Compare commits

..

5 Commits

113 changed files with 4008 additions and 17332 deletions
+1 -1
Submodule assets updated: 7a6d70787b...72530423ad
-2
View File
@@ -27,9 +27,7 @@ struct EntityWrapper
bool HasComponent(const std::string& componentType); bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName); void AttachComponent(const char* componentName);
EntityWrapper Parent(); EntityWrapper Parent();
EntityWrapper FirstParentByName(const std::string& parentEntityName);
EntityWrapper FirstChildByName(const std::string& name); EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstLevelChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType); EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid); EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType); std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
-1
View File
@@ -22,7 +22,6 @@
#include "../Core/ELockMouse.h" #include "../Core/ELockMouse.h"
#include "../Core/EFileDropped.h" #include "../Core/EFileDropped.h"
#include "../Rendering/Texture.h" #include "../Rendering/Texture.h"
#include "Game/Events/ESpawnerSpawn.h"
class EditorGUI class EditorGUI
{ {
+3 -6
View File
@@ -1,6 +1,3 @@
#ifndef EditorRenderSystem_h__
#define EditorRenderSystem_h__
#include "../Core/System.h" #include "../Core/System.h"
#include "../Rendering/IRenderer.h" #include "../Rendering/IRenderer.h"
#include "../Rendering/ModelJob.h" #include "../Rendering/ModelJob.h"
@@ -17,11 +14,11 @@ public:
private: private:
IRenderer* m_Renderer; IRenderer* m_Renderer;
RenderFrame* m_RenderFrame; RenderFrame* m_RenderFrame;
Camera* m_EditorCamera; Camera* m_Camera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid; EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera; EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera& e); bool OnSetCamera(Events::SetCamera& e);
};
#endif void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe);
};
@@ -0,0 +1,27 @@
#ifndef EditorWidgetRenderSystem_h__
#define EditorWidgetRenderSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/ModelJob.h"
#include "../Rendering/Camera.h"
#include "../Rendering/ESetCamera.h"
class EditorWidgetRenderSystem : public ImpureSystem
{
public:
EditorWidgetRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_EditorCamera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EventRelay<EditorWidgetRenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera& e);
};
#endif
@@ -30,7 +30,6 @@ public:
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID); void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; } virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; } virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
protected: protected:
const int m_PlayerID; const int m_PlayerID;
@@ -162,10 +161,17 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
} }
if (e.Command == "SpecialAbility") { if (e.Command == "SpecialAbility") {
m_SpecialAbilityKeyDown = e.Value > 0; if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
} }
m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
return true; return true;
} }
+1 -3
View File
@@ -24,9 +24,7 @@ public:
{ {
// Check if we are trying to add more than the package can fit. // Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) { if (m_MaxPacketSize < m_Offset + sizeof(T)) {
if (m_MaxPacketSize >= 32000) { LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
resizeData(); resizeData();
} }
memcpy(m_Data + m_Offset, &val, sizeof(T)); memcpy(m_Data + m_Offset, &val, sizeof(T));
+15 -20
View File
@@ -3,32 +3,27 @@
#include "GLM.h" #include "GLM.h"
#include "../Common.h" #include "Common.h"
#include "../Core/System.h" #include "Core/System.h"
#include "../Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Rendering/Model.h" #include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h" #include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h" #include <imgui/imgui.h>
#include "Rendering/EAutoAnimationBlend.h"
#include "../Core/EntityWrapper.h"
#include "Rendering/AutoBlendQueue.h"
#include "../Input/EInputCommand.h"
#include "imgui/imgui.h"
class AnimationSystem : public ImpureSystem class AnimationSystem : public PureSystem
{ {
public: public:
AnimationSystem(SystemParams params); AnimationSystem(SystemParams params)
~AnimationSystem() { } : System(params)
virtual void Update(double dt) override; , PureSystem("Animation")
private: {
void CreateBlendTrees();
void UpdateAnimations(double dt); }
void UpdateWeights(double dt); ~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
}; };
#endif #endif
-46
View File
@@ -1,46 +0,0 @@
#ifndef AutoBlendQueue_h__
#define AutoBlendQueue_h__
#include "../Core/ResourceManager.h"
#include "Skeleton.h"
#include "Model.h"
#include "BlendTree.h"
#include "../Core/EntityWrapper.h"
class AutoBlendQueue
{
public:
struct AutoBlendJob
{
EntityWrapper RootNode = EntityWrapper::Invalid;
double Duration;
double CurrentTime = 0.0;
double Delay = 0.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
BlendTree::AutoBlendInfo BlendInfo;
};
struct AutoblendNode
{
AutoBlendJob BlendJob;
double StartTime;
double EndTime;
};
AutoBlendQueue() { };
void Insert(AutoBlendJob autoBlendJob);
void UpdateTime(double dt);
void PrintQueue();
bool HasActiveBlendJob();
std::shared_ptr<BlendTree> GetBlendTree();
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
private:
std::list<AutoblendNode> m_BlendQueue;
};
#endif
-100
View File
@@ -1,100 +0,0 @@
#ifndef BlendTree_h__
#define BlendTree_h__
#include "Common.h"
#include "../GLM.h"
#include "Skeleton.h"
#include "../Core/EntityWrapper.h"
#include "../Core/World.h"
#include <stack>
class BlendTree
{
public:
enum class NodeType
{
Additive,
Blend,
Override,
Animation,
};
struct Node
{
std::string Name;
EntityWrapper Entity;
Node* Parent = nullptr;
Node* Child[2] = { nullptr, nullptr };
NodeType Type;
std::map<int, Skeleton::PoseData> Pose;
bool SubTreeRoot = false;
double Weight = 0.0;
Node* Next() {
Node* next = this;
if (next->Child[1] == nullptr) {
// Node has no right child
next = this;
while (next->Parent != nullptr && next == next->Parent->Child[1]) {
next = next->Parent;
}
next = next->Parent;
} else {
// Find the leftmost node in the right subtree
next = next->Child[1];
while (next->Child[0] != nullptr) {
next = next->Child[0];
}
}
return next;
}
};
struct AutoBlendInfo
{
std::string NodeName;
double progress;
bool Start;
bool SingleBlend;
std::unordered_map<EntityWrapper, double> StartWeights;
};
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
~BlendTree();
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
glm::mat4 GetBoneTransform(int boneID);
bool IsValid() { return (m_Root == nullptr ? false : true); }
void PrintTree();
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
EntityWrapper GetSubTreeRoot(std::string nodeName);
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
std::vector<glm::mat4> m_FinalPose;
std::map<int, glm::mat4> m_FinalBoneTransforms;
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};
#endif
@@ -8,7 +8,6 @@
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Rendering/Model.h" #include "Rendering/Model.h"
#include "Rendering/Skeleton.h" #include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
//Needs to be a higher orderlevel than AnimationSystem //Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem class BoneAttachmentSystem : public PureSystem
@@ -1,27 +0,0 @@
#ifndef Events_AutoAnimationBlend_h__
#define Events_AutoAnimationBlend_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AutoAnimationBlend : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Duration = 0.0;
double Delay = 0.0;
bool Start = false;
bool Reverse = false;
bool Restart = false;
bool SingleLevelBlend = false;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
};
}
#endif
+27 -6
View File
@@ -15,7 +15,6 @@
#include "../Core/Transform.h" #include "../Core/Transform.h"
#include "Skeleton.h" #include "Skeleton.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "BlendTree.h"
struct ModelJob : RenderJob struct ModelJob : RenderJob
{ {
@@ -124,14 +123,32 @@ struct ModelJob : RenderJob
Skeleton = Model->m_RawModel->m_Skeleton; Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) { if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID); 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)];
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) { Animations.push_back(animationData);
BlendTree = Skeleton->BlendTrees.at(entityWrapper); }
}
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;
} }
} }
} }
}; };
unsigned int TextureID; unsigned int TextureID;
@@ -147,10 +164,13 @@ struct ModelJob : RenderJob
std::vector<const ::RawModel::TextureProperties*> SpecularTexture; std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture; std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f; float Shininess = 0.f;
glm::vec4 Color; glm::vec4 Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
const ::Model* Model = nullptr; const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr; ::Skeleton* Skeleton = nullptr;
std::shared_ptr<::BlendTree> BlendTree = nullptr; std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float GlowIntensity = 8.0; float GlowIntensity = 8.0;
glm::vec4 DiffuseColor; glm::vec4 DiffuseColor;
glm::vec4 SpecularColor; glm::vec4 SpecularColor;
@@ -162,6 +182,7 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
bool IsShielded; bool IsShielded;
bool Wireframe = false;
void CalculateHash() override void CalculateHash() override
{ {
Hash = ShaderID << 20 + ModelID << 10 + TextureID; Hash = ShaderID << 20 + ModelID << 10 + TextureID;
+1
View File
@@ -25,6 +25,7 @@ public:
bool StencilMask(GLuint mask); bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag); bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func); bool DepthFunc(GLenum func);
bool PolygonMode(GLenum face, GLenum mode);
bool AlphaFunc(GLenum func, GLclampf thresholder); bool AlphaFunc(GLenum func, GLclampf thresholder);
private: private:
+55 -22
View File
@@ -6,9 +6,27 @@
#include "../GLM.h" #include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp> #include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h> #include <imgui/imgui.h>
#include "../Core/EntityWrapper.h"
class BlendTree; //struct Bone
//{
// Bone(std::string name, glm::mat4 offsetMatrix)
// : Name(name)
// , OffsetMatrix(offsetMatrix)
// { }
//
// ~Bone()
// {
// for (auto kv : Children) {
// delete kv.second;
// }
// }
//
// std::string Name;
// glm::mat4 OffsetMatrix;
// glm::mat4 LocalMatrix;
//
// std::map<std::string, Bone*> Children;
//};
class Skeleton class Skeleton
{ {
@@ -50,43 +68,58 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations; std::map<int, std::vector<Keyframe>> JointAnimations;
}; };
struct PoseData { struct AnimationData
glm::vec3 Translation; {
glm::quat Orientation; const Animation* animation;
glm::vec3 Scale; 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() { }
~Skeleton(); ~Skeleton();
Bone* RootBone; Bone* RootBone;
std::map<int, Bone*> Bones;
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees; std::map<int, Bone*> Bones;
// Attach a new bone to the skeleton // Attach a new bone to the skeleton
// Returns: New bone index // Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix); int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name); int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name); const Animation* GetAnimation(std::string name);
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false); void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
std::vector<glm::mat4> GetTPose();
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations; std::map<std::string, Animation> Animations;
private:
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix); glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone); glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone); glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName; std::map<std::string, Bone*> m_BonesByName;
@@ -1,17 +0,0 @@
#ifndef AbilityCooldownHUDSystem_h__
#define AbilityCooldownHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AbilityCooldownHUDSystem : public ImpureSystem
{
public:
AbilityCooldownHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -0,0 +1,17 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AmmunitionHUDSystem : public ImpureSystem
{
public:
AmmunitionHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -1,19 +0,0 @@
#ifndef BoostIconsHUDSystem_h__
#define BoostIconsHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class BoostIconsHUDSystem : public PureSystem
{
public:
BoostIconsHUDSystem(SystemParams params)
: System(params)
, PureSystem("BoostIconsHUD")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
};
#endif
+1 -1
View File
@@ -10,7 +10,7 @@ public:
: System(params) : System(params)
, PureSystem("Lifetime") , PureSystem("Lifetime")
{ {
LOG_INFO("ASDASDASSA");
} }
virtual void Update(double dt) override; virtual void Update(double dt) override;
-19
View File
@@ -1,19 +0,0 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include <boost/lexical_cast.hpp>
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class TextFieldReader : public PureSystem
{
public:
TextFieldReader(SystemParams params)
: System(params)
, PureSystem("TextFieldReader")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cTextFieldReader, double dt) override;
};
#endif
@@ -1,40 +1,47 @@
#ifndef AssaultWeaponBehaviour_h__ #ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__ #define AssaultWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h" #include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour> class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{ {
public: public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree) AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams) : WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ } { }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override; protected:
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override; virtual void OnPrimaryFire(WeaponInfo& wi) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override; virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override; virtual void OnReload(WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private: private:
std::random_device m_RandomDevice; // State
std::mt19937 m_RandomEngine; bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
double m_TimeSinceLastFire = 0.0;
EntityWrapper m_FirstPersonReloadImpostor;
// Weapon functions bool hasAmmo();
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi); void fireRound();
//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage); void spawnTracer();
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi); float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi); void playFireSound();
void playEmptySound();
// Utility void viewPunch();
//Camera cameraFromEntity(EntityWrapper camera); void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
}; };
#endif #endif
@@ -1,10 +1,7 @@
#ifndef DefenderWeaponBehaviour_h__
#define DefenderWeaponBehaviour_h__
#include "WeaponBehaviour.h" #include "WeaponBehaviour.h"
#include "Collision/Collision.h" #include "Collision/Collision.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h" #include "Rendering/ESetCamera.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour> class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{ {
@@ -13,27 +10,29 @@ public:
: System(systemParams) : System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree) , WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice()) , m_RandomEngine(m_RandomDevice())
{ } {
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override; void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override; void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override; void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override; void OnCeasePrimaryFire(WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override; bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private: private:
std::random_device m_RandomDevice; std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine; std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions // Weapon functions
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi); void fireShell(WeaponInfo& wi);
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage); void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility // Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera); Camera cameraFromEntity(EntityWrapper camera);
}; };
#endif
@@ -1,38 +0,0 @@
#ifndef SidearmWeaponBehaviour_h__
#define SidearmWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
{
public:
SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
bool canFire(ComponentWrapper cWeapon);
bool playerInFirstPerson(EntityWrapper player);
//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
};
#endif
+32 -103
View File
@@ -7,8 +7,6 @@
#include "Collision/EntityAABB.h" #include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h" #include "Systems/SpawnerSystem.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
template <typename ETYPE> template <typename ETYPE>
class WeaponBehaviour : public PureSystem class WeaponBehaviour : public PureSystem
@@ -22,85 +20,42 @@ public:
, m_Renderer(renderer) , m_Renderer(renderer)
, m_CollisionOctree(collisionOctree) , m_CollisionOctree(collisionOctree)
{ {
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_ConfigAutoReload = config->Get<bool>("Gameplay.AutoReload", true);
} }
virtual ~WeaponBehaviour() = default; virtual ~WeaponBehaviour() = default;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{ {
auto weapon = getActiveWeapon(entity); auto weapon = getActiveWeapon(entity);
if (!weapon) { if (!weapon) {
return; return;
} else { } else {
UpdateWeapon(cWeapon, *weapon, dt); UpdateWeapon(*weapon, dt);
} }
} }
protected: protected:
struct WeaponInfo struct WeaponInfo
{ {
std::string WeaponComponent;
EntityWrapper Player; EntityWrapper Player;
EntityWrapper WeaponEntity; EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity; EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity; EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
}; };
IRenderer* m_Renderer; IRenderer* m_Renderer;
EntityWrapper m_CurrentCamera;
Octree<EntityAABB>* m_CollisionOctree; Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons; std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
bool m_ConfigAutoReload;
virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { } virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { } virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { } virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { } virtual void OnReload(WeaponInfo& wi) { }
virtual void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) { } virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
bool isPlayerInFirstPerson(EntityWrapper player)
{
if (!m_CurrentCamera.Valid()) {
return false;
} else {
return m_CurrentCamera == player || m_CurrentCamera.IsChildOf(player);
}
}
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
// if the player is in first person mode or not.
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
{
if (isPlayerInFirstPerson(wi.Player)) {
return wi.FirstPersonEntity;
} else {
return wi.ThirdPersonEntity;
}
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
private: private:
EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
bool _OnSetCamera(const Events::SetCamera& e)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand; EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e) bool _OnInputCommand(const Events::InputCommand& e)
{ {
@@ -115,19 +70,15 @@ private:
} }
// Make sure the player has this weapon // Make sure the player has this weapon
auto cWeapon = getWeaponComponent(player); auto weapon = getWeaponComponent(player);
if (!cWeapon) { if (!weapon) {
return false; return false;
} }
// Weapon selection // Weapon selection
if (e.Command == "SelectWeapon") { if (e.Command == "SelectWeapon") {
if (e.Value > 0) { if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) { selectWeapon(player);
selectWeapon(*cWeapon, player);
} else {
holsterWeapon(*cWeapon, player);
}
} }
} }
@@ -140,18 +91,18 @@ private:
// Fire // Fire
if (e.Command == "PrimaryFire") { if (e.Command == "PrimaryFire") {
if (e.Value > 0) { if (e.Value > 0) {
OnPrimaryFire(*cWeapon, *activeWeapon); OnPrimaryFire(*activeWeapon);
} else { } else {
OnCeasePrimaryFire(*cWeapon, *activeWeapon); OnCeasePrimaryFire(*activeWeapon);
} }
} }
// Reload // Reload
if (e.Command == "Reload" && e.Value != 0) { if (e.Command == "Reload" && e.Value != 0) {
OnReload(*cWeapon, *activeWeapon); OnReload(*activeWeapon);
} }
return OnInputCommand(*cWeapon, *activeWeapon, e); return OnInputCommand(*activeWeapon, e);
} }
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player) boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
@@ -178,13 +129,8 @@ private:
return activeWeapon; return activeWeapon;
} }
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player) void selectWeapon(EntityWrapper player)
{ {
// Don't reselect weapon if it's already active
if (getActiveWeapon(player)) {
return;
}
// Find the weapon attachments matching the weapon type // Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment"); std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment; EntityWrapper firstPersonAttachment;
@@ -206,6 +152,14 @@ private:
return; return;
} }
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s) // Spawn the weapon(s)
EntityWrapper firstPersonWeapon; EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon; EntityWrapper thirdPersonWeapon;
@@ -216,36 +170,11 @@ private:
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment); thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
} }
WeaponInfo& wi = m_ActiveWeapons[player]; m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
wi.Player = player; m_ActiveWeapons[player].Player = player;
wi.WeaponEntity = player; m_ActiveWeapons[player].WeaponEntity = player;
wi.FirstPersonEntity = firstPersonWeapon; m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon; m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
OnEquip(cWeapon, wi);
}
void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return;
}
WeaponInfo& wi = *activeWeapon;
// Send holster event
OnHolster(cWeapon, wi);
// Delete weapon entities
if (wi.FirstPersonEntity.Valid()) {
m_World->DeleteEntity(wi.FirstPersonEntity.ID);
}
if (wi.ThirdPersonEntity.Valid()) {
m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
}
// Make weapon inactive
m_ActiveWeapons.erase(player);
} }
}; };
-3
View File
@@ -1,6 +1,3 @@
[Gameplay]
AutoReload=true
[Debug] [Debug]
LogLevel=1 LogLevel=1
LoadMap= LoadMap=
-1
View File
@@ -28,4 +28,3 @@ P=SwitchToPlayer
K=TakeDamage,1500 K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData F3=PerformanceTimingCreateExcelData
F4=SwapToClassPick
+2 -8
View File
@@ -33,6 +33,7 @@
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/> <xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/> <xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AmmoPickup.xsd"/> <xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/> <xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/ShieldAbility.xsd"/> <xs:include schemaLocation="Components/ShieldAbility.xsd"/>
<xs:include schemaLocation="Components/SprintAbility.xsd"/> <xs:include schemaLocation="Components/SprintAbility.xsd"/>
@@ -44,23 +45,16 @@
<xs:include schemaLocation="Components/Sprite.xsd"/> <xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/> <xs:include schemaLocation="Components/Shielded.xsd"/>
<xs:include schemaLocation="Components/CapturePointHUD.xsd"/> <xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
<xs:include schemaLocation="Components/TextFieldReader.xsd"/> <xs:include schemaLocation="Components/AmmunitionHUD.xsd"/>
<xs:include schemaLocation="Components/Menu.xsd"/> <xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/> <xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/BlendOverride.xsd"/>
<xs:include schemaLocation="Components/Blend.xsd"/>
<xs:include schemaLocation="Components/BlendAdditive.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/> <xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/> <xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/> <xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/AbilityCooldownHUD.xsd"/>
<xs:include schemaLocation="Components/DoubleJump.xsd"/> <xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/> <xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/> <xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
<xs:include schemaLocation="Components/SidearmWeapon.xsd"/>
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/> <xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
<xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/> <xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/>
<xs:include schemaLocation="Components/FloatingEffect.xsd"/> <xs:include schemaLocation="Components/FloatingEffect.xsd"/>
<xs:include schemaLocation="Components/BoostIconsHUD.xsd"/>
<xs:include schemaLocation="Components/InputCmdButton.xsd"/>
</xs:schema> </xs:schema>
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AbilityCooldownHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AbilityCooldownHUD.xsd">
</AbilityCooldownHUD>
@@ -1,9 +0,0 @@
<?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="AbilityCooldownHUD">
<xs:annotation>
<xs:documentation>HUD element for tracking ability cooldown. If it has a sprite and fill component it will fill the sprite with chosen color depending on the cooldown.\n A child with text component named "Cooldown"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AmmunitionHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmunitionHUD.xsd">
</AmmunitionHUD>
@@ -0,0 +1,10 @@
<?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:include schemaLocation="../Types/TeamEnum.xsd"/>
<xs:element name="AmmunitionHUD">
<xs:annotation>
<xs:documentation>Hud element for tracking ammunition from parent with AssaultWeapon component. Child with the name "MagazineAmmo" tracks clip ammunition. Child with the name "Ammo" tracks ammo.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
+15 -7
View File
@@ -1,10 +1,18 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd"> <Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<AnimationName></AnimationName> <AnimationName1></AnimationName1>
<Time>0</Time> <Weight1>1.0</Weight1>
<Play>false</Play> <Time1>0</Time1>
<Reverse>false</Reverse> <Speed1>0</Speed1>
<Speed>0</Speed> <Loop1>true</Loop1>
<Loop>true</Loop> <AnimationName2></AnimationName2>
<Additive>false</Additive> <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> </Animation>
+17 -7
View File
@@ -2,17 +2,27 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types"> <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/> <xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Animation"> <xs:element name="Animation">
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/> <xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/> <xs:element name="Weight1" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/> <xs:element name="Time1" type="t:double" minOccurs="0"/>
<xs:element name="Play" type="t:bool" minOccurs="0"/> <xs:element name="Speed1" type="t:double" minOccurs="0"/>
<xs:element name="Reverse" type="t:bool" minOccurs="0"/> <xs:element name="Loop1" type="t:bool" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/> <xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
<xs:element name="Additive" type="t:bool" 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:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
</xs:schema> </xs:schema>
@@ -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>
+6 -15
View File
@@ -1,21 +1,12 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd"> <AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
<Slot><Primary/></Slot>
<MagazineAmmo>32</MagazineAmmo> <MagazineAmmo>32</MagazineAmmo>
<MagazineSize>32</MagazineSize> <MagazineSize>32</MagazineSize>
<Ammo>320</Ammo> <Ammo>360</Ammo>
<MaxAmmo>320</MaxAmmo> <MaxAmmo>360</MaxAmmo>
<BaseDamage>15</BaseDamage> <BaseDamage>5</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees --> <RPM>120</RPM>
<MaxTravelAngle>0.10</MaxTravelAngle> <!-- 0.174533 = 10 degrees --> <ViewPunch>0.01</ViewPunch>
<RPM>420</RPM>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.18</ViewReturnSpeed>
<ReloadTime>2</ReloadTime> <ReloadTime>2</ReloadTime>
<EquipTime>0.5</EquipTime> <Slot><Primary/></Slot>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</AssaultWeapon> </AssaultWeapon>
+3 -20
View File
@@ -7,7 +7,6 @@
<xs:element name="AssaultWeapon"> <xs:element name="AssaultWeapon">
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0"> <xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element> </xs:element>
@@ -21,32 +20,16 @@
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0"/> <xs:element name="BaseDamage" type="t:double" minOccurs="0"/>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="RPM" type="t:double" minOccurs="0"> <xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0"> <xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0"> <xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="EquipTime" type="t:double" minOccurs="0"> <xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
-7
View File
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Blend xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Blend.xsd">
<Pose1></Pose1>
<Pose2></Pose2>
<Weight>0.5</Weight>
<SubTreeRoot>false</SubTreeRoot>
</Blend>
-15
View File
@@ -1,15 +0,0 @@
<?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="Blend">
<xs:complexType>
<xs:all>
<xs:element name="Pose1" type="t:string" minOccurs="0"/>
<xs:element name="Pose2" type="t:string" minOccurs="0"/>
<xs:element name="Weight" type="t:double" minOccurs="0"/>
<xs:element name="SubTreeRoot" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BlendAdditive xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendAdditive.xsd">
<Adder></Adder>
<Receiver></Receiver>
</BlendAdditive>
@@ -1,13 +0,0 @@
<?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="BlendAdditive">
<xs:complexType>
<xs:all>
<xs:element name="Adder" type="t:string" minOccurs="0"/>
<xs:element name="Receiver" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BlendOverride xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendOverride.xsd">
<Master></Master>
<Slave></Slave>
</BlendOverride>
@@ -1,13 +0,0 @@
<?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="BlendOverride">
<xs:complexType>
<xs:all>
<xs:element name="Master" type="t:string" minOccurs="0"/>
<xs:element name="Slave" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,2 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostIconsHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostIconsHUD.xsd"/>
@@ -1,10 +0,0 @@
<?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="BoostIconsHUD">
<xs:annotation>
<xs:documentation>Origin for the 3 boost states. Create 3 children with Sprite and Fill components, name them "Sprint", "Defender", "Assault"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -1,21 +1,16 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd"> <DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<Slot><Primary/></Slot>
<MagazineAmmo>8</MagazineAmmo> <MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize> <MagazineSize>8</MagazineSize>
<Ammo>64</Ammo> <Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo> <MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage> <BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees --> <SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets> <NumPellets>10</NumPellets>
<RPM>120</RPM> <RPM>120</RPM>
<ViewPunch>0.03</ViewPunch> <ViewPunch>0.01</ViewPunch>
<ViewReturnSpeed>0.2</ViewReturnSpeed>
<ReloadTime>0.5</ReloadTime> <ReloadTime>0.5</ReloadTime>
<TriggerHeld>false</TriggerHeld> <Slot><Primary/></Slot>
<FireCooldown>0</FireCooldown> <IsFiring>false</IsFiring>
<IsReloading>false</IsReloading> <TimeSinceLastFire>0</TimeSinceLastFire>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</DefenderWeapon> </DefenderWeapon>
+3 -24
View File
@@ -4,22 +4,9 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/> <xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/> <xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:complexType name="WeaponStateEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="DefenderWeapon"> <xs:element name="DefenderWeapon">
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0"> <xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element> </xs:element>
@@ -38,9 +25,6 @@
<xs:element name="SpreadAngle" type="t:float" minOccurs="0"> <xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/> <xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"> <xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
@@ -48,17 +32,12 @@
<xs:element name="ViewPunch" type="t:float" minOccurs="0"> <xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0"> <xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/> <xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/> <xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/> <xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<InputCmdButton xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="InputCmdButton.xsd">
<Command></Command>
<PressValue>0.0</PressValue>
</InputCmdButton>
@@ -1,19 +0,0 @@
<?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="InputCmdButton">
<xs:annotation><xs:documentation>Used with a Button component, the button will send an inputCommand event instead of ButtonPressed/Released event.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Command" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The command name for the inputCommand.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="PressValue" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The value in inputCommand.Value that will be sent on button press.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SidearmWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SidearmWeapon.xsd">
<Slot><Secondary/></Slot>
<MagazineAmmo>16</MagazineAmmo>
<MagazineSize>16</MagazineSize>
<BaseDamage>20</BaseDamage>
<RPM>500</RPM>
<Automatic>false</Automatic>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<EquipTime>0.5</EquipTime>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
</SidearmWeapon>
@@ -1,52 +0,0 @@
<?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:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:complexType name="WeaponStateEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="SidearmWeapon">
<xs:complexType>
<xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Automatic" type="t:bool" minOccurs="0"/>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="EquipTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd"> <SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
<StrengthOfEffect>2.0</StrengthOfEffect> <CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</SprintAbility> </SprintAbility>
@@ -9,8 +9,8 @@
</xs:annotation> </xs:annotation>
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0"> <xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>This is the cooldown on sprint</xs:documentation></xs:annotation>
</xs:element> </xs:element>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
+1 -1
View File
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Text xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Text.xsd"> <Text xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Text.xsd">
<Content></Content> <Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource></Resource>
<Color R="1" G="1" B="1" A="1"/> <Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible> <Visible>true</Visible>
<Alignment><Center/></Alignment> <Alignment><Center/></Alignment>
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<TextFieldReader xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="TextFieldReader.xsd">
<ParentEntityName></ParentEntityName>
<ComponentType></ComponentType>
<Field></Field>
</TextFieldReader>
@@ -1,21 +0,0 @@
<?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="TextFieldReader">
<xs:annotation><xs:documentation>Reads a value from a specific field of a compoent of parent entity and writes it to the Text component on this entity.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="ParentEntityName" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The name of the parent entity to read the component field from. Leave empty to read from this entity.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ComponentType" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The component type to read the field value from.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Field" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The field name to read the value from.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+78 -486
View File
@@ -2,10 +2,6 @@
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -13,542 +9,138 @@
<Entity> <Entity>
<Components> <Components>
<c:Transform> <c:Transform>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/> <Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
<Orientation X="0" Y="2.41300011" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children> <Children>
<Entity> <Entity>
<Components> <Components>
<c:DirectionalLight> <c:DirectionalLight/>
<Intensity>0</Intensity>
</c:DirectionalLight>
<c:Model> <c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource> <Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/> <Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.60000038" Y="3.14159203" Z="0"/> <Orientation X="5.40800047" Y="3.65100026" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="Light"> <Entity name="Running">
<Components> <Components>
<c:PointLight> <c:Animation>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/> <AnimationName1>Run</AnimationName1>
<Radius>8</Radius> <Weight1>0.5</Weight1>
<Intensity>0.60000002384185791</Intensity> <Time1>0.60188997954429357</Time1>
</c:PointLight> <Speed1>-1</Speed1>
<c:Transform> <Speed2>1</Speed2>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/> <Weight2>0.5</Weight2>
</c:Transform> <Time2>0.96957233017255007</Time2>
</Components> <Time3>0.093923612201312068</Time3>
<Children/> <Speed3>1</Speed3>
</Entity> </c:Animation>
<Entity name="Assault"> <c:AnimationOffset>
<Components> <AnimationName>AimRifle</AnimationName>
<c:BlendAdditive> <Time>0.5</Time>
<Adder>AimBlend</Adder> </c:AnimationOffset>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model> <c:Model>
<GlowIntensity>5</GlowIntensity> <Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model> </c:Model>
<c:Transform/> <c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components> </Components>
<Children> <Children>
<Entity name="WeaponAttachment"> <Entity name="R_Arm_Weapon_Joint">
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName> <BoneName>R_Arm_Weapon_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.154985309" Y="1.07679462" Z="-0.201120675"/> <Position X="0.161975682" Y="1.06281972" Z="-0.216630161"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/> <Orientation X="-0.064812161" Y="-0.0739696771" Z="0.143780142"/>
<Orientation X="-0.0289514996" Y="-0.119508959" Z="0.18072544"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="AimBlend"> </Children>
</Entity>
<Entity>
<Components> <Components>
<c:Blend> <c:PointLight>
<Pose1>AimPrimary</Pose1> <Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Pose2>AimSecondary</Pose2> <Radius>10</Radius>
<Weight>0</Weight> </c:PointLight>
</c:Blend> <c:Transform>
<c:Transform/> <Position X="-0.375567257" Y="2.13093901" Z="-0.718547285"/>
</c:Transform>
</Components> </Components>
<Children> <Children>
<Entity name="AimPrimary"> <Entity>
<Components> <Components>
<c:Animation> <c:PointLight>
<AnimationName>AimRifleA</AnimationName> <Color A="1" B="1" G="0.70588237" R="0.70588237"/>
<Time>0.49999979138374329</Time> <Radius>10</Radius>
<Loop>false</Loop> </c:PointLight>
<Additive>true</Additive> <c:Transform>
</c:Animation> <Position X="-1.96873236" Y="0" Z="0"/>
<c:Transform/> </c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="FinalBlend"> <Entity>
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.89967686078176468</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.33219857512804407</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.86553330718370836</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.86721706215490468</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.19605135393254369</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Plane">
<Components> <Components>
<c:Model> <c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource> <Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Scale X="5" Y="1" Z="5"/> <Scale X="10" Y="1" Z="10"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="Light"> <Entity>
<Components> <Components>
<c:PointLight> <c:Animation>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/> <AnimationName1>ShootFastRifle</AnimationName1>
<Radius>8</Radius> <Time1>0.056234247235838808</Time1>
<Intensity>0.60000002384185791</Intensity> <Speed1>1</Speed1>
</c:PointLight> <Speed2>1</Speed2>
<AnimationName2>Idl</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>1.8308673495784191</Time2>
<AnimationName3>StrafeRigh</AnimationName3>
<Weight3>0.5</Weight3>
<Time3>0.32167823998061529</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform> <c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/> <Position X="0" Y="0.803468645" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="Light"> </Children>
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
@@ -1,513 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Assault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>AimBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.156333789" Y="1.03861308" Z="-0.236426264"/>
<Orientation X="-0.004295466" Y="-0.0313791931" Z="0.138012439"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0.012867419418159054</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1.2938206818383024e-24</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.2564968854355536</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.52851038945945739</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.43808950646909217</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.4616050363492068</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.0053995709937186831</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.045646808897594759</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.97296827084837822</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.75134225602578031</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0.014621149736541383</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>0.014363533804961248</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>4.3244885367500671e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.00030848838797092881</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>0.68071957047806109</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
<Time>0.68424461076784837</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.12914212153428517</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+12 -16
View File
@@ -1,11 +1,17 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model> </c:Model>
<c:Transform/> <c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components> </Components>
<Children> <Children>
@@ -15,8 +21,7 @@
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile> <EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform> <c:Transform>
<Position X="0.00800000038" Y="0.0920000076" Z="-0.416000009"/> <Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
<Orientation X="6.2760005" Y="0.00500000035" Z="0.00600000005"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -32,8 +37,9 @@
</Entity> </Entity>
<Entity name="AmmunitionHUD"> <Entity name="AmmunitionHUD">
<Components> <Components>
<c:AmmunitionHUD/>
<c:Transform> <c:Transform>
<Position X="-0.0440000035" Y="0.136000007" Z="-0.119000003"/> <Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/> <Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -64,11 +70,6 @@
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/> <Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text> </c:Text>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform> <c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/> <Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform> </c:Transform>
@@ -78,15 +79,10 @@
<Entity name="Ammo"> <Entity name="Ammo">
<Components> <Components>
<c:Text> <c:Text>
<Content>320</Content> <Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/> <Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text> </c:Text>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Transform> <c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/> <Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/> <Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
@@ -1,11 +1,17 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model> </c:Model>
<c:Transform/> <c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
</Components> </Components>
<Children> <Children>
-598
View File
@@ -1,598 +0,0 @@
<?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:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/>
<Orientation X="0" Y="2.41300011" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0</Intensity>
</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="5.60000038" Y="3.14159203" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Assault">
<Components>
<c:BlendAdditive>
<Adder>AimBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.157041892" Y="1.0375092" Z="-0.236085728"/>
<Orientation X="-0.00432149554" Y="-0.0343661793" Z="0.138000518"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0.012867419418159054</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1.2938206818383024e-24</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.28642783708275554</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.55844134110665933</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.46802045811629411</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.49153598799640874</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>1.9353306180083529</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.075577760544797146</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.0028992224955801671</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.78127320767298225</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0.014621149736541383</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>0.014363533804961248</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>4.3244885367500671e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.00030848838797092881</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>0.71065052212526325</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
<Time>0.71417556241505054</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.12914212153428517</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Plane">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="5" Y="1" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,12 +1,16 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="DefenderWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource> <Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0" Y="0.0350000001" Z="-0.295000017"/> <Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -33,6 +37,7 @@
</Entity> </Entity>
<Entity name="AmmunitionHUD"> <Entity name="AmmunitionHUD">
<Components> <Components>
<c:AmmunitionHUD/>
<c:Transform> <c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/> <Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/> <Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
@@ -60,13 +65,8 @@
<Children> <Children>
<Entity name="MagazineAmmo"> <Entity name="MagazineAmmo">
<Components> <Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>DefenderWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Text> <c:Text>
<Content>0</Content> <Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/> <Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text> </c:Text>
@@ -78,13 +78,8 @@
</Entity> </Entity>
<Entity name="Ammo"> <Entity name="Ammo">
<Components> <Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>DefenderWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Text> <c:Text>
<Content>0</Content> <Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/> <Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text> </c:Text>
+6 -6
View File
@@ -26,7 +26,7 @@
<Components> <Components>
<c:SpawnPoint/> <c:SpawnPoint/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource> <Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/> <Color A="1" B="0" G="0" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
@@ -39,7 +39,7 @@
<Components> <Components>
<c:SpawnPoint/> <c:SpawnPoint/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource> <Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="0.0117647061" G="0" R="1"/> <Color A="1" B="0.0117647061" G="0" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
@@ -94,11 +94,11 @@
<Components> <Components>
<c:SpawnPoint/> <c:SpawnPoint/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource> <Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/> <Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/> <Position X="0.800000012" Y="0" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -107,11 +107,11 @@
<Components> <Components>
<c:SpawnPoint/> <c:SpawnPoint/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource> <Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/> <Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.800000012" Y="0" Z="0"/> <Position X="-0.600000024" Y="0" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,308 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="OverwatchCamera" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:RaptorCopter>
<Speed>0.049999997019767761</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="-4" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="CameraAnchor">
<Components>
<c:Transform>
<Position X="66" Y="59.2180023" Z="0"/>
<Orientation X="5.89000034" Y="1.57079637" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="SpectatorCamera">
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children>
<Entity name="SpectatorHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="CapturePointHUD">
<Components>
<c:Transform>
<Position X="0" Y="0.190541431" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.811270177" Y="0.440691769" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="1.62788737" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-0.820431828" Y="0.441878349" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>0.10332605343919568</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="RespawnTimer">
<Components>
<c:Text>
<Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0.178199276" Z="0"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="PickClassCamera">
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children>
<Entity name="PickClassHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="DefenderClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>2</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.349999994" Y="0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AssaultClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitRaptor.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.349999994" Y="0.149504215" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SniperClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Test/aM4ME4GR.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>3</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.349999994" Y="-0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+71 -169
View File
@@ -12,7 +12,9 @@
</Slot> </Slot>
</c:AssaultWeapon> </c:AssaultWeapon>
<c:Collidable/> <c:Collidable/>
<c:DashAbility/> <c:DefenderWeapon>
<TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/> <c:DoubleJump/>
<c:Health/> <c:Health/>
<c:Physics> <c:Physics>
@@ -28,7 +30,7 @@
</Team> </Team>
</c:Team> </c:Team>
<c:Transform> <c:Transform>
<Position X="0" Y="0.0288832188" Z="2.64144421"/> <Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -68,8 +70,8 @@
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture> <DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<GlowMap></GlowMap>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.200000003"/> <Position X="0" Y="0" Z="0.200000003"/>
@@ -92,105 +94,42 @@
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.301960796" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="-0.263000011" Y="-0.185000002" Z="0"/>
<Orientation X="5.87300014" Y="0" Z="4.71200037"/>
<Scale X="0.106000006" Y="0.333000004" Z="0.150000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="BoostIcons">
<Components>
<c:BoostIconsHUD/>
<c:Transform/>
</Components>
<Children>
<Entity name="Assault">
<Components>
<c:Fill>
<Color A="1" B="0.533333361" G="1" R="0.329411775"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.0392156877" G="0.184313729" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.168000013" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Defender">
<Components>
<c:Fill>
<Color A="1" B="1" G="0.58431375" R="0.105882354"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.34117648" G="0.192156866" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.224999994" Y="0.27700001" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Sniper">
<Components>
<c:Fill>
<Color A="1" B="0.345098048" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.121568628" G="0" R="0.443137258"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.38500002" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="HealthText"> <Entity name="HealthText">
<Components> <Components>
<c:Fill> <c:Fill>
<Percentage>1</Percentage> <Percentage>1</Percentage>
<Color A="1" B="1" G="0" R="0"/> <Color A="1" B="1" G="0" R="0"/>
</c:Fill> </c:Fill>
<c:HealthHUD/>
<c:Text> <c:Text>
<Content>100/100</Content> <Content>100/100</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="0.505882382" B="3.92156863" G="1.17647064" R="0"/> <Color A="0.505882382" B="3.92156863" G="1.17647064" R="0"/>
</c:Text> </c:Text>
<c:HealthHUD/>
<c:Transform> <c:Transform>
<Position X="-0.355000019" Y="-0.203000009" Z="0.0410000011"/> <Position X="-0.355000019" Y="-0.203000009" Z="0.0410000011"/>
<Orientation X="0" Y="0.410000026" Z="0"/>
<Scale X="0.0350000001" Y="0.0350000001" Z="0.0350000001"/> <Scale X="0.0350000001" Y="0.0350000001" Z="0.0350000001"/>
<Orientation X="0" Y="0.410000026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.301960796" B="1" G="0" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:HealthHUD/>
<c:Transform>
<Position X="-0.263000011" Y="-0.185000002" Z="0"/>
<Scale X="0.106000006" Y="0.333000004" Z="0.150000006"/>
<Orientation X="5.87300014" Y="0" Z="4.71200037"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -231,8 +170,8 @@
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/> <Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -257,6 +196,7 @@
<CapturePointNumber>3</CapturePointNumber> <CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD> </c:CapturePointHUD>
<c:Fill> <c:Fill>
<Percentage>0.80222018197612788</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/> <Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill> </c:Fill>
<c:Sprite> <c:Sprite>
@@ -265,8 +205,8 @@
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/> <Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -291,7 +231,6 @@
<CapturePointNumber>4</CapturePointNumber> <CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD> </c:CapturePointHUD>
<c:Fill> <c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/> <Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill> </c:Fill>
<c:Sprite> <c:Sprite>
@@ -300,8 +239,8 @@
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/> <Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -334,8 +273,8 @@
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/> <Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -347,7 +286,7 @@
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture> <DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap> <GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/> <Color A="0.699999988" B="0" G="0.200000003" R="1"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/> <Position X="-1.58304751" Y="0.919596612" Z="0"/>
@@ -358,8 +297,7 @@
<Components> <Components>
<c:CapturePointHUD/> <c:CapturePointHUD/>
<c:Fill> <c:Fill>
<Percentage>1</Percentage> <Color A="0.699999988" B="1" G="0.200000003" R="0"/>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill> </c:Fill>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture> <DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
@@ -367,8 +305,8 @@
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/> <Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/> <Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -431,38 +369,19 @@
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="CapturePointArrow">
<Components>
<c:CapturePointArrowHUD/>
<c:Model>
<Resource>Models/Widgets/Arrows/Arrow5.mesh</Resource>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.714000046" Z="-1.30000007"/>
<Orientation X="0.405680239" Y="0.369605929" Z="0"/>
<Scale X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="Hands"> <Entity name="Hands">
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>Idle</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>1.8348644854054612</Time1> <Time1>1.9408570429715581</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
</c:Animation> </c:Animation>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/Test/FirstPerson.mesh</Resource> <Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/> <Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
@@ -470,37 +389,25 @@
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="PrimaryAttachment">
<Components> <Components>
<c:BoneAttachment> <c:WeaponAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName> <Weapon>DefenderWeapon</Weapon>
</c:BoneAttachment> </c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:WeaponAttachment> <c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon> <Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment> </c:WeaponAttachment>
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile> <EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform> <c:Transform/>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
@@ -528,7 +435,8 @@
<Entity name="PlayerModel"> <Entity name="PlayerModel">
<Components> <Components>
<c:Animation> <c:Animation>
<AnimationName1>IdleF</AnimationName1> <AnimationName1>Idle</AnimationName1>
<Time1>1.5631122524686134</Time1>
<Speed1>1</Speed1> <Speed1>1</Speed1>
<AnimationName2></AnimationName2> <AnimationName2></AnimationName2>
<AnimationName3></AnimationName3> <AnimationName3></AnimationName3>
@@ -540,13 +448,28 @@
<c:Shielded/> <c:Shielded/>
<c:HiddenForLocalPlayer/> <c:HiddenForLocalPlayer/>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource> <Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="1" G="0.952941179" R="1"/> <Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="PrimaryAttachment"> <Entity name="PrimaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components> <Components>
<c:WeaponAttachment> <c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon> <Weapon>AssaultWeapon</Weapon>
@@ -561,27 +484,6 @@
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="AABBStanding"> <Entity name="AABBStanding">
@@ -620,8 +522,8 @@
</c:Text> </c:Text>
<c:Transform> <c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/> <Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/> <Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -630,8 +532,8 @@
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture> <DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort> <DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<Color A="1" B="1" G="0.309803933" R="0"/> <Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite> </c:Sprite>
<c:HiddenForLocalPlayer/> <c:HiddenForLocalPlayer/>
@@ -1,695 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Player" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon/>
<c:Collidable/>
<c:DashAbility/>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832188" Z="2.64144421"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<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="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HitMarkerSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/HitMarker.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="HealthHUD">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.301960796" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="-0.263000011" Y="-0.185000002" Z="0"/>
<Orientation X="5.87300014" Y="0" Z="4.71200037"/>
<Scale X="0.106000006" Y="0.333000004" Z="0.150000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="BoostIcons">
<Components>
<c:BoostIconsHUD/>
<c:Transform/>
</Components>
<Children>
<Entity name="Assault">
<Components>
<c:Fill>
<Color A="1" B="0.533333361" G="1" R="0.329411775"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.0392156877" G="0.184313729" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.168000013" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Defender">
<Components>
<c:Fill>
<Color A="1" B="1" G="0.58431375" R="0.105882354"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.34117648" G="0.192156866" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.224999994" Y="0.27700001" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Sniper">
<Components>
<c:Fill>
<Color A="1" B="0.345098048" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.121568628" G="0" R="0.443137258"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.38500002" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="HealthText">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="1" B="1" G="0" R="0"/>
</c:Fill>
<c:Text>
<Content>100/100</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="0.505882382" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:HealthHUD/>
<c:Transform>
<Position X="-0.355000019" Y="-0.203000009" Z="0.0410000011"/>
<Orientation X="0" Y="0.410000026" Z="0"/>
<Scale X="0.0350000001" Y="0.0350000001" Z="0.0350000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CapturePointHUD">
<Components>
<c:Transform>
<Position X="0" Y="0.190541431" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.811270177" Y="0.440691769" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="1.62788737" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-0.820431828" Y="0.441878349" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="KillFeed">
<Components>
<c:KillFeed/>
<c:Transform>
<Position X="0.486000031" Y="0.26000002" Z="0"/>
<Scale X="0.0149999997" Y="0.0149999997" Z="0.0149999997"/>
</c:Transform>
</Components>
<Children>
<Entity name="KillFeed1">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="KillFeed2">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0" Y="-1" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="KillFeed3">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0" Y="-2" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CapturePointArrow">
<Components>
<c:CapturePointArrowHUD/>
<c:Model>
<Resource>Models/Widgets/Arrows/Arrow5.mesh</Resource>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.714000046" Z="-1.30000007"/>
<Orientation X="0.405680239" Y="0.369605929" Z="0"/>
<Scale X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8348644854054612</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/Test/FirstPerson.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Model>
<Resource>Models/Widgets/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>
<AnimationName1>IdleF</AnimationName1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.952941179" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultWeapon">
<Components>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00624208851" Y="0.0957332104" Z="-0.159257293"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</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>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</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>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerName">
<Components>
<c:Text>
<Content>Insert name here</Content>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Indicator">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
<MinScale>50</MinScale>
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84019077" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -2,15 +2,13 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="0" B="0" G="0" R="39.2156868"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.136586398" Y="0.92942369" Z="-0.139760047"/> <Scale X="0.0400000028" Y="26.2000008" Z="0.0400000028"/>
<Orientation X="-0.601206124" Y="0.132410824" Z="-0.129014626"/> <Orientation X="1.57070005" Y="0" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
+8 -34
View File
@@ -1,46 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="RayRed" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:Lifetime> <c:Lifetime>
<Lifetime>0.10000000149011612</Lifetime> <Lifetime>0.25</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:Model>
<Resource>Models/Effects/CylinderShot.mesh</Resource>
<Color A="0.149019614" B="39.2156868" G="39.2156868" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform> <c:Transform>
<Scale X="0" Y="1" Z="1"/> <Scale X="0.0690000057" Y="0.0690000057" Z="100"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children>
<Entity>
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0260000005" Z="0"/>
</c:Transform>
</Components>
<Children/> <Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0260000005" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
+17
View File
@@ -0,0 +1,17 @@
<?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:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="0" B="0" G="0" R="39.2156868"/>
</c:Model>
<c:Transform>
<Scale X="0.0400000028" Y="26.2000008" Z="0.0400000028"/>
<Orientation X="1.57070005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+20
View File
@@ -0,0 +1,20 @@
<?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:Lifetime>
<Lifetime>0.25</Lifetime>
</c:Lifetime>
<c:Model>
<Resource>Models/Effects/CylinderShot.mesh</Resource>
<Color A="0.149019614" B="0" G="0" R="39.2156868"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Scale X="0.0690000057" Y="0.0690000057" Z="100"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -1,97 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.00200000009" Y="0.0600000024" Z="-0.297000021"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/Ray2Red.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.105000004" Z="-0.256000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType></ComponentType>
<Field></Field>
</c:TextFieldReader>
<c:Transform>
<Position X="-0.0300000012" Y="0.077000007" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00300000003"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>SidearmWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Text>
<Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="0" Y="-0.00600000005" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Infinity!">
<Components>
<c:Text>
<Content>8</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.0150000006" Y="-0.029000001" Z="0"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,27 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0160000008" Y="0.0800000057" Z="-0.275000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0123999491" Y="0.102453232" Z="-0.273824364"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+103 -130
View File
@@ -18,9 +18,9 @@
<Transparent>true</Transparent> <Transparent>true</Transparent>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.155832842" Y="1.12994993" Z="-0.201626897"/> <Position X="0.47420007" Y="0.928898275" Z="0.0299553983"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.100000001"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.100000001"/>
<Orientation X="0.195066273" Y="-0.0870126858" Z="0.148657113"/> <Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -29,17 +29,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Hand</BoneName> <BoneName>R_Hand</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.202149346" Y="1.12270021" Z="-0.144635201"/> <Position X="0.448672563" Y="0.992614031" Z="0.0575723015"/>
<Scale X="0.0500000231" Y="0.0500000305" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="1.41306889" Y="0.0776072815" Z="-0.744222522"/> <Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -48,17 +47,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Arm</BoneName> <BoneName>R_Arm</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0609518476" Y="1.16432548" Z="0.0783129707"/> <Position X="0.12972948" Y="1.28044498" Z="-0.0855199769"/>
<Scale X="0.0500000194" Y="0.0500000082" Z="0.0500000194"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.311971247" Y="0.199406415" Z="0.162320927"/> <Orientation X="-0.178462029" Y="-0.240202308" Z="-0.227051333"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -67,17 +65,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Shoulder</BoneName> <BoneName>R_Shoulder</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0742288083" Y="1.12503755" Z="-0.00992172211"/> <Position X="0.0566707924" Y="1.22090316" Z="-0.110467494"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/> <Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -86,17 +83,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Neck</BoneName> <BoneName>Neck</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/> <Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0288712904" Y="1.20688999" Z="-0.0585537553"/> <Position X="6.88049477e-05" Y="1.29971886" Z="-0.151777163"/>
<Scale X="0.0500000194" Y="0.0500000082" Z="0.0500000082"/> <Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.0778672397" Y="-0.380205482" Z="-0.116210334"/> <Orientation X="-1.03466523" Y="-0.0017389874" Z="0.00627749134"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -105,17 +101,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Spine_3</BoneName> <BoneName>Spine_3</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/> <Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0190485716" Y="1.13146138" Z="-0.0447565243"/> <Position X="-0.000299328996" Y="1.2487011" Z="-0.0936965123"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/> <Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -124,17 +119,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Spine_2</BoneName> <BoneName>Spine_2</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/> <Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.00282198261" Y="1.01004541" Z="-0.0218831152"/> <Position X="-0.000528411241" Y="1.1669693" Z="0.000368326902"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/> <Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -143,17 +137,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Spine_1</BoneName> <BoneName>Spine_1</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/> <Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.00298201409" Y="0.878305078" Z="-0.0124331526"/> <Position X="-0.000317580998" Y="1.03476369" Z="7.06899816e-17"/>
<Scale X="0.0500000082" Y="0.0500000007" Z="0.0500000007"/> <Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.478212297" Y="-1.01566339" Z="-0.374480605"/> <Orientation X="-0.168994248" Y="-0.000270629855" Z="-6.74916964e-06"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -162,17 +155,15 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Hip</BoneName> <BoneName>Hip</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/> <Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0" Y="0.745380521" Z="0"/> <Position X="0" Y="0.901226044" Z="0"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <Scale X="0.100000001" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.0850669593" Y="-0.351720452" Z="0.0214110892"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -181,17 +172,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Leg_Top</BoneName> <BoneName>L_Leg_Top</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0688988566" Y="0.704185605" Z="-0.0198653266"/> <Position X="-0.0735318959" Y="0.86343354" Z="0.00186898722"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.124463096" Y="0.178934589" Z="0.0281526987"/> <Orientation X="0.431212306" Y="-0.0456388369" Z="-0.00236316444"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -200,17 +190,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Leg_Bottom</BoneName> <BoneName>L_Leg_Bottom</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0895988718" Y="0.340622783" Z="0.022300493"/> <Position X="-0.0971027464" Y="0.534537971" Z="-0.158307418"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.634849846" Y="0.204822823" Z="0.0869619399"/> <Orientation X="-0.435873091" Y="0.0584642813" Z="-0.0526505522"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -219,17 +208,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Foot</BoneName> <BoneName>L_Foot</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0861766189" Y="0.0597670376" Z="0.257741988"/> <Position X="-0.136750847" Y="0.215778053" Z="0.0181705151"/>
<Scale X="0.0500000082" Y="0.0500000007" Z="0.0500000082"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.185180262" Y="-0.00943047088" Z="-0.00198192359"/> <Orientation X="-7.45058151e-06" Y="-4.34406102e-05" Z="-2.32085604e-05"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -238,17 +226,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Toe</BoneName> <BoneName>L_Toe</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0898738578" Y="-0.0101006478" Z="0.078159079"/> <Position X="-0.142155826" Y="0.180158257" Z="-0.171162993"/>
<Scale X="0.0500000082" Y="0.0500000007" Z="0.0500000082"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.185180262" Y="-0.00943047088" Z="-0.00198192359"/> <Orientation X="-7.45058151e-06" Y="-4.34406102e-05" Z="-2.32085604e-05"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -257,17 +244,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Shoulder</BoneName> <BoneName>L_Shoulder</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0172477104" Y="1.11405122" Z="-0.107610352"/> <Position X="-0.0569540039" Y="1.22099173" Z="-0.110411651"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/> <Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -276,17 +262,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Arm</BoneName> <BoneName>L_Arm</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0692541152" Y="1.13922095" Z="-0.14491269"/> <Position X="-0.129911453" Y="1.28064728" Z="-0.0853923708"/>
<Scale X="0.0500000194" Y="0.0500000194" Z="0.0500000231"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="1.49024689" Y="-0.866028547" Z="1.11317146"/> <Orientation X="0.558630228" Y="-0.558619261" Z="-0.988305748"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -295,17 +280,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Hand</BoneName> <BoneName>L_Hand</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.100635156" Y="1.17628682" Z="-0.439798951"/> <Position X="-0.454215586" Y="1.41859245" Z="-0.370613039"/>
<Scale X="0.0500000231" Y="0.0500000305" Z="0.050000038"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.026293885" Y="-0.262760967" Z="2.338521"/> <Orientation X="-0.931911349" Y="4.81306633e-05" Z="0.000111658264"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -314,17 +298,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Shoulder_Armor_Joint</BoneName> <BoneName>L_Shoulder_Armor_Joint</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0505402647" Y="1.1960609" Z="-0.172250509"/> <Position X="-0.138541639" Y="1.30872273" Z="-0.144261822"/>
<Scale X="0.0500000194" Y="0.0500000119" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.295679778" Y="-1.03809094" Z="-0.506270111"/> <Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -333,17 +316,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Chin</BoneName> <BoneName>Chin</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/> <Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0539259352" Y="1.22412896" Z="-0.183897316"/> <Position X="-0.00033863826" Y="1.2016536" Z="-0.251047492"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000082"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.0481163412" Y="-0.134963214" Z="-0.102023236"/> <Orientation X="-0.931916714" Y="-9.67644155e-07" Z="2.18351502e-07"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -352,17 +334,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Head</BoneName> <BoneName>Head</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/> <Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0481297895" Y="1.31164014" Z="-0.0825063139"/> <Position X="-0.000338668207" Y="1.33565879" Z="-0.254856527"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000082"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.0481163412" Y="-0.134963214" Z="-0.102023236"/> <Orientation X="-0.931916714" Y="-9.67644155e-07" Z="2.18351502e-07"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -371,17 +352,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>Perietal</BoneName> <BoneName>Perietal</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/> <Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0686318353" Y="1.49197555" Z="-0.104337469"/> <Position X="-0.000338537793" Y="1.43159795" Z="-0.410463303"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000082"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.0481163412" Y="-0.134963214" Z="-0.102023236"/> <Orientation X="-0.931916714" Y="-9.67644155e-07" Z="2.18351502e-07"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -390,17 +370,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>L_Elbow</BoneName> <BoneName>L_Elbow</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/> <Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.0776530653" Y="1.10232043" Z="-0.397976696"/> <Position X="-0.312942117" Y="1.35850036" Z="-0.246365055"/>
<Scale X="0.0500000231" Y="0.0500000231" Z="0.0500000231"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="2.36848879" Y="-0.278962672" Z="2.07910991"/> <Orientation X="0.353978485" Y="-0.15571253" Z="-0.903516531"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -409,17 +388,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Leg_Bottom</BoneName> <BoneName>R_Leg_Bottom</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.115077674" Y="0.503088951" Z="-0.267230242"/> <Position X="0.105701312" Y="0.499459773" Z="0.030466903"/>
<Scale X="0.0500000007" Y="0.0499999933" Z="0.049999997"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.511662602" Y="-0.216903374" Z="-0.0133549664"/> <Orientation X="-1.02907228" Y="-0.0580535792" Z="0.116703011"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -428,17 +406,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Elbow</BoneName> <BoneName>R_Elbow</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.301801801" Y="1.09683371" Z="0.023665078"/> <Position X="0.309118003" Y="1.12181115" Z="0.00506293867"/>
<Scale X="0.0500000231" Y="0.0500000194" Z="0.0500000194"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="1.67780411" Y="0.697954118" Z="-1.36570835"/> <Orientation X="-0.391992599" Y="-0.509281039" Z="-0.0413108058"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -447,17 +424,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Leg_Top</BoneName> <BoneName>R_Leg_Top</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0695244595" Y="0.711660385" Z="0.0306202006"/> <Position X="0.074000001" Y="0.863433301" Z="0.00200000009"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.049999997"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.929966331" Y="0.0844758675" Z="0.0447596237"/> <Orientation X="-0.0984009728" Y="0.0146064674" Z="0.00352247525"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -466,17 +442,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Foot</BoneName> <BoneName>R_Foot</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.137999952" Y="0.19909358" Z="-0.0635268986"/> <Position X="0.139749736" Y="0.334264338" Z="0.356020123"/>
<Scale X="0.0500000007" Y="0.0499999933" Z="0.049999997"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.193798333" Y="-0.056662742" Z="-0.0102932369"/> <Orientation X="-0.000313894066" Y="0.00262229913" Z="0.00155029749"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -485,17 +460,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Toe</BoneName> <BoneName>R_Toe</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.153348058" Y="0.127739012" Z="-0.24189125"/> <Position X="0.144308567" Y="0.298593462" Z="0.166685253"/>
<Scale X="0.0500000007" Y="0.0499999933" Z="0.049999997"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.193798333" Y="-0.056662742" Z="-0.0102932369"/> <Orientation X="-0.000313894066" Y="0.00262229913" Z="0.00155029749"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -504,17 +478,16 @@
<Components> <Components>
<c:BoneAttachment> <c:BoneAttachment>
<BoneName>R_Shoulder_Armor_Joint</BoneName> <BoneName>R_Shoulder_Armor_Joint</BoneName>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/> <ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/> <Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.0885034204" Y="1.22286928" Z="0.0661265627"/> <Position X="0.13872239" Y="1.30850673" Z="-0.144398093"/>
<Scale X="0.0500000119" Y="0.0500000119" Z="0.0500000119"/> <Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.295679808" Y="-1.03809083" Z="-0.237101197"/> <Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -0,0 +1,219 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SpectatorCamera" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="SpectatorHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="RespawnTimer">
<Components>
<c:Text>
<Content>Time to respawn: 0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.115000000" Y="0.15304254" Z="0"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CapturePointHUD">
<Components>
<c:Transform>
<Position X="0" Y="0.190541431" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.811270177" Y="0.440691769" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="1.62788737" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-0.820431828" Y="0.441878349" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>0.59265931447347009</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-145
View File
@@ -1,145 +0,0 @@
<?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:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/>
<Orientation X="0" Y="2.41300011" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0</Intensity>
</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="5.60000038" Y="3.14159203" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Assault">
<Components>
<c:BlendAdditive>
<Adder></Adder>
<Receiver></Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Defender/DefenderBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName></AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimSecondary">
<Components>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Plane">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="5" Y="1" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-298
View File
@@ -1,298 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Assault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>Aim</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>4</GlowIntensity>
<Resource>Models/Characters/Sniper/SniperBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.161506474" Y="1.12409711" Z="-0.197195739"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
<Orientation X="0.185420558" Y="-0.0891536027" Z="0.122916825"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>3</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="0.100000001" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Aim">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.60000038146972656</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>WeaponBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponBlend">
<Components>
<c:Blend>
<Pose1>ShootBlend</Pose1>
<Pose2>Reload</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootFast</Pose1>
<Pose2>ShootSlow</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootFast">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.19319528378127959</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSlow">
<Components>
<c:Animation>
<AnimationName>ShootRifleU</AnimationName>
<Time>0.59328474141239074</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>Jump</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="StrafeBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Run</Pose1>
<Pose2>Walk</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-122
View File
@@ -1,122 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Assault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>AimAdditive</Adder>
<Receiver>BlendOverride</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimAdditive">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>1</Time>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="BlendOverride">
<Components>
<c:BlendOverride>
<Master>ShootRifleAnimation</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootRifleAnimation">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.11937709655124218</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>BlendWalkRun</Pose1>
<Pose2>StrafeAnimation</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeAnimation">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.37772682263908042</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="BlendWalkRun">
<Components>
<c:Blend>
<Pose1>RunAnimtaion</Pose1>
<Pose2>WalkAnimation</Pose2>
<Weight>0.43000054359436035</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunAnimtaion">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.13674529278927716</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WalkAnimation">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.36615803446482609</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+2 -8
View File
@@ -43,21 +43,16 @@
<xs:element ref="c:Shield" minOccurs="0"/> <xs:element ref="c:Shield" minOccurs="0"/>
<xs:element ref="c:Shielded" minOccurs="0"/> <xs:element ref="c:Shielded" minOccurs="0"/>
<xs:element ref="c:CapturePointHUD" minOccurs="0"/> <xs:element ref="c:CapturePointHUD" minOccurs="0"/>
<xs:element ref="c:BlendOverride" minOccurs="0"/> <xs:element ref="c:AmmunitionHUD" minOccurs="0"/>
<xs:element ref="c:TextFieldReader" minOccurs="0"/>
<xs:element ref="c:Blend" minOccurs="0"/>
<xs:element ref="c:BlendAdditive" minOccurs="0"/>
<xs:element ref="c:KillFeed" minOccurs="0"/> <xs:element ref="c:KillFeed" minOccurs="0"/>
<xs:element ref="c:Sprite" minOccurs="0"/> <xs:element ref="c:Sprite" minOccurs="0"/>
<xs:element ref="c:AnimationOffset" minOccurs="0"/>
<xs:element ref="c:Menu" minOccurs="0"/> <xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/> <xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/> <xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:WeaponAttachment" minOccurs="0"/> <xs:element ref="c:WeaponAttachment" minOccurs="0"/>
<xs:element ref="c:AbilityCooldownHUD" minOccurs="0"/>
<xs:element ref="c:DefenderWeapon" minOccurs="0"/> <xs:element ref="c:DefenderWeapon" minOccurs="0"/>
<xs:element ref="c:SidearmWeapon" minOccurs="0"/>
<xs:element ref="c:CapturePointArrowHUD" minOccurs="0"/> <xs:element ref="c:CapturePointArrowHUD" minOccurs="0"/>
<xs:element ref="c:BoostIconsHUD" minOccurs="0"/>
<xs:element ref="c:FloatingEffect" minOccurs="0"/> <xs:element ref="c:FloatingEffect" minOccurs="0"/>
<xs:element ref="c:AmmoPickup" minOccurs="0"/> <xs:element ref="c:AmmoPickup" minOccurs="0"/>
<xs:element ref="c:HealthPickup" minOccurs="0"/> <xs:element ref="c:HealthPickup" minOccurs="0"/>
@@ -65,7 +60,6 @@
<xs:element ref="c:DoubleJump" minOccurs="0"/> <xs:element ref="c:DoubleJump" minOccurs="0"/>
<xs:element ref="c:HealthHUD" minOccurs="0"/> <xs:element ref="c:HealthHUD" minOccurs="0"/>
<xs:element ref="c:SpriteIndicator" minOccurs="0"/> <xs:element ref="c:SpriteIndicator" minOccurs="0"/>
<xs:element ref="c:InputCmdButton" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
-2
View File
@@ -17,7 +17,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox; EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false; bool everHitTheGround = false;
if (entity == LocalPlayer) {
auto prevPosIt = m_PrevPositions.find(entity); auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) { if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size(); glm::vec3 size = boxA.Size();
@@ -119,5 +118,4 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} }
m_PrevPositions[entity] = boxA.Origin(); m_PrevPositions[entity] = boxA.Origin();
}
} }
-37
View File
@@ -34,48 +34,11 @@ EntityWrapper EntityWrapper::Parent()
} }
} }
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
{
EntityWrapper entity = *this;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity.Name() == parentEntityName) {
return entity;
}
}
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name) EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
{ {
return firstChildByNameRecursive(name, this->ID); return firstChildByNameRecursive(name, this->ID);
} }
EntityWrapper EntityWrapper::FirstLevelChildByName(const std::string& name)
{
EntityID parent = this->ID;
if (!this->World->ValidEntity(parent)) {
return EntityWrapper::Invalid;
}
auto itPair = this->World->GetDirectChildren(parent);
if (itPair.first == itPair.second) {
return EntityWrapper::Invalid;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
std::string itName = this->World->GetName(it->second);
if (itName == name) {
return EntityWrapper(this->World, it->second);
} else if (it->second != EntityID_Invalid) {
continue;
}
}
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType) EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
{ {
EntityWrapper entity = *this; EntityWrapper entity = *this;
+10 -54
View File
@@ -157,7 +157,7 @@ void EditorGUI::drawEntitiesRecursive(World* world, EntityID parent)
auto entityChildren = world->GetEntityChildren(); auto entityChildren = world->GetEntityChildren();
auto range = entityChildren.equal_range(parent); auto range = entityChildren.equal_range(parent);
for (auto it = range.first; it != range.second; it++) { for (auto it = range.first; it != range.second; it++) {
if (EditorGUI::drawEntityNode(EntityWrapper(world, it->second))) { if (drawEntityNode(EntityWrapper(world, it->second))) {
drawEntitiesRecursive(world, it->second); drawEntitiesRecursive(world, it->second);
ImGui::TreePop(); ImGui::TreePop();
} }
@@ -217,6 +217,7 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
ImGui::EndPopup(); ImGui::EndPopup();
} }
ImGui::PushID(("EntityNode" + std::to_string(entity.ID)).c_str());
ImGui::SetNextTreeNodeOpened(true, ImGuiSetCond_Once); ImGui::SetNextTreeNodeOpened(true, ImGuiSetCond_Once);
if (ImGui::TreeNode(formatEntityName(entity).c_str())) { if (ImGui::TreeNode(formatEntityName(entity).c_str())) {
// Handle drop events for reparenting // Handle drop events for reparenting
@@ -224,8 +225,10 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
entityChangeParent(m_CurrentlyDragging, entity); entityChangeParent(m_CurrentlyDragging, entity);
m_CurrentlyDragging = EntityWrapper::Invalid; m_CurrentlyDragging = EntityWrapper::Invalid;
} }
ImGui::PopID();
return true; return true;
} else { } else {
ImGui::PopID();
return false; return false;
} }
} }
@@ -338,15 +341,6 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
} }
} }
if (ci.Name == "Spawner") {
if (ImGui::Button("Activate")) {
Events::SpawnerSpawn e;
e.Spawner = entity;
e.Parent = entity;
m_EventBroker->Publish(e);
}
}
return true; return true;
} }
@@ -390,52 +384,14 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
// Limit scale values to a minimum of 0 // Limit scale values to a minimum of 0
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max()); return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
} else if (field.Name == "Orientation") { } else if (field.Name == "Orientation") {
//glm::vec3 tempVal = val;
glm::vec3 originalVal = val;
ImVec2 cursorPos = ImGui::GetCursorScreenPos();
glm::tvec3<bool> isSnapping(false, false, false);
bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
if (changed) {
// Make orentations have a period of 2*Pi // Make orentations have a period of 2*Pi
val = glm::fmod(val, glm::vec3(glm::two_pi<float>())); glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
for (int i = 0; i < 3; i++) { if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
if (val[i] < 0) { val = tempVal;
val[i] += glm::two_pi<float>(); return true;
} else {
return false;
} }
}
}
// Snap to angle
//float snapRange = glm::pi<float>() / 15.f;
//float snapAngle = glm::quarter_pi<float>();
//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
//for (int i = 0; i < 3; i++) {
// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
//}
//if (changed && ImGui::IsMouseDown(0)) {
// glm::vec3 change = val - originalVal;
// for (int i = 0; i < 3; i++) {
// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
// val[i] -= snap[i] - snapRange;
// }
// }
//}
// Draw snapping outline
float width = ImGui::CalcItemWidth() / 3.f;;
float spacing = GImGui->Style.ItemInnerSpacing.x;
for (int i = 0; i < 3; i++) {
if (isSnapping[i]) {
ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
auto window = ImGui::GetCurrentWindow();
const ImU32 col = window->Color(ImGuiCol_HeaderActive);
window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
}
}
return changed;
} else { } else {
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max()); return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
} }
+58 -63
View File
@@ -6,76 +6,39 @@ EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer,
, m_RenderFrame(renderFrame) , m_RenderFrame(renderFrame)
{ {
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera); EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
auto resolution = Rectangle::Rectangle(1280, 720); auto resolution = renderer->Resolution();
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f); m_Camera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
} }
void EditorRenderSystem::Update(double dt) void EditorRenderSystem::Update(double dt)
{ {
if (m_CurrentCamera.Valid()) { if (m_CurrentCamera.Valid()) {
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"]; m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
m_EditorCamera->SetPosition(cameraTransform["Position"]); m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
} }
RenderScene scene; RenderScene scene;
scene.ClearDepth = true; scene.Camera = m_Camera;
scene.Camera = m_EditorCamera;
scene.Viewport = Rectangle(1920, 1080);
auto cSceneLight = m_World->GetComponents("SceneLight"); auto cameras = m_World->GetComponents("Camera");
if (cSceneLight != nullptr) { if (cameras != nullptr) {
//these are hardcoded since they want special light treatment and a component just for widgets is stupid. for (auto& cCamera : *cameras) {
scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0); EntityWrapper entity(m_World, cCamera.EntityID);
} entity["Model"]["Resource"] = "Models/Widgets/Camera.mesh";
glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
auto models = m_World->GetComponents("Model"); enqueueModel(scene, entity, modelMatrix, "Models/Widgets/Camera.mesh", entity["Model"], false);
if (models != nullptr) {
for (auto& cModel : *models) {
if (!(bool)cModel["Visible"]) {
continue;
}
const std::string& resource = cModel["Resource"];
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
continue;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
continue;
} }
} }
EntityWrapper entity(m_World, cModel.EntityID); auto aabbs = m_World->GetComponents("AABB");
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World); if (aabbs != nullptr) {
for (auto matGroup : model->MaterialGroups()) { for (auto& cAABB : *aabbs) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false); EntityWrapper entity(m_World, cAABB.EntityID);
if (cModel["Transparent"]) { glm::vec3 absPosition = Transform::AbsolutePosition(entity) + (glm::vec3)cAABB["Origin"];
scene.Jobs.TransparentObjects.push_back(modelJob); glm::vec3 absScale = Transform::AbsoluteScale(entity) * (glm::vec3)cAABB["Size"];
} else { glm::mat4 modelMatrix = glm::translate(absPosition) * glm::scale(absScale);
scene.Jobs.OpaqueObjects.push_back(modelJob); entity["Model"]["Resource"] = "Models/Core/UnitCube.mesh";
} enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", entity["Model"], true);
}
}
}
auto pointLights = m_World->GetComponents("PointLight");
if (pointLights != nullptr) {
for (auto& cPointLight : *pointLights) {
bool visible = cPointLight["Visible"];
if (!visible) {
continue;
}
EntityWrapper entity(m_World, cPointLight.EntityID);
ComponentWrapper& cTransform = entity["Transform"];
std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
scene.Jobs.PointLight.push_back(pointLightJob);
} }
} }
@@ -86,12 +49,44 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
{ {
ComponentWrapper cTransform = e.CameraEntity["Transform"]; ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"]; ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"])); m_Camera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"])); m_Camera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"])); m_Camera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_EditorCamera->SetPosition(cTransform["Position"]); m_Camera->SetPosition(cTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"])); m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity; m_CurrentCamera = e.CameraEntity;
return true; return true;
} }
void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe)
{
Model* model;
try {
model = ResourceManager::Load<::Model, true>(modelResource);
} catch (const Resource::StillLoadingException&) {
return;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
return;
}
}
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
model,
m_Camera,
modelMatrix,
matGroup,
cModel,
m_World,
glm::vec4(1.f, 1.f, 1.f, 1.f),
0.f,
false
));
modelJob->Wireframe = wireframe;
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
+2 -2
View File
@@ -1,6 +1,6 @@
#include "Editor/EditorSystem.h" #include "Editor/EditorSystem.h"
#include "Core/UniformScaleSystem.h" #include "Core/UniformScaleSystem.h"
#include "Editor/EditorRenderSystem.h" #include "Editor/EditorWidgetRenderSystem.h"
#include "Editor/EditorWidgetSystem.h" #include "Editor/EditorWidgetSystem.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
@@ -13,7 +13,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer); m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer);
m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0); m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer); m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame); m_EditorWorldSystemPipeline->AddSystem<EditorWidgetRenderSystem>(2, m_Renderer, m_RenderFrame);
m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml"); m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml");
m_ActualCamera = m_EditorCamera; m_ActualCamera = m_EditorCamera;
@@ -0,0 +1,97 @@
#include "Editor/EditorWidgetRenderSystem.h"
EditorWidgetRenderSystem::EditorWidgetRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorWidgetRenderSystem::OnSetCamera);
auto resolution = Rectangle::Rectangle(1280, 720);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
}
void EditorWidgetRenderSystem::Update(double dt)
{
if (m_CurrentCamera.Valid()) {
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
m_EditorCamera->SetPosition(cameraTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
}
RenderScene scene;
scene.ClearDepth = true;
scene.Camera = m_EditorCamera;
scene.Viewport = Rectangle(1920, 1080);
auto cSceneLight = m_World->GetComponents("SceneLight");
if (cSceneLight != nullptr) {
//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
}
auto models = m_World->GetComponents("Model");
if (models != nullptr) {
for (auto& cModel : *models) {
if (!(bool)cModel["Visible"]) {
continue;
}
const std::string& resource = cModel["Resource"];
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
continue;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
continue;
}
}
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
}
}
auto pointLights = m_World->GetComponents("PointLight");
if (pointLights != nullptr) {
for (auto& cPointLight : *pointLights) {
bool visible = cPointLight["Visible"];
if (!visible) {
continue;
}
EntityWrapper entity(m_World, cPointLight.EntityID);
ComponentWrapper& cTransform = entity["Transform"];
std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
scene.Jobs.PointLight.push_back(pointLightJob);
}
}
m_RenderFrame->Add(scene);
}
bool EditorWidgetRenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_EditorCamera->SetPosition(cTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity;
return true;
}
-21
View File
@@ -1,5 +1,4 @@
#include "GUI/ButtonSystem.h" #include "GUI/ButtonSystem.h"
#include "Input/EInputCommand.h"
ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer) ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer)
: System(params) : System(params)
@@ -38,15 +37,6 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e)
m_PickEntity = EntityWrapper(m_World, m_PickData.Entity); m_PickEntity = EntityWrapper(m_World, m_PickData.Entity);
//You have clicked on a button entity, send pressed event. //You have clicked on a button entity, send pressed event.
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
Events::InputCommand eInputCmd;
eInputCmd.PlayerID = LocalPlayer.ID;
eInputCmd.Player = LocalPlayer;
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
eInputCmd.Value = (float)button["InputCmdButton"]["PressValue"];
m_EventBroker->Publish(eInputCmd);
} else {
Events::ButtonPressed ePressed; Events::ButtonPressed ePressed;
ePressed.Entity = m_PickEntity; ePressed.Entity = m_PickEntity;
ePressed.EntityName = m_PickEntity.Name(); ePressed.EntityName = m_PickEntity.Name();
@@ -54,7 +44,6 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e)
} }
} }
} }
}
return true; return true;
} }
@@ -66,20 +55,10 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e)
if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) { if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity); EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
Events::InputCommand eInputCmd;
eInputCmd.PlayerID = LocalPlayer.ID;
eInputCmd.Player = LocalPlayer;
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
eInputCmd.Value = 0;
m_EventBroker->Publish(eInputCmd);
} else {
Events::ButtonReleased eReleased; Events::ButtonReleased eReleased;
eReleased.EntityName = m_PickEntity.Name(); eReleased.EntityName = m_PickEntity.Name();
eReleased.Entity = m_PickEntity; eReleased.Entity = m_PickEntity;
m_EventBroker->Publish(eReleased); m_EventBroker->Publish(eReleased);
}
if(m_World->HasComponent(m_PickData.Entity, "Button")) { if(m_World->HasComponent(m_PickData.Entity, "Button")) {
if (ent == m_PickEntity) { if (ent == m_PickEntity) {
+4 -10
View File
@@ -49,24 +49,18 @@ void Packet::WriteString(const std::string& str)
// Message, add one extra byte for null terminator // Message, add one extra byte for null terminator
size_t sizeOfString = str.size() + 1; size_t sizeOfString = str.size() + 1;
if (m_Offset + sizeOfString > m_MaxPacketSize) { if (m_Offset + sizeOfString > m_MaxPacketSize) {
if (m_MaxPacketSize >= 32000) { //LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
LOG_WARNING("Package::WriteString(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
resizeData(); resizeData();
} }
memcpy(m_Data + m_Offset, str.data(), str.size() * sizeof(char)); memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
m_Offset += str.size() * sizeof(char); m_Offset += sizeOfString * sizeof(char);
m_Data[m_Offset] = '\0';
m_Offset += 1;
} }
void Packet::WriteData(char * data, int sizeOfData) void Packet::WriteData(char * data, int sizeOfData)
{ {
if (m_Offset + sizeOfData > m_MaxPacketSize) { if (m_Offset + sizeOfData > m_MaxPacketSize) {
if (m_MaxPacketSize >= 32000) { //LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
LOG_WARNING("Package::WriteData(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
while (m_Offset + sizeOfData > m_MaxPacketSize) { while (m_Offset + sizeOfData > m_MaxPacketSize) {
resizeData(); resizeData();
} }
+1 -4
View File
@@ -74,10 +74,7 @@ size_t TCPClient::readBuffer()
boost::asio::ip::tcp::socket::message_peek, error); boost::asio::ip::tcp::socket::message_peek, error);
unsigned int sizeOfPacket = 0; unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("TCPClient::readBuffer(): We haven't got the whole packet yet.");
return 0;
}
// if the buffer is to small increase the size of it // if the buffer is to small increase the size of it
// TODO if message is huge 1 time the buffer will not decrease. // TODO if message is huge 1 time the buffer will not decrease.
if (sizeOfPacket > m_BufferSize) { if (sizeOfPacket > m_BufferSize) {
+1 -4
View File
@@ -106,10 +106,7 @@ int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
boost::asio::ip::tcp::socket::message_peek, error); boost::asio::ip::tcp::socket::message_peek, error);
unsigned int sizeOfPacket = 0; unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > playerDefinition.TCPSocket->available()) {
LOG_WARNING("TCPServer::readBuffer(): We haven't got the whole packet yet.");
return 0;
}
// if the buffer is to small increase the size of it // if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) { if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer; delete[] m_ReadBuffer;
+1 -4
View File
@@ -45,10 +45,7 @@ int UDPClient::readBuffer()
boost::asio::ip::udp::socket::message_peek, error); boost::asio::ip::udp::socket::message_peek, error);
int sizeOfPacket = 0; int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet.");
//return 0;
}
// if the buffer is to small increase the size of it // if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) { if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer; delete[] m_ReadBuffer;
-5
View File
@@ -92,11 +92,6 @@ int UDPServer::readBuffer()
unsigned int sizeOfPacket = 0; unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPServer::readBuffer(): We haven't got the whole packet yet.");
//return 0;
}
// if the buffer is to small increase the size of it // if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) { if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer; delete[] m_ReadBuffer;
+30 -181
View File
@@ -1,222 +1,71 @@
#include "Rendering/AnimationSystem.h" #include "Rendering/AnimationSystem.h"
AnimationSystem::AnimationSystem(SystemParams params) void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
: System(params)
{ {
EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend); if(!entity.HasComponent("Model")) {
}
void AnimationSystem::Update(double dt)
{
UpdateAnimations(dt);
CreateBlendTrees();
UpdateWeights(dt);
for(auto& autoBlendQueue : m_AutoBlendQueues) {
autoBlendQueue.second.UpdateTime(dt);
}
}
void AnimationSystem::CreateBlendTrees()
{
auto modelComponents = m_World->GetComponents("Model");
if (modelComponents == nullptr) {
return; return;
} }
for (auto& modelC : *modelComponents) {
EntityWrapper entity = EntityWrapper(m_World, modelC.EntityID);
Model* model; Model* model;
try { try {
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]); model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
if (entity.HasComponent("Blend") || entity.HasComponent("BlendOverride") ||
entity.HasComponent("BlendAdditive") || entity.HasComponent("Animation"))
{
std::shared_ptr<BlendTree> blendTree = std::shared_ptr<BlendTree>(new BlendTree(entity, skeleton));
if(blendTree->IsValid()) {
skeleton->BlendTrees[entity] = blendTree;
}
}
}
}
void AnimationSystem::UpdateAnimations(double dt)
{
auto animationComponents = m_World->GetComponents("Animation");
if(animationComponents == nullptr) {
return;
}
for (auto& animationC : *animationComponents) {
EntityWrapper entity = EntityWrapper(m_World, animationC.EntityID);
EntityWrapper modelEntity;
if(!entity.HasComponent("Model")) {
modelEntity = entity.FirstParentWithComponent("Model");
} else {
modelEntity = entity;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(modelEntity["Model"]["Resource"]);
} catch (const std::exception&) { } catch (const std::exception&) {
return; return;
} }
Skeleton* skeleton = model->m_RawModel->m_Skeleton; Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) { if(skeleton == nullptr) {
return; return;
} }
const Skeleton::Animation* animation = skeleton->GetAnimation(animationC["AnimationName"]); for (int i = 1; i <= 3; i++) {
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animation == nullptr) { if (animation == nullptr) {
continue;; continue;;
} }
double animationSpeed = (double)animationC["Speed"]; double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
if((bool)animationC["Reverse"]) { if (animationSpeed != 0.0) {
animationSpeed *= -1; double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
}
if ((bool)animationC["Play"]) { if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
double nextTime = (double)animationC["Time"] + animationSpeed * dt;
if (!(bool)animationC["Loop"]) {
if (nextTime > animation->Duration) { if (nextTime > animation->Duration) {
nextTime = animation->Duration; nextTime = animation->Duration;
(bool&)animationC["Play"] = false; Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else if (nextTime < 0) { } else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime = 0; nextTime = 0;
(bool&)animationC["Play"] = false;
} }
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
} else { } else {
if (nextTime > animation->Duration) { if (nextTime > animation->Duration) {
Events::AnimationComplete e;
while (nextTime > animation->Duration) { e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime -= animation->Duration; nextTime -= animation->Duration;
}
} else if (nextTime < 0) { } else if (nextTime < 0) {
while (nextTime < 0) { Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime += animation->Duration; nextTime += animation->Duration;
} }
} }
}
(double&)animationC["Time"] = nextTime; (double&)animationComponent["Time" + std::to_string(i)] = nextTime;
} }
} }
} }
void AnimationSystem::UpdateWeights(double dt)
{
for (auto& autoBlendQueue : m_AutoBlendQueues) {
if(autoBlendQueue.second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = autoBlendQueue.second.GetActiveBlendJob();
std::shared_ptr<BlendTree> blendTree = autoBlendQueue.second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
} else {
blendJob.BlendInfo.progress = 1.0;
}
blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
}
}
}
}
bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
{
if (!e.RootNode.Valid()) {
return false;
}
if (!e.RootNode.HasComponent("Model")) {
return false;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
std::shared_ptr<BlendTree> blendTree;
if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
blendTree = skeleton->BlendTrees.at(e.RootNode);
} else {
return false;
}
EntityWrapper subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
if (!subTreeRoot.Valid()) {
return false;
}
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one
if (nodeEntity.Valid()) {
if (nodeEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(nodeEntity["Animation"]["AnimationName"]);
(bool&)nodeEntity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)nodeEntity["Animation"]["Time"] = animation->Duration;
} else {
(double&)nodeEntity["Animation"]["Time"] = 0.0;
}
}
}
}
}
}
m_AutoBlendQueues[subTreeRoot].Insert(abj);
return true;
}
-195
View File
@@ -1,195 +0,0 @@
#include "Rendering/AutoBlendQueue.h"
void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
{
if(!autoBlendJob.RootNode.HasComponent("Model")) {
return;
}
AutoblendNode blendNode;
blendNode.BlendJob = autoBlendJob;
blendNode.StartTime = autoBlendJob.Delay;
blendNode.EndTime = autoBlendJob.Delay + autoBlendJob.Duration;
if (autoBlendJob.AnimationEntity.Valid()) {
if (autoBlendJob.AnimationEntity.HasComponent("Animation")) {
Model* model;
try {
model = ResourceManager::Load<::Model, true>((std::string)autoBlendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return;
}
const Skeleton::Animation* animation = skeleton->GetAnimation((std::string)autoBlendJob.AnimationEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
return;
}
double AnimationDuration = 0.0;
double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"];
double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"];
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
AnimationDuration = (animation->Duration * animationSpeed) - (animation->Duration - animationTime);
} else {
AnimationDuration = (animation->Duration * animationSpeed) - animationTime;
}
blendNode.StartTime += AnimationDuration;
blendNode.EndTime += AnimationDuration;
if (m_BlendQueue.size() == 0) {
m_BlendQueue.push_back(blendNode);
} else {
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end(); it++) {
auto next = std::next(it, 1);
if (it->BlendJob.BlendInfo.NodeName == autoBlendJob.BlendInfo.NodeName) {
(*it) = blendNode;
}
if (next != m_BlendQueue.end()) {
if (it->StartTime >= blendNode.StartTime && next->StartTime <= blendNode.StartTime) {
m_BlendQueue.insert(next, blendNode);
return;
}
} else if(it->StartTime > blendNode.StartTime){
m_BlendQueue.push_front(blendNode);
return;
} else if (it->StartTime <= blendNode.StartTime) {
m_BlendQueue.push_back(blendNode);
return;
}
}
}
}
}
m_BlendQueue.clear();
m_BlendQueue.push_back(blendNode);
}
void AutoBlendQueue::UpdateTime(double dt)
{
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end();) {
if (it->EndTime <= 0) {
it = m_BlendQueue.erase(it);
} else {
it->EndTime -= dt;
it->StartTime -= dt;
it++;
}
}
}
void AutoBlendQueue::PrintQueue()
{
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end(); it++) {
LOG_INFO("Start: %f End: %f \t %s", it->StartTime, it->EndTime, it->BlendJob.BlendInfo.NodeName.c_str());
}
}
bool AutoBlendQueue::HasActiveBlendJob()
{
if(m_BlendQueue.empty()) {
return false;
} else {
AutoblendNode blendNode = m_BlendQueue.front();
if (blendNode.StartTime <= 0) {
AutoBlendJob blendJob = blendNode.BlendJob;
if (!blendJob.RootNode.Valid()) {
m_BlendQueue.pop_front();
return false;
}
if (!blendJob.RootNode.HasComponent("Model")) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
if (skeleton->BlendTrees.find(blendJob.RootNode) != skeleton->BlendTrees.end()) {
return true;
} else {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
} else {
return false;
}
}
}
std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
{
AutoblendNode blendNode = m_BlendQueue.front();
AutoBlendJob blendJob = blendNode.BlendJob;
if (!blendJob.RootNode.Valid()) {
m_BlendQueue.pop_front();
return false;
}
if (!blendJob.RootNode.HasComponent("Model")) {
return nullptr;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return nullptr;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return nullptr;
}
if (skeleton->BlendTrees.find(blendJob.RootNode) != skeleton->BlendTrees.end()) {
return skeleton->BlendTrees.at(blendJob.RootNode);
} else {
return nullptr;
}
}
AutoBlendQueue::AutoBlendJob& AutoBlendQueue::GetActiveBlendJob()
{
AutoblendNode& blendNode = m_BlendQueue.front();
blendNode.BlendJob.CurrentTime = -blendNode.StartTime;
return blendNode.BlendJob;
}
-483
View File
@@ -1,483 +0,0 @@
#include "Rendering/BlendTree.h"
BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
{
m_Skeleton = skeleton;
if (ModelEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
return;
}
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Pose = m_Skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Animation;
} else if (ModelEntity.HasComponent("Blend")) {
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Blend;
m_Root->Weight = (double)ModelEntity["Blend"]["Weight"];
m_Root->SubTreeRoot = (bool)ModelEntity["Blend"]["SubTreeRoot"];
(double&)ModelEntity["Blend"]["Weight"] = glm::clamp((double)ModelEntity["Blend"]["Weight"], 0.0, 1.0);
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity);
} else if (ModelEntity.HasComponent("BlendOverride")) {
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Override;
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Master"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Slave"], ModelEntity);
} else if (ModelEntity.HasComponent("BlendAdditive")) {
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Additive;
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Adder"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Receiver"], ModelEntity);
}
m_FinalPose = AccumulateFinalPose();
// PrintTree();
}
BlendTree::~BlendTree()
{
Node* currentNode = m_Root;
if (currentNode != nullptr) {
while (currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
std::list<Node*> m_NodesToRemove;
while (currentNode != nullptr) {
m_NodesToRemove.push_back(currentNode);
currentNode = currentNode->Next();
}
for (auto it = m_NodesToRemove.begin(); it != m_NodesToRemove.end(); it++) {
delete (*it);
}
}
}
glm::mat4 BlendTree::GetBoneTransform(int boneID)
{
if(m_FinalBoneTransforms.find(boneID) != m_FinalBoneTransforms.end()) {
return m_FinalBoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
void BlendTree::PrintTree()
{
Node* currentNode = m_Root;
LOG_INFO("\n\n");
while(currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
while (currentNode != nullptr)
{
LOG_INFO("%s", currentNode->Name.c_str());
currentNode = currentNode->Next();
}
}
BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity)
{
EntityWrapper childEntity = parentEntity.FirstLevelChildByName(name); // Make first level child by name
if (!childEntity.Valid()) {
return nullptr;
}
if (childEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = m_Skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
return nullptr;
}
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Pose = m_Skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
node->Parent = parentNode;
node->Type = NodeType::Animation;
return node;
} else if (childEntity.HasComponent("Blend")) {
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Blend;
(double&)childEntity["Blend"]["Weight"] = glm::clamp((double)childEntity["Blend"]["Weight"], 0.0, 1.0);
node->Weight = (double)childEntity["Blend"]["Weight"];
node->SubTreeRoot = (bool)childEntity["Blend"]["SubTreeRoot"];
//if (node->Weight < 1.f && node->Weight > 0.f) {
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
/* } else if (node->Weight == 1.f) {
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
} else if (node->Weight == 0.f) {
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
}*/
if(node->Child[0] == nullptr && node->Child[1] == nullptr) {
return nullptr;
} else {
return node;
}
} else if (childEntity.HasComponent("BlendOverride")) {
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Override;
node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Master"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Slave"], childEntity);
if (node->Child[0] == nullptr && node->Child[1] == nullptr) {
return nullptr;
} else {
return node;
}
} else if (childEntity.HasComponent("BlendAdditive")) {
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Additive;
node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Adder"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Receiver"], childEntity);
if(node->Child[0] == nullptr && node->Child[1] == nullptr) {
return nullptr;
} else {
return node;
}
}
return nullptr;
}
std::vector<BlendTree::Node*> BlendTree::FindNodesByName(std::string name)
{
std::vector<Node*> Nodes;
Node* currentNode = m_Root;
while (currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
while (currentNode != nullptr) {
if(currentNode->Name == name) {
Nodes.push_back(currentNode);
}
currentNode = currentNode->Next();
}
return Nodes;
}
BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
{
std::vector<Node*> goalNodes = FindNodesByName(blendInfo.NodeName);
if (blendInfo.Start) {
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
EntityWrapper entity = (*it)->Entity;
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
(bool&)entity["Animation"]["Play"] = true;
}
}
}
}
if(goalNodes.size() == 0) {
return blendInfo;
} else if(goalNodes.size() == 1) {
Node* currentNode = goalNodes[0]->Parent;
Node* lastNode = goalNodes[0];
while (currentNode != nullptr)
{
if(!currentNode->Entity.HasComponent("Blend")) {
return blendInfo;
}
double startWeight;
if(blendInfo.StartWeights.find(currentNode->Entity) != blendInfo.StartWeights.end()) {
startWeight = blendInfo.StartWeights.at(currentNode->Entity);
} else {
startWeight = currentNode->Weight;
blendInfo.StartWeights[currentNode->Entity] = startWeight;
}
double goalWeight;
if(currentNode->Child[0] == lastNode) {
goalWeight = 0.0;
} else if (currentNode->Child[1] == lastNode) {
goalWeight = 1.0;
}
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Weight = weight;
lastNode = currentNode;
currentNode = currentNode->Parent;
if (blendInfo.SingleBlend) {
break;
}
}
} else if(goalNodes.size() >= 2) {
std::vector<Node*> sharedParents;
std::vector<Node*> nodes = goalNodes;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
auto next = std::next(it, 1);
if (next != nodes.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
sharedParents.push_back(commonParent);
(*next) = commonParent;
nodes.erase(it);
it = nodes.begin();
}
}
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
Node* currentNode = (*it)->Parent;
Node* lastNode = (*it);
while (currentNode != nullptr) {
if (!currentNode->Entity.HasComponent("Blend")) {
return blendInfo;
}
bool ShouldBreak = false;
for (auto it = sharedParents.begin(); it != sharedParents.end(); it++) {
if(currentNode == (*it)) {
ShouldBreak = true;
}
}
if(ShouldBreak) {
break;
}
double startWeight;
if (blendInfo.StartWeights.find(currentNode->Entity) != blendInfo.StartWeights.end()) {
startWeight = blendInfo.StartWeights.at(currentNode->Entity);
} else {
startWeight = currentNode->Weight;
blendInfo.StartWeights[currentNode->Entity] = startWeight;
}
double goalWeight;
if (currentNode->Child[0] == lastNode) {
goalWeight = 0.0;
} else if (currentNode->Child[1] == lastNode) {
goalWeight = 1.0;
}
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Weight = weight;
lastNode = currentNode;
currentNode = currentNode->Parent;
}
}
}
return blendInfo;
}
BlendTree::Node* BlendTree::GetCommonParent(std::string NodeName1, std::string NodeName2)
{
std::vector<Node*> nodes1 = FindNodesByName(NodeName1);
std::vector<Node*> nodes2 = FindNodesByName(NodeName2);
for (auto it = nodes1.begin(); it != nodes1.end(); it++) {
auto next = std::next(it, 1);
if(next != nodes1.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
(*next) = commonParent;
nodes1.erase(it);
it = nodes1.begin();
}
}
for (auto it = nodes2.begin(); it != nodes2.end(); it++) {
auto next = std::next(it, 1);
if (next != nodes2.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
(*next) = commonParent;
nodes2.erase(it);
it = nodes2.begin();
}
}
return FirstCommonParent(nodes1.front(), nodes2.front());;
}
BlendTree::Node* BlendTree::FirstCommonParent(Node* node1, Node* node2)
{
std::list<Node*> node1Parents;
Node* currentNode = node1;
while (currentNode != nullptr) {
node1Parents.push_back(currentNode);
currentNode = currentNode->Parent;
}
currentNode = node2;
while (currentNode != nullptr) {
for (auto it = node1Parents.begin(); it != node1Parents.end(); it++) {
if (currentNode == (*it)) {
return currentNode;
}
}
currentNode = currentNode->Parent;
}
return nullptr;
}
EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
{
std::vector<Node*> nodes = FindNodesByName(nodeName);
if (nodes.size() == 0) {
return EntityWrapper::Invalid;
}
std::vector<Node*> subTreeRoots;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
Node* currentNode = (*it)->Parent;
while (!currentNode->SubTreeRoot) {
currentNode = currentNode->Parent;
}
subTreeRoots.push_back(currentNode);
}
for (auto it = subTreeRoots.begin(); it != subTreeRoots.end(); it++) {
auto next = std::next(it, 1);
if (next != subTreeRoots.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
(*next) = commonParent;
subTreeRoots.erase(it);
it = subTreeRoots.begin();
}
}
return subTreeRoots.front()->Entity;
}
void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
{
Node* currentNode;
Node* start = m_Root;
while (start->Child[0] != nullptr) {
start = start->Child[0];
}
currentNode = start;
while (m_Root->Pose.size() == 0) {
if(currentNode->Pose.size() == 0) {
if (currentNode->Child[0] != nullptr && currentNode->Child[1] != nullptr) {
if (currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
switch (currentNode->Type) {
case BlendTree::NodeType::Additive:
currentNode->Pose = m_Skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
break;
case BlendTree::NodeType::Blend:
currentNode->Pose = m_Skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
break;
case BlendTree::NodeType::Override:
currentNode->Pose = m_Skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
break;
case BlendTree::NodeType::Animation:
// do nothing
break;
}
}
} else if (currentNode->Child[0] != nullptr) {
if (currentNode->Child[0]->Pose.size() != 0) {
currentNode->Pose = currentNode->Child[0]->Pose;
}
} else if (currentNode->Child[1] != nullptr) {
if (currentNode->Child[1]->Pose.size() != 0) {
currentNode->Pose = currentNode->Child[1]->Pose;
}
}
}
currentNode = currentNode->Next();
if (currentNode == nullptr) {
currentNode = start;
}
}
pose = m_Root->Pose;
}
std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
{
std::vector<glm::mat4> finalPose;
if (m_Skeleton == nullptr || m_Root == nullptr || (m_Root->Child[0] == nullptr && m_Root->Child[1] == nullptr)) {
for (int i = 0; i < m_Skeleton->Bones.size(); i++) {
finalPose.push_back(glm::mat4(1));
}
return finalPose;
}
std::map<int, Skeleton::PoseData> pose;
Blend(pose);
m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);
return finalPose;
}
+43 -9
View File
@@ -8,13 +8,10 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return; return;
} }
auto parent = entity.FirstParentWithComponent("Model"); auto parent = entity.FirstParentWithComponent("Animation");
if (!parent.HasComponent("Model")) {
if(!parent.Valid()) {
return; return;
} }
Model* model; Model* model;
try { try {
model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]); model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
@@ -38,10 +35,39 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return; return;
} }
if (skeleton->BlendTrees.find(parent) != skeleton->BlendTrees.end()) { std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::mat4 boneTransform;
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (parent.HasComponent("AnimationOffset")) {
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
if(AnimationOffset.animation != nullptr) {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
glm::mat4 boneTransform = skeleton->BlendTrees.at(parent)->GetBoneTransform(id);
glm::vec3 scale; glm::vec3 scale;
glm::quat rotation; glm::quat rotation;
@@ -51,6 +77,16 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective); glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation)); glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
/*
angles.y = asin(-boneTransform[0][2]);
if (cos(angles.y) != 0) {
angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
} else {
angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
angles.z = 0;
}*/
if ((bool)entity["BoneAttachment"]["InheritPosition"]) { if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"]; (glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
@@ -61,6 +97,4 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
if ((bool)entity["BoneAttachment"]["InheritScale"]) { if ((bool)entity["BoneAttachment"]["InheritScale"]) {
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"]; (glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
} }
}
} }
-2
View File
@@ -45,7 +45,6 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile(); m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_horiz->Link(); m_GaussianProgram_horiz->Link();
} }
@@ -54,7 +53,6 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile(); m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_vert->Link(); m_GaussianProgram_vert->Link();
} }
} }
+79 -67
View File
@@ -363,14 +363,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { }
frameBones = explosionEffectJob->Skeleton->GetTPose(); else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ExplosionEffectProgram->Bind(); m_ExplosionEffectProgram->Bind();
@@ -396,13 +395,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob); BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd"); GLERROR("asdasd");
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { }
frameBones = explosionEffectJob->Skeleton->GetTPose(); else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ExplosionEffectSplatMapProgram->Bind(); m_ExplosionEffectSplatMapProgram->Bind();
@@ -430,6 +429,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
if (modelJob) { if (modelJob) {
//bind forward program //bind forward program
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID; //TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
RenderState jobState;
if (modelJob->Wireframe) {
jobState.Disable(GL_CULL_FACE);
jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
switch (modelJob->Type) { switch (modelJob->Type) {
case RawModel::MaterialType::Basic: case RawModel::MaterialType::Basic:
case RawModel::MaterialType::SingleTextures: case RawModel::MaterialType::SingleTextures:
@@ -446,12 +451,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { }
frameBones = modelJob->Skeleton->GetTPose(); else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ForwardPlusProgram->Bind(); m_ForwardPlusProgram->Bind();
@@ -477,10 +484,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob); BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd"); GLERROR("asdasd");
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { }
frameBones = modelJob->Skeleton->GetTPose(); else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -560,13 +568,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { }
frameBones = explosionEffectJob->Skeleton->GetTPose(); else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ExplosionEffectShieldCheckProgram->Bind(); m_ExplosionEffectShieldCheckProgram->Bind();
@@ -592,12 +600,12 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures //bind textures
BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob); BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob);
GLERROR("asdasd"); GLERROR("asdasd");
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { }
frameBones = explosionEffectJob->Skeleton->GetTPose(); else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -633,10 +641,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { }
frameBones = explosionEffectJob->Skeleton->GetTPose(); else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
@@ -664,13 +673,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob); BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd"); GLERROR("asdasd");
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { }
frameBones = explosionEffectJob->Skeleton->GetTPose(); else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ExplosionEffectSplatMapProgram->Bind(); m_ExplosionEffectSplatMapProgram->Bind();
@@ -716,10 +725,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { }
frameBones = modelJob->Skeleton->GetTPose(); else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -747,14 +757,15 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures //bind textures
BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob); BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob);
GLERROR("asdasd"); GLERROR("asdasd");
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { }
frameBones = modelJob->Skeleton->GetTPose(); else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ForwardPlusSplatMapShieldCheckProgram->Bind(); m_ForwardPlusSplatMapShieldCheckProgram->Bind();
@@ -785,10 +796,11 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { }
frameBones = modelJob->Skeleton->GetTPose(); else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -816,14 +828,15 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures //bind textures
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob); BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd"); GLERROR("asdasd");
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetTPose();
} }
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
else { else {
m_ForwardPlusSplatMapProgram->Bind(); m_ForwardPlusSplatMapProgram->Bind();
@@ -882,10 +895,10 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
} }
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) { if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else { } else {
frameBones = explosionEffectJob->Skeleton->GetTPose(); frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -921,12 +934,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
BindModelTextures(forwardHandle ,modelJob); BindModelTextures(forwardHandle ,modelJob);
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { } else {
frameBones = modelJob->Skeleton->GetTPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -958,10 +970,10 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { } else {
frameBones = modelJob->Skeleton->GetTPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+22 -14
View File
@@ -104,15 +104,16 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { } else {
frameBones = modelJob->Skeleton->GetTPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else { } else {
m_PickingProgram->Bind(); m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
@@ -161,11 +162,13 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose(); if (modelJob->AnimationOffset.animation != nullptr) {
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else { } else {
m_PickingProgram->Bind(); m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
@@ -215,12 +218,11 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) { if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else { } else {
frameBones = modelJob->Skeleton->GetTPose(); frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
} }
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else { } else {
@@ -320,10 +322,16 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1]))); glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->BlendTree != nullptr) { if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones; std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose(); if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} }
} else { } else {
m_PickingProgram->Bind(); m_PickingProgram->Bind();
+14
View File
@@ -155,6 +155,20 @@ bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
return !GLERROR("AlphaFunc"); return !GLERROR("AlphaFunc");
} }
bool RenderState::PolygonMode(GLenum face, GLenum mode)
{
GLint originalMode[2];
glGetIntegerv(GL_POLYGON_MODE, &originalMode[0]);
if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_FRONT, originalMode[0]));
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_BACK, originalMode[1]));
}
glPolygonMode(face, mode);
return !GLERROR("RenderState::PolygonMode");
}
RenderState::~RenderState() RenderState::~RenderState()
{ {
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) { for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {

Some files were not shown because too many files have changed in this diff Show More