Hold Pos</Name>
|
||||
</c:Animation>
|
||||
<c:Lifetime>
|
||||
<Lifetime>2.5</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0" Y="7.76300049" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="0.67900002" Z="0"/>
|
||||
<ExponentialAccelaration>true</ExponentialAccelaration>
|
||||
<ExplosionDuration>3</ExplosionDuration>
|
||||
<EndColor A="0" B="0" G="0" R="1"/>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="3.46966481"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Camera">
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.49700022" Z="4.31700039"/>
|
||||
<Orientation X="5.95600033" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -40,7 +40,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="7364.7876" Z="0"/>
|
||||
<Orientation X="0" Y="9161.41992" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -105,7 +105,7 @@
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
|
||||
<Orientation X="4.16300011" Y="15381.7266" Z="0"/>
|
||||
<Orientation X="4.16300011" Y="17199.7988" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
@@ -122,7 +122,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Run</Name>
|
||||
<Time>0.28223692849998105</Time>
|
||||
<Time>0.79292191744688711</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
@@ -138,7 +138,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Walk</Name>
|
||||
<Time>0.44951638260048998</Time>
|
||||
<Time>0.96020137154739604</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
@@ -188,7 +188,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="2019.28503" Z="0"/>
|
||||
<Orientation X="0" Y="2918.14136" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -196,7 +196,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Run</Name>
|
||||
<Time>0.021047045591223501</Time>
|
||||
<Time>0.53173203453812956</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
@@ -237,7 +237,7 @@
|
||||
<Axis X="1" Y="1" Z="1"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="13996.3721" Y="13996.3721" Z="13996.3721"/>
|
||||
<Orientation X="15792.2051" Y="15792.2051" Z="15792.2051"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -301,7 +301,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="13793.4053" Z="0"/>
|
||||
<Orientation X="0" Y="15589.2383" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -333,7 +333,7 @@
|
||||
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="10188.9443" Y="14517.8643" Z="4350.31738"/>
|
||||
<Orientation X="11456.2695" Y="16313.6973" Z="4881.66504"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -586,7 +586,7 @@
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.258742422" Y="0.5" Z="-1.8603574"/>
|
||||
<Position X="-0.236842498" Y="0.5" Z="-1.83845747"/>
|
||||
<Orientation X="2.03600001" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
@@ -683,7 +683,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -730,7 +730,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -790,7 +790,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -837,7 +837,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -883,7 +883,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -930,7 +930,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -977,7 +977,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="316.504456" Z="0"/>
|
||||
<Orientation X="0" Y="1217.61243" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -1038,7 +1038,7 @@
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
<Color A="0.300000012" B="0" G="0.200000003" R="1"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -1088,7 +1088,8 @@
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0" G="1" R="1"/>
|
||||
<Color A="0.300000012" B="0" G="1" R="1"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
<c:Transform>
|
||||
@@ -1131,6 +1132,7 @@
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
@@ -1177,7 +1179,8 @@
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
<Color A="0.300000012" B="1" G="1" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
<c:Transform>
|
||||
@@ -1225,7 +1228,7 @@
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
<Color A="0.300000012" B="1" G="0.200000003" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
@@ -1347,6 +1350,19 @@
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Text">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>ExplosionEffect Test</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="3.80000019" Z="0"/>
|
||||
<Orientation X="0" Y="1.5710001" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AssetBase">
|
||||
<Components>
|
||||
<c:Model>
|
||||
@@ -1374,7 +1390,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="850.206848" Z="0"/>
|
||||
<Orientation X="0" Y="1750.85376" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -1383,7 +1399,7 @@
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
|
||||
<TimeSinceDeath>0.75008034908941568</TimeSinceDeath>
|
||||
<TimeSinceDeath>1.3671759474185377</TimeSinceDeath>
|
||||
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
|
||||
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
|
||||
<Randomness>true</Randomness>
|
||||
@@ -1430,7 +1446,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="850.206848" Z="0"/>
|
||||
<Orientation X="0" Y="1750.85376" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -1439,7 +1455,7 @@
|
||||
<c:ExplosionEffect>
|
||||
<Velocity X="0.5" Y="1" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="0.900000036" Z="0"/>
|
||||
<TimeSinceDeath>1.1999860997035228</TimeSinceDeath>
|
||||
<TimeSinceDeath>0.31711568080172703</TimeSinceDeath>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
|
||||
@@ -1482,7 +1498,7 @@
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="850.206848" Z="0"/>
|
||||
<Orientation X="0" Y="1750.85376" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -1490,14 +1506,14 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Walk</Name>
|
||||
<Time>0.23053304095120097</Time>
|
||||
<Time>0.74121802989810703</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0.300000012" Y="2" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="1.30000007" Z="-0.200000003"/>
|
||||
<TimeSinceDeath>0.68343188336345406</TimeSinceDeath>
|
||||
<TimeSinceDeath>0.31711568080172703</TimeSinceDeath>
|
||||
<EndColor A="0" B="0.333333343" G="0.933333337" R="3.92156863"/>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
@@ -1515,18 +1531,120 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Text">
|
||||
<Entity name="AssetBase">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>ExplosionEffect Test</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
</c:Text>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCylinder.mesh</Resource>
|
||||
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="3.80000019" Z="0"/>
|
||||
<Orientation X="0" Y="1.5710001" Z="0"/>
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||||
<Position X="0" Y="-0.231354833" Z="-2.92637157"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
<Children>
|
||||
<Entity name="Light">
|
||||
<Components>
|
||||
<c:PointLight/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.663784981" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="RotationOrigin">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>0.5</Speed>
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="857.983765" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0" Y="0.699999988" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="-1.10000002" Z="0"/>
|
||||
<TimeSinceDeath>0.95047462600732735</TimeSinceDeath>
|
||||
<ExplosionDuration>10</ExplosionDuration>
|
||||
<EndColor A="1" B="0" G="0" R="1"/>
|
||||
<RandomnessScalar>3</RandomnessScalar>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="0" B="1" G="0" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.5" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="AssetBase">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCylinder.mesh</Resource>
|
||||
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
|
||||
</c:Model>
|
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<c:Transform>
|
||||
<Position X="0" Y="-0.231354833" Z="-4.48872519"/>
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||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Light">
|
||||
<Components>
|
||||
<c:PointLight/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.663784981" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="RotationOrigin">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>0.5</Speed>
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="456.13559" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="6" Y="0.100000001" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="-10" Z="0"/>
|
||||
<TimeSinceDeath>1.350502887383392</TimeSinceDeath>
|
||||
<ExponentialAccelaration>true</ExponentialAccelaration>
|
||||
<ExplosionDuration>5</ExplosionDuration>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.392156869" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.5" Z="0"/>
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</c:Transform>
|
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</Components>
|
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<Children/>
|
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</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -1553,6 +1671,278 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="DefenderShieldTestOrigin">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-11.0375881" Y="0" Z="20.9209175"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Shield">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Shield/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.47765553" Z="0"/>
|
||||
<Orientation X="0" Y="2.15300012" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ShieldedCube">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Shielded/>
|
||||
<c:Transform>
|
||||
<Position X="-3.34650159" Y="1.19966424" Z="3.09996605"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ShieldedPlayer">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Origin X="0" Y="0.772000015" Z="0"/>
|
||||
<Size X="1" Y="1.60000002" Z="1"/>
|
||||
</c:AABB>
|
||||
<c:Collidable/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
<Gravity>false</Gravity>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
<MovementSpeed>5</MovementSpeed>
|
||||
</c:Player>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-1.56735241" Y="0.527999997" Z="0.929739475"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Camera">
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.37700009" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PlayerName">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Resource>Fonts/DroidSans.ttf,100</Resource>
|
||||
<Color A="1" B="0" G="1" R="0"/>
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||||
</c:Text>
|
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<c:Transform>
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<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
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<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
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<Orientation X="0" Y="3.14199996" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="CameraModel">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
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<Scale X="1.30000007" Y="1.50000012" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="HUD">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="HealthBar">
|
||||
<Components>
|
||||
<c:Fill>
|
||||
<Percentage>1</Percentage>
|
||||
<Color A="0" B="1" G="0" R="0"/>
|
||||
</c:Fill>
|
||||
<c:HealthHUD/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
|
||||
</c:Model>
|
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<c:Transform>
|
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<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
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<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
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<Orientation X="0" Y="0.594000041" Z="0"/>
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||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Crosshair">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/CrosshairQuad.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
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<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
|
||||
<Orientation X="1.57000005" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Weapon">
|
||||
<Components>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
|
||||
<TimeSinceDeath>1.3671759474185377</TimeSinceDeath>
|
||||
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
|
||||
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponRed.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.180000007" Y="-0.183000013" Z="0"/>
|
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<Orientation X="0" Y="3.08300018" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0.215000004" Y="-0.153000012" Z="-0.266000003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonCamera">
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Model>
|
||||
<Resource>Models/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
|
||||
<Orientation X="5.95600033" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PlayerModel">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Hold Pos</Name>
|
||||
<Time>0.39573681725672838</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Shielded/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AABBStanding">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="0.427450985" B="1" G="1" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
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<c:Transform>
|
||||
<Position X="0" Y="0.772000015" Z="0"/>
|
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<Scale X="1" Y="1.60000002" Z="1"/>
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||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AABBCrouching">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="0.745098054" B="1" G="0" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
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<c:Transform>
|
||||
<Position X="0" Y="0.772000015" Z="0"/>
|
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</c:Transform>
|
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</Components>
|
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<Children/>
|
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</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="BackgroundItemsOrigin">
|
||||
<Components>
|
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<c:Transform>
|
||||
<Position X="-7.17760038" Y="0" Z="5.57545042"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Log">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Log.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.09513513" Y="0.53153497" Z="-0.127776429"/>
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<Orientation X="5.9920001" Y="0.640000045" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Bush">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/BushAlive.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4.95900011" Y="0" Z="1.29897511"/>
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<Scale X="5" Y="5" Z="5"/>
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<Orientation X="0.407000005" Y="1.68700004" Z="0"/>
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</c:Transform>
|
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</Components>
|
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<Children/>
|
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</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Text">
|
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<Components>
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||||
<c:Text>
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||||
<Content>Defender Shield Test</Content>
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||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
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</Children>
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||||
</Entity>
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</Children>
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||||
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||||
</Entity>
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||||
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||||
@@ -52,14 +52,15 @@
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<Children>
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<Entity name="Hexagon">
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<Components>
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<c:HealthHUD/>
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<c:Fill>
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<Percentage>0.65990006923675537</Percentage>
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</c:Fill>
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<c:HealthHUD/>
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<Transparent>true</Transparent>
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@@ -161,7 +162,7 @@
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<Children>
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@@ -346,6 +347,20 @@
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</Entity>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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@@ -0,0 +1,261 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models\Core\UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.773066521" Z="-18.975975"/>
|
||||
<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Red/>
|
||||
</HomePointForTeam>
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models\Core\UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.452868998" Z="18.5607414"/>
|
||||
<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,23 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Test" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
<Name>L_Foot</Name>
|
||||
<InheritScale>true</InheritScale>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0863945931" Y="0.221357167" Z="-0.0781617165"/>
|
||||
<Scale X="0.199999973" Y="0.199999973" Z="0.199999973"/>
|
||||
<Orientation X="-2.80262542" Y="0.0150706368" Z="-3.13294244"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Join" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>L_Elbow</BoneName>
|
||||
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.359419018" Y="1.38182318" Z="-0.0848901421"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
<Orientation X="0.281418264" Y="-0.0785565302" Z="-0.902501941"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -38,6 +38,9 @@
|
||||
<xs:element ref="c:HiddenForLocalPlayer" minOccurs="0"/>
|
||||
<xs:element ref="c:Fill" minOccurs="0"/>
|
||||
<xs:element ref="c:Animation" minOccurs="0"/>
|
||||
<xs:element ref="c:BoneAttachment" minOccurs="0"/>
|
||||
<xs:element ref="c:Shield" minOccurs="0"/>
|
||||
<xs:element ref="c:Shielded" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
|
||||
layout (binding = 0) uniform sampler2D SceneTexture;
|
||||
layout (binding = 1) uniform sampler2D BloomTexture;
|
||||
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
|
||||
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
|
||||
uniform float Exposure;
|
||||
uniform float Gamma;
|
||||
|
||||
@@ -15,10 +17,19 @@ void main()
|
||||
{
|
||||
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
|
||||
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
||||
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
|
||||
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
|
||||
hdrColor += bloomColor;
|
||||
hdrColorLowRes;
|
||||
|
||||
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
|
||||
//Toon mapping thingy
|
||||
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
||||
vec3 result;
|
||||
if(hdrColorsum > 0.0) {
|
||||
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
|
||||
} else {
|
||||
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
||||
}
|
||||
|
||||
//gamme correction
|
||||
result = pow(result, vec3(1.0 / Gamma));
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#version 430
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
}Input;
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = vec3(0.0);
|
||||
}
|
||||
@@ -38,7 +38,7 @@ void main()
|
||||
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
}Input;
|
||||
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragmentColor = vec4(0.5, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = vec3(0.0);
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#version 430
|
||||
|
||||
uniform vec4 Color;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D GlowMapTexture;
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
|
||||
out vec4 sceneColor;
|
||||
out vec4 bloomColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 color_result = Color * diffuseTexel;
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 4) in vec2 TextureCoords;
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = Normal;
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#include "Collision/CollidableOctreeSystem.h"
|
||||
|
||||
void CollidableOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if (entity.HasComponent("AABB")) {
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
} else if (entity.HasComponent("Model")) {
|
||||
// TODO: Derive AABB from model
|
||||
}
|
||||
}
|
||||
+425
-101
@@ -1,9 +1,11 @@
|
||||
#include <algorithm>
|
||||
#include <bitset>
|
||||
|
||||
#include "Collision/Collision.h"
|
||||
#include "Engine/GLM.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
namespace Collision
|
||||
{
|
||||
@@ -116,36 +118,79 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
|
||||
return glm::all(axisesIntersecting);
|
||||
}
|
||||
|
||||
bool RayVsTriangle(const Ray& ray,
|
||||
const glm::vec3& v0,
|
||||
const glm::vec3& v1,
|
||||
const glm::vec3& v2,
|
||||
bool trueOnNegativeDistance)
|
||||
{
|
||||
glm::vec3 e1 = v1 - v0; //v1 - v0
|
||||
glm::vec3 e2 = v2 - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
||||
return false;
|
||||
}
|
||||
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
||||
return trueOnNegativeDistance || 0 <= glm::dot(e2, MxE1) * DetInv;
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices)
|
||||
{
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
||||
continue;
|
||||
}
|
||||
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
||||
if (0 <= glm::dot(e2, MxE1) * DetInv) {
|
||||
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
|
||||
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
|
||||
if (RayVsTriangle(ray, v0, v1, v2)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool RayVsTriangle(const Ray& ray,
|
||||
const glm::vec3& v0,
|
||||
const glm::vec3& v1,
|
||||
const glm::vec3& v2,
|
||||
float& outDistance,
|
||||
float& outUCoord,
|
||||
float& outVCoord,
|
||||
bool trueOnNegativeDistance)
|
||||
{
|
||||
glm::vec3 e1 = v1 - v0; //v1 - v0
|
||||
glm::vec3 e2 = v2 - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float dist = glm::dot(e2, MxE1) * DetInv;
|
||||
if (dist >= outDistance) {
|
||||
return false;
|
||||
}
|
||||
outDistance = dist;
|
||||
outUCoord = glm::dot(m, DxE2) * DetInv;
|
||||
outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
||||
return (0 <= (outUCoord + 0.001f) && 0 <= (outVCoord + 0.001f) && outUCoord + outVCoord <= 1 && (trueOnNegativeDistance || 0 <= dist));
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
@@ -157,26 +202,12 @@ bool RayVsModel(const Ray& ray,
|
||||
bool hit = false;
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float dist = glm::dot(e2, MxE1) * DetInv;
|
||||
if (dist >= outDistance) {
|
||||
continue;
|
||||
}
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
||||
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
|
||||
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
|
||||
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
|
||||
float dist;
|
||||
float u;
|
||||
float v;
|
||||
if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
|
||||
outDistance = dist;
|
||||
outUCoord = u;
|
||||
outVCoord = v;
|
||||
@@ -199,93 +230,386 @@ bool RayVsModel(const Ray& ray,
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& modelVertices, const std::vector<unsigned int>& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector)
|
||||
constexpr inline int signNonZero(float x)
|
||||
{
|
||||
bool hit = false;
|
||||
|
||||
return x < 0 ? -1 : 1;
|
||||
}
|
||||
|
||||
inline glm::vec3 signNonZero(const glm::vec3& x)
|
||||
{
|
||||
glm::vec3 r;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
r[i] = (float)signNonZero(x[i]);
|
||||
}
|
||||
return r;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
bool vectorHasLength(const T& vec)
|
||||
{
|
||||
return glm::any(glm::greaterThan(glm::abs(vec), T(0.0001f)));
|
||||
}
|
||||
|
||||
bool rectangleVsTriangle(const glm::vec2& boxMin,
|
||||
const glm::vec2& boxMax,
|
||||
const std::array<glm::vec2, 3>& triPos,
|
||||
glm::vec2& resolutionDirection,
|
||||
float& resolutionDistanceSq,
|
||||
bool& pushedFromTriNormal)
|
||||
{
|
||||
pushedFromTriNormal = false;
|
||||
resolutionDistanceSq = INFINITY;
|
||||
//Project along box normals (coordinate axes, since it's axis-aligned).
|
||||
for (int ax = 0; ax < 2; ++ax) {
|
||||
float minTri = INFINITY;
|
||||
float maxTri = -INFINITY;
|
||||
for (const glm::vec2& t : triPos) {
|
||||
minTri = std::min(t[ax], minTri);
|
||||
maxTri = std::max(t[ax], maxTri);
|
||||
}
|
||||
if (boxMax[ax] <= minTri || maxTri <= boxMin[ax]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Here: maxBox > minTri && minBox < maxTri
|
||||
//Left is negative.
|
||||
float leftRes = minTri - boxMax[ax];
|
||||
float rightRes = maxTri - boxMin[ax];
|
||||
float push = rightRes < -leftRes ? rightRes : leftRes;
|
||||
float absPushSq = abs(push);
|
||||
absPushSq *= absPushSq;
|
||||
|
||||
if (absPushSq < resolutionDistanceSq) {
|
||||
resolutionDistanceSq = absPushSq;
|
||||
resolutionDirection[1 - ax] = 0.f;
|
||||
resolutionDirection[ax] = push;
|
||||
}
|
||||
}
|
||||
//Project along triangle normals.
|
||||
//Put edges into normal vector, make normals in the loop.
|
||||
std::array<glm::vec2, 3> triNormals = {
|
||||
triPos[1] - triPos[0],
|
||||
triPos[2] - triPos[1],
|
||||
triPos[0] - triPos[2]
|
||||
};
|
||||
std::array<glm::vec2, 4> boxPos = {
|
||||
boxMax,
|
||||
glm::vec2(boxMax.x, boxMin.y),
|
||||
glm::vec2(boxMin.x, boxMax.y),
|
||||
boxMin
|
||||
};
|
||||
for (auto& normal : triNormals) {
|
||||
if (!vectorHasLength(normal)) {
|
||||
continue;
|
||||
}
|
||||
//Rotate edge to a normal.
|
||||
normal = glm::normalize(glm::vec2(-normal.y, normal.x));
|
||||
//Project triangle onto the normal.
|
||||
float minTri = INFINITY;
|
||||
float maxTri = -INFINITY;
|
||||
for (const glm::vec2& point : triPos) {
|
||||
float dot = glm::dot(normal, point);
|
||||
minTri = std::min(dot, minTri);
|
||||
maxTri = std::max(dot, maxTri);
|
||||
}
|
||||
//Project box onto the normal.
|
||||
float minBox = INFINITY;
|
||||
float maxBox = -INFINITY;
|
||||
for (const glm::vec2& point : boxPos) {
|
||||
float dot = glm::dot(normal, point);
|
||||
minBox = std::min(dot, minBox);
|
||||
maxBox = std::max(dot, maxBox);
|
||||
}
|
||||
if (maxBox <= minTri || maxTri <= minBox) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Here: maxBox > minTri && minBox < maxTri
|
||||
//Left is negative.
|
||||
float leftRes = minTri - maxBox;
|
||||
float rightRes = maxTri - minBox;
|
||||
float push = rightRes < -leftRes ? rightRes : leftRes;
|
||||
float absPushSq = abs(push);
|
||||
absPushSq *= absPushSq;
|
||||
|
||||
if (absPushSq < resolutionDistanceSq) {
|
||||
resolutionDistanceSq = absPushSq;
|
||||
resolutionDirection = push * normal;
|
||||
pushedFromTriNormal = true;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
constexpr float SlopeConstant(float degrees)
|
||||
{
|
||||
return (1.0f - degrees / 90.f);
|
||||
}
|
||||
|
||||
//Returns true if the angle between horizon and the collision surface is less than 45 degrees.
|
||||
constexpr bool FaceIsGround(float faceNormalY)
|
||||
{
|
||||
//TODO: Perhaps the 45 degrees could be saved in a component or in the config..
|
||||
return faceNormalY > SlopeConstant(45.0f);
|
||||
}
|
||||
|
||||
//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
|
||||
constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
|
||||
|
||||
bool AABBvsTriangle(const AABB& box,
|
||||
const std::array<glm::vec3, 3>& triPos,
|
||||
const glm::vec3& originalBoxVelocity,
|
||||
float verticalStepHeight,
|
||||
bool& isOnGround,
|
||||
glm::vec3& boxVelocity,
|
||||
glm::vec3& outResolution)
|
||||
{
|
||||
//Check so we don't have a zero area triangle when calculating the normal.
|
||||
//Also, don't check a triangle facing away from the player.
|
||||
//Less checks, and we should be able to walk out from models if we are trapped inside.
|
||||
glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
|
||||
if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
|
||||
return false;
|
||||
}
|
||||
triNormal = glm::normalize(triNormal);
|
||||
|
||||
enum BoxTriResolveCase
|
||||
{
|
||||
ResolveDimX,
|
||||
ResolveDimY,
|
||||
ResolveDimZ,
|
||||
Line, //Box edge colliding with triangle line.
|
||||
Corner //Box corner colliding with the triangle face.
|
||||
};
|
||||
struct Resolution
|
||||
{
|
||||
Resolution()
|
||||
: DistanceSq(INFINITY)
|
||||
, Vector(0.f)
|
||||
{ }
|
||||
BoxTriResolveCase Case;
|
||||
float DistanceSq;
|
||||
glm::vec3 Vector;
|
||||
};
|
||||
//The smallest resolution that solves the collision.
|
||||
Resolution resolveShortest;
|
||||
//The smallest resolution that solves the collision, that resolves upwards.
|
||||
Resolution resolveUpwards;
|
||||
//If player stands on the ground and collides with a ground triangle,
|
||||
//we might step up onto it if the step is small enough.
|
||||
bool canStairStepUp = isOnGround && FaceIsGround(triNormal.y);
|
||||
|
||||
const glm::vec3& origin = box.Origin();
|
||||
const glm::vec3& half = box.HalfSize();
|
||||
const glm::vec3& min = box.MinCorner();
|
||||
const glm::vec3& max = box.MaxCorner();
|
||||
|
||||
outResolutionVector.x = INFINITY;
|
||||
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 p = modelVertices[i].Position;
|
||||
p = glm::vec3(modelMatrix * glm::vec4(p.x, p.y, p.z, 1));
|
||||
|
||||
float distFromOrigin = glm::abs(origin.x - p.x);
|
||||
float penetration = box.HalfSize().x - distFromOrigin;
|
||||
if (penetration > 0 && penetration < glm::abs(outResolutionVector.x)) {
|
||||
if (p.x > origin.x) {
|
||||
outResolutionVector.x = -penetration;
|
||||
} else {
|
||||
outResolutionVector.x = penetration;
|
||||
//For each projection in xy-, xz-, and yx-planes.
|
||||
for (std::pair<int, int> dim : dimensionPairs) {
|
||||
//2D Triangle.
|
||||
//Project triangle.
|
||||
std::array<glm::vec2, 3> t2D = {
|
||||
glm::vec2(triPos[0][dim.first], triPos[0][dim.second]),
|
||||
glm::vec2(triPos[1][dim.first], triPos[1][dim.second]),
|
||||
glm::vec2(triPos[2][dim.first], triPos[2][dim.second])
|
||||
};
|
||||
//Project box.
|
||||
glm::vec2 boxMin(min[dim.first], min[dim.second]);
|
||||
glm::vec2 boxMax(max[dim.first], max[dim.second]);
|
||||
glm::vec2 resolutionVector;
|
||||
float resolutionDist;
|
||||
bool pushedFromTriangleLine;
|
||||
//if projections don't overlap, return false.
|
||||
if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
|
||||
return false;
|
||||
} else {
|
||||
//Overwrite the smallest resolution if this is smaller.
|
||||
if (resolutionDist < resolveShortest.DistanceSq) {
|
||||
resolveShortest.Vector = glm::vec3(0.f);
|
||||
resolveShortest.Vector[dim.first] = resolutionVector.x;
|
||||
resolveShortest.Vector[dim.second] = resolutionVector.y;
|
||||
resolveShortest.DistanceSq = resolutionDist;
|
||||
//If we pushed away from triangle line (edge), or if we
|
||||
//move the player along one coordinate axis (pick the dimension that isn't zero).
|
||||
resolveShortest.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveShortest.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
|
||||
}
|
||||
//Overwrite the smallest upward resolution if this is smaller, and resolves upwards.
|
||||
constexpr int yAxis = 1;
|
||||
bool resIsUpwardsIn3D = dim.first == yAxis && resolutionVector.x > 0 || dim.second == yAxis && resolutionVector.y > 0;
|
||||
if (canStairStepUp && resIsUpwardsIn3D && resolutionDist < resolveUpwards.DistanceSq) {
|
||||
resolveUpwards.Vector = glm::vec3(0.f);
|
||||
resolveUpwards.Vector[dim.first] = resolutionVector.x;
|
||||
resolveUpwards.Vector[dim.second] = resolutionVector.y;
|
||||
resolveUpwards.DistanceSq = resolutionDist;
|
||||
//If we pushed away from triangle line (edge), or if we
|
||||
//move the player along one coordinate axis (pick the dimension that isn't zero).
|
||||
resolveUpwards.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveUpwards.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
|
||||
}
|
||||
hit = true;
|
||||
}
|
||||
//glm::vec3 pLocal = origin - p;
|
||||
//for (int axis = 0; axis < 3; ++axis) {
|
||||
// if (p[axis] < min[axis] || p[axis] > max[axis]) {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// if (glm::abs(pLocal[axis]) < box.HalfSize()[axis]) {
|
||||
// outResolutionVector[axis] = (glm::sign(pLocal[axis]) * box.HalfSize()[axis]) - pLocal[axis];
|
||||
// hit = true;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
return hit;
|
||||
//If the triangle does intersect any of the cube diagonals, it will
|
||||
//intersect the cube diagonal that comes
|
||||
//closest to being perpendicular to the plane of the triangle.
|
||||
glm::vec3 diagonal = signNonZero(triNormal) * half;
|
||||
//The triangle plane contains all points P in dot(triNormal, P) == dot(triNormal, v0)
|
||||
//The diagonal line contains all points P in P = origin + diagonal * t.
|
||||
float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal);
|
||||
//If intersection point between plane and diagonal is within the box.
|
||||
if (glm::abs(t) > 1) {
|
||||
return false;
|
||||
}
|
||||
glm::vec3 cornerResolution = (1+t) * diagonal;
|
||||
//Overwrite the smallest resolution if cornerResolution is smaller.
|
||||
float lenSq = glm::length2(cornerResolution);
|
||||
if (lenSq < resolveShortest.DistanceSq) {
|
||||
resolveShortest.Vector = cornerResolution;
|
||||
resolveShortest.Case = Corner;
|
||||
}
|
||||
if (canStairStepUp && cornerResolution.y > 0 && lenSq < resolveUpwards.DistanceSq) {
|
||||
resolveUpwards.Vector = cornerResolution;
|
||||
resolveUpwards.Case = Corner;
|
||||
resolveUpwards.DistanceSq = lenSq;
|
||||
}
|
||||
|
||||
//Force the resolution upwards if it is smaller than the threshold verticalStepHeight.
|
||||
//Else take the shortest resolution.
|
||||
bool takeUp = resolveUpwards.Vector.y > 0 && resolveUpwards.Vector.y < verticalStepHeight;
|
||||
Resolution& bestResolve = takeUp ? resolveUpwards : resolveShortest;
|
||||
outResolution = bestResolve.Vector;
|
||||
|
||||
glm::vec3 projNorm;
|
||||
switch (bestResolve.Case) {
|
||||
case ResolveDimY:
|
||||
boxVelocity.y = 0.f;
|
||||
if (outResolution.y > 0)
|
||||
isOnGround = true;
|
||||
case ResolveDimX:
|
||||
case ResolveDimZ:
|
||||
//If we get here, the resolution is along one coordinate axis.
|
||||
//set velocity to 0 in y if it is along y-axis.
|
||||
return true;
|
||||
case Line:
|
||||
projNorm = glm::normalize(outResolution);
|
||||
break;
|
||||
case Corner:
|
||||
projNorm = triNormal;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
//If the collision was not on steep wall or similarly (e.g. walking on the ground), force resolution in y only.
|
||||
if (FaceIsGround(projNorm.y)) {
|
||||
//Ensure that the player always is moved upwards, instead of sliding down.
|
||||
float len = glm::length(outResolution);
|
||||
float ang = glm::half_pi<float>() - glm::acos(outResolution.y / len);
|
||||
if (len > 0.0000001f && ang > 0.0000001f) {
|
||||
outResolution.x = 0;
|
||||
outResolution.y = len / glm::sin(ang);
|
||||
outResolution.z = 0;
|
||||
}
|
||||
//Also zero the vertical velocity, if it is positive, else project it onto the normal.
|
||||
//Project the velocity onto the normal of the hit line/face.
|
||||
//w = v - <v,n>*n, |n|==1.
|
||||
boxVelocity.y = std::min(boxVelocity.y - glm::dot(boxVelocity, projNorm) * projNorm.y, 0.f);
|
||||
isOnGround = true;
|
||||
} else {
|
||||
//Enter here if the triangle is a steep slope, and it is not facing downwards.
|
||||
//Project the velocity onto the normal of the hit line/face.
|
||||
//w = v - <v,n>*n, |n|==1.
|
||||
//"ice cream"-effect, air resistance + projected velocity.
|
||||
if (!isOnGround) {
|
||||
boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool attachAABBComponentFromModel(World* world, EntityID id)
|
||||
bool AABBvsTriangles(const AABB& box,
|
||||
const RawModel::Vertex* modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix,
|
||||
glm::vec3& boxVelocity,
|
||||
float verticalStepHeight,
|
||||
bool& isOnGround,
|
||||
glm::vec3& outResolutionVector)
|
||||
{
|
||||
if (!world->HasComponent(id, "Model")) {
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper model = world->GetComponent(id, "Model");
|
||||
ComponentWrapper collision = world->AttachComponent(id, "AABB");
|
||||
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
|
||||
if (modelRes == nullptr) {
|
||||
return false;
|
||||
bool hit = false;
|
||||
|
||||
bool everHitTheGround = false;
|
||||
AABB newBox = box;
|
||||
outResolutionVector = glm::vec3(0.f);
|
||||
glm::vec3 originalBoxVelocity(boxVelocity);
|
||||
for (int i = 0; i < modelIndices.size(); ) {
|
||||
std::array<glm::vec3, 3> triVertices = {
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
|
||||
};
|
||||
glm::vec3 outVec;
|
||||
bool collideWithGround = isOnGround;
|
||||
if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
|
||||
hit = true;
|
||||
outResolutionVector += outVec;
|
||||
newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
|
||||
if (collideWithGround) {
|
||||
everHitTheGround = isOnGround = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->Matrix();
|
||||
|
||||
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
||||
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
||||
for (unsigned int i = 0; i < modelRes->NumberOfVertices(); i++) {
|
||||
const auto& v = modelRes->Vertices()[i];
|
||||
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
|
||||
maxi.x = std::max(wPos.x, maxi.x);
|
||||
maxi.y = std::max(wPos.y, maxi.y);
|
||||
maxi.z = std::max(wPos.z, maxi.z);
|
||||
mini.x = std::min(wPos.x, mini.x);
|
||||
mini.y = std::min(wPos.y, mini.y);
|
||||
mini.z = std::min(wPos.z, mini.z);
|
||||
if (!everHitTheGround) {
|
||||
isOnGround = false;
|
||||
}
|
||||
collision["Origin"] = 0.5f * (maxi + mini);
|
||||
collision["Size"] = maxi - mini;
|
||||
return true;
|
||||
return hit;
|
||||
}
|
||||
|
||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
|
||||
{
|
||||
if (!entity.HasComponent("AABB")) {
|
||||
AABB modelSpaceBox;
|
||||
if (entity.HasComponent("AABB")) {
|
||||
ComponentWrapper& cAABB = entity["AABB"];
|
||||
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
|
||||
} else if (entity.HasComponent("Model")) {
|
||||
Model* model;
|
||||
std::string res = entity["Model"]["Resource"];
|
||||
if (res.empty()) {
|
||||
return boost::none;
|
||||
}
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(res);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
return boost::none;
|
||||
} catch (const std::exception&) {
|
||||
return boost::none;
|
||||
}
|
||||
modelSpaceBox = model->Box();
|
||||
} else {
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAABB = entity["AABB"];
|
||||
glm::vec3 absPosition = Transform::AbsolutePosition(entity.World, entity.ID);
|
||||
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;
|
||||
glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
|
||||
glm::vec3 minCorner = modelSpaceBox.MinCorner();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
std::bitset<3> bits(i);
|
||||
glm::vec3 corner;
|
||||
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
|
||||
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
|
||||
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
|
||||
corner = Transform::TransformPoint(corner, modelMat);
|
||||
mini = glm::min(mini, corner);
|
||||
maxi = glm::max(maxi, corner);
|
||||
}
|
||||
|
||||
EntityAABB aabb;
|
||||
aabb = AABB(mini, maxi);
|
||||
|
||||
EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
|
||||
aabb.Entity = entity;
|
||||
|
||||
return aabb;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/AABB.h"
|
||||
#include "Rendering/Model.h"
|
||||
|
||||
void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
@@ -19,39 +20,48 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
// Collide against octree items
|
||||
m_OctreeResult.clear();
|
||||
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
|
||||
bool everHitTheGround = false;
|
||||
for (auto& boxB : m_OctreeResult) {
|
||||
glm::vec3 resolutionVector;
|
||||
if (boxA.Entity == boxB.Entity) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
|
||||
//Here we know boxB is a entity with Collideable, AABB, and Model.
|
||||
RawModel* model;
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||
|
||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
cPhysics["Velocity"] = inOutVelocity;
|
||||
if (isOnGround) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
}
|
||||
}
|
||||
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||
//Enter here if boxB has no Model.
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
if (resolutionVector.y > 0) {
|
||||
everHitTheGround = true;
|
||||
(bool)cPhysics["IsOnGround"] = true;
|
||||
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: Temporarily collide against all collidable models since they're not in the octree yet
|
||||
//auto otherCollidables = world->GetComponents("Model");
|
||||
//for (auto& cModel : *otherCollidables) {
|
||||
// if (cModel.EntityID == entity) {
|
||||
// continue;
|
||||
// }
|
||||
// if (!world->HasComponent(cModel.EntityID, "Collidable")) {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// auto absPosition = RenderQueueFactory::AbsolutePosition(world, cModel.EntityID);
|
||||
// auto absOrientation = RenderQueueFactory::AbsoluteOrientation(world, cModel.EntityID);
|
||||
// auto absScale = RenderQueueFactory::AbsoluteScale(world, cModel.EntityID);
|
||||
// glm::mat4 modelMatrix = glm::translate(absPosition); // *glm::toMat4(absOrientation) * glm::scale(absScale);
|
||||
|
||||
// auto model = ResourceManager::Load<Model>(cModel["Resource"]);
|
||||
// glm::vec3 resolutionVector;
|
||||
// if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, resolutionVector)) {
|
||||
// (glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
//This should apply air friction and such, iff zero models were hit.
|
||||
if (!everHitTheGround) {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#include "Collision/FillFrustumOctreeSystem.h"
|
||||
|
||||
void FillFrustumOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if (entity.HasComponent("ExplosionEffect")) {
|
||||
//TODO: Fix hack, get real box by using shader equation.
|
||||
EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
|
||||
aabb.Entity = entity;
|
||||
m_Octree->AddDynamicObject(aabb);
|
||||
} else {
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#include "Collision/FillOctreeSystem.h"
|
||||
|
||||
void FillOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void FillOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user