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@@ -12,3 +12,6 @@ tools/MayaExporter/x64/Debug/
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|||||||
|
|
||||||
tools/MayaExporter/MayaExporter/Debug/
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tools/MayaExporter/MayaExporter/Debug/
|
||||||
tools/MayaExporter/MayaExporter/GeneratedFiles/
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tools/MayaExporter/MayaExporter/GeneratedFiles/
|
||||||
|
|
||||||
|
tools/MayaExporter/MayaExporter/x64/*
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||||||
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tools/MayaExporter/x64/*
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||||||
|
|||||||
+1
-1
Submodule assets updated: c4898d8281...078e014f3d
+1
-1
Submodule deps updated: bf83f099ba...ed45883a44
@@ -20,6 +20,9 @@
|
|||||||
class World;
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class World;
|
||||||
struct ComponentWrapper;
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struct ComponentWrapper;
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||||||
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||||||
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template<typename T>
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||||||
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class Octree;
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||||||
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|
||||||
namespace Collision
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namespace Collision
|
||||||
{
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{
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||||||
//Return true if the ray hits the box.
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//Return true if the ray hits the box.
|
||||||
@@ -28,30 +31,51 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
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|||||||
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
|
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
|
||||||
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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||||||
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||||||
|
//Return true if the ray hits the triangle.
|
||||||
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bool RayVsTriangle(const Ray& ray,
|
||||||
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const glm::vec3& v0,
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||||||
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const glm::vec3& v1,
|
||||||
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const glm::vec3& v2,
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||||||
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bool trueOnNegativeDistance = false);
|
||||||
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
|
||||||
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bool RayVsTriangle(const Ray& ray,
|
||||||
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const glm::vec3& v0,
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||||||
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const glm::vec3& v1,
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||||||
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const glm::vec3& v2,
|
||||||
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float& outDistance,
|
||||||
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float& outUCoord,
|
||||||
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float& outVCoord,
|
||||||
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bool trueOnNegativeDistance = false);
|
||||||
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
|
||||||
bool RayVsModel(const Ray& ray,
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bool RayVsModel(const Ray& ray,
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
|
||||||
const std::vector<unsigned int>& modelIndices);
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const std::vector<unsigned int>& modelIndices,
|
||||||
|
const glm::mat4& modelMatrix);
|
||||||
//Return true if the ray hits any of the triangles in the model.
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//Return true if the ray hits any of the triangles in the model.
|
||||||
//Also returns the position of the intersection point. Will loop through all the whole model indices.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
|
||||||
bool RayVsModel(const Ray& ray,
|
bool RayVsModel(const Ray& ray,
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
|
||||||
const std::vector<unsigned int>& modelIndices,
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const std::vector<unsigned int>& modelIndices,
|
||||||
|
const glm::mat4& modelMatrix,
|
||||||
glm::vec3& outHitPosition);
|
glm::vec3& outHitPosition);
|
||||||
//Return true if the ray hits any of the triangles in the model.
|
//Return true if the ray hits any of the triangles in the model.
|
||||||
//Also returns the distance from the ray origin to the closest
|
//Also returns the distance from the ray origin to the closest
|
||||||
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
|
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
|
||||||
bool RayVsModel(const Ray& ray,
|
bool RayVsModel(const Ray& ray,
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
|
const RawModel::Vertex* modelVertices,
|
||||||
const std::vector<unsigned int>& modelIndices,
|
const std::vector<unsigned int>& modelIndices,
|
||||||
|
const glm::mat4& modelMatrix,
|
||||||
float& outDistance,
|
float& outDistance,
|
||||||
float& outUCoord,
|
float& outUCoord,
|
||||||
float& outVCoord);
|
float& outVCoord);
|
||||||
|
|
||||||
bool AABBvsTriangles(const AABB& box,
|
bool AABBvsTriangles(const AABB& box,
|
||||||
const std::vector<RawModel::Vertex>& modelVertices,
|
const RawModel::Vertex* modelVertices,
|
||||||
const std::vector<unsigned int>& modelIndices,
|
const std::vector<unsigned int>& modelIndices,
|
||||||
const glm::mat4& modelMatrix,
|
const glm::mat4& modelMatrix,
|
||||||
|
glm::vec3& boxVelocity,
|
||||||
|
float verticalStepHeight,
|
||||||
|
bool& isOnGround,
|
||||||
glm::vec3& outResolutionVector);
|
glm::vec3& outResolutionVector);
|
||||||
|
|
||||||
//Return true if the boxes are intersecting.
|
//Return true if the boxes are intersecting.
|
||||||
@@ -61,7 +85,15 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
|
|||||||
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
|
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
|
||||||
|
|
||||||
// Calculates an absolute AABB from an entity AABB component
|
// Calculates an absolute AABB from an entity AABB component
|
||||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
|
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
|
||||||
|
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
|
||||||
|
//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
|
||||||
|
//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
|
||||||
|
//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
|
||||||
|
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
|
||||||
|
//Returns the first entity hit by the input ray that exists in the octree.
|
||||||
|
//outDistance will be the distance to the intersection point if the ray intersects.
|
||||||
|
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -13,8 +13,8 @@
|
|||||||
class CollisionSystem : public PureSystem
|
class CollisionSystem : public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
|
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
|
||||||
: System(world, eventBroker)
|
: System(params)
|
||||||
, PureSystem("Collidable")
|
, PureSystem("Collidable")
|
||||||
, m_Octree(octree)
|
, m_Octree(octree)
|
||||||
{ }
|
{ }
|
||||||
|
|||||||
+6
-6
@@ -1,17 +1,17 @@
|
|||||||
#ifndef CollidableOctreeSystem_h__
|
#ifndef FillFrustumOctreeSystem_h__
|
||||||
#define CollidableOctreeSystem_h__
|
#define FillFrustumOctreeSystem_h__
|
||||||
|
|
||||||
#include "../Core/System.h"
|
#include "../Core/System.h"
|
||||||
#include "../Core/Octree.h"
|
#include "../Core/Octree.h"
|
||||||
#include "Collision.h"
|
#include "Collision.h"
|
||||||
#include "EntityAABB.h"
|
#include "EntityAABB.h"
|
||||||
|
|
||||||
class CollidableOctreeSystem : public ImpureSystem, public PureSystem
|
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
|
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
|
||||||
: System(world, eventBroker)
|
: System(params)
|
||||||
, PureSystem(componentType)
|
, PureSystem("Model")
|
||||||
, m_Octree(octree)
|
, m_Octree(octree)
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
#ifndef FillOctreeSystem_h__
|
||||||
|
#define FillOctreeSystem_h__
|
||||||
|
|
||||||
|
#include "../Core/System.h"
|
||||||
|
#include "../Core/Octree.h"
|
||||||
|
#include "Collision.h"
|
||||||
|
#include "EntityAABB.h"
|
||||||
|
|
||||||
|
class FillOctreeSystem : public ImpureSystem, public PureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
|
||||||
|
: System(params)
|
||||||
|
, PureSystem(fillComponentType)
|
||||||
|
, m_Octree(octree)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
Octree<EntityAABB>* m_Octree;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -15,8 +15,8 @@ class AABB;
|
|||||||
class TriggerSystem : public PureSystem
|
class TriggerSystem : public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
|
TriggerSystem(SystemParams params, Octree<EntityAABB>* octree)
|
||||||
: System(world, eventBroker)
|
: System(params)
|
||||||
, PureSystem("Trigger")
|
, PureSystem("Trigger")
|
||||||
, m_Octree(octree)
|
, m_Octree(octree)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ struct ComponentInfo
|
|||||||
unsigned int Allocation = 0;
|
unsigned int Allocation = 0;
|
||||||
std::map<std::string, std::string> FieldAnnotations;
|
std::map<std::string, std::string> FieldAnnotations;
|
||||||
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
|
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
|
||||||
|
bool NetworkReplicated = true;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Field_t
|
struct Field_t
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#ifndef ComponentWrapper_h__
|
#ifndef ComponentWrapper_h__
|
||||||
#define ComponentWrapper_h__
|
#define ComponentWrapper_h__
|
||||||
|
|
||||||
|
#include <boost/shared_array.hpp>
|
||||||
#include "../Common.h"
|
#include "../Common.h"
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
#include "ComponentInfo.h"
|
#include "ComponentInfo.h"
|
||||||
@@ -44,6 +45,11 @@ struct ComponentWrapper
|
|||||||
template <std::size_t N>
|
template <std::size_t N>
|
||||||
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
|
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
|
||||||
|
|
||||||
|
void Copy(ComponentWrapper& destination)
|
||||||
|
{
|
||||||
|
memcpy(destination.Data, this->Data, Info.Stride);
|
||||||
|
}
|
||||||
|
|
||||||
struct SubscriptProxy
|
struct SubscriptProxy
|
||||||
{
|
{
|
||||||
friend struct ComponentWrapper;
|
friend struct ComponentWrapper;
|
||||||
@@ -76,6 +82,18 @@ struct ComponentWrapper
|
|||||||
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
|
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// A component wrapper that "owns" its data through a shared pointer
|
||||||
|
struct SharedComponentWrapper : ComponentWrapper
|
||||||
|
{
|
||||||
|
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
|
||||||
|
: ComponentWrapper(componentInfo, data.get())
|
||||||
|
, m_DataReference(data)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
private:
|
||||||
|
boost::shared_array<char> m_DataReference;
|
||||||
|
};
|
||||||
|
|
||||||
// TODO: Move this to Tests once entity importing is finished
|
// TODO: Move this to Tests once entity importing is finished
|
||||||
class ComponentWrapperFactory
|
class ComponentWrapperFactory
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#ifndef EAmmoPickup_h__
|
||||||
|
#define EAmmoPickup_h__
|
||||||
|
|
||||||
|
#include "EventBroker.h"
|
||||||
|
#include "../Core/EntityWrapper.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct AmmoPickup : Event
|
||||||
|
{
|
||||||
|
EntityWrapper Player;
|
||||||
|
int AmmoGain;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
#ifndef EPickupSpawned_h__
|
||||||
|
#define EPickupSpawned_h__
|
||||||
|
|
||||||
|
#include "Core/Event.h"
|
||||||
|
#include "Core/EntityWrapper.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct PickupSpawned : Event
|
||||||
|
{
|
||||||
|
EntityWrapper Pickup;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -9,7 +9,8 @@ namespace Events
|
|||||||
|
|
||||||
struct PlayerDamage : Event
|
struct PlayerDamage : Event
|
||||||
{
|
{
|
||||||
EntityWrapper Player;
|
EntityWrapper Inflictor;
|
||||||
|
EntityWrapper Victim;
|
||||||
double Damage;
|
double Damage;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
#define EPlayerDeath_h__
|
#define EPlayerDeath_h__
|
||||||
|
|
||||||
#include "EventBroker.h"
|
#include "EventBroker.h"
|
||||||
#include "../Core/Entity.h"
|
#include "../Core/EntityWrapper.h"
|
||||||
|
|
||||||
namespace Events
|
namespace Events
|
||||||
{
|
{
|
||||||
@@ -10,8 +10,7 @@ namespace Events
|
|||||||
struct PlayerDeath : Event
|
struct PlayerDeath : Event
|
||||||
{
|
{
|
||||||
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
|
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
|
||||||
EntityID KilledBy;
|
EntityWrapper Player;
|
||||||
EntityID PlayerID;
|
|
||||||
std::string KilledByWhat;
|
std::string KilledByWhat;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -2,16 +2,16 @@
|
|||||||
#define EPlayerHealthPickup_h__
|
#define EPlayerHealthPickup_h__
|
||||||
|
|
||||||
#include "EventBroker.h"
|
#include "EventBroker.h"
|
||||||
#include "../Core/Entity.h"
|
#include "../Core/EntityWrapper.h"
|
||||||
|
|
||||||
namespace Events
|
namespace Events
|
||||||
{
|
{
|
||||||
|
|
||||||
struct PlayerHealthPickup : Event
|
struct PlayerHealthPickup : Event
|
||||||
{
|
{
|
||||||
|
EntityWrapper Player;
|
||||||
double HealthAmount;
|
double HealthAmount;
|
||||||
EntityID PlayerHealedID;
|
};
|
||||||
};
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -9,7 +9,8 @@ namespace Events
|
|||||||
|
|
||||||
struct Shoot : Event
|
struct Shoot : Event
|
||||||
{
|
{
|
||||||
EntityWrapper Player;
|
EntityWrapper Inflictor;
|
||||||
|
double Damage;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,8 @@
|
|||||||
|
|
||||||
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
|
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
|
||||||
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
|
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
|
||||||
|
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
|
||||||
|
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
|
||||||
#include <xercesc/framework/psvi/XSParticle.hpp>
|
#include <xercesc/framework/psvi/XSParticle.hpp>
|
||||||
#include <xercesc/framework/psvi/XSModelGroup.hpp>
|
#include <xercesc/framework/psvi/XSModelGroup.hpp>
|
||||||
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
|
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
|
||||||
|
|||||||
@@ -25,11 +25,12 @@ struct EntityWrapper
|
|||||||
|
|
||||||
const std::string Name();
|
const std::string Name();
|
||||||
bool HasComponent(const std::string& componentType);
|
bool HasComponent(const std::string& componentType);
|
||||||
|
void AttachComponent(const char* componentName);
|
||||||
EntityWrapper Parent();
|
EntityWrapper Parent();
|
||||||
EntityWrapper FirstChildByName(const std::string& name);
|
EntityWrapper FirstChildByName(const std::string& name);
|
||||||
EntityWrapper FirstParentWithComponent(const std::string& componentType);
|
EntityWrapper FirstParentWithComponent(const std::string& componentType);
|
||||||
bool IsChildOf(EntityWrapper potentialParent);
|
bool IsChildOf(EntityWrapper potentialParent);
|
||||||
bool Valid();
|
bool Valid() const;
|
||||||
|
|
||||||
ComponentWrapper operator[](const char* componentName);
|
ComponentWrapper operator[](const char* componentName);
|
||||||
bool operator==(const EntityWrapper& e) const;
|
bool operator==(const EntityWrapper& e) const;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@
|
|||||||
#include <functional>
|
#include <functional>
|
||||||
#include <list>
|
#include <list>
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
|
#include <set>
|
||||||
|
|
||||||
#include "../Common.h"
|
#include "../Common.h"
|
||||||
#include "Event.h"
|
#include "Event.h"
|
||||||
@@ -107,7 +108,7 @@ private:
|
|||||||
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
|
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
|
||||||
ContextRelays_t m_ContextRelays;
|
ContextRelays_t m_ContextRelays;
|
||||||
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
|
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
|
||||||
std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
|
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
|
||||||
|
|
||||||
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
|
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
|
||||||
std::shared_ptr<EventQueue_t> m_EventQueueRead;
|
std::shared_ptr<EventQueue_t> m_EventQueueRead;
|
||||||
|
|||||||
@@ -0,0 +1,77 @@
|
|||||||
|
#ifndef Frustum_h__
|
||||||
|
#define Frustum_h__
|
||||||
|
|
||||||
|
#include "../GLM.h"
|
||||||
|
#include "AABB.h"
|
||||||
|
#include <bitset>
|
||||||
|
|
||||||
|
//A frustum defined by 6 planes.
|
||||||
|
struct Frustum
|
||||||
|
{
|
||||||
|
//Contains points P in: dot(normal, P) + d = 0
|
||||||
|
struct Plane
|
||||||
|
{
|
||||||
|
glm::vec3 Normal;
|
||||||
|
float Distance;
|
||||||
|
};
|
||||||
|
|
||||||
|
enum class Output
|
||||||
|
{
|
||||||
|
Inside,
|
||||||
|
Outside,
|
||||||
|
Intersects
|
||||||
|
};
|
||||||
|
Plane Planes[6];
|
||||||
|
|
||||||
|
Frustum() = default;
|
||||||
|
Frustum(glm::mat4x4 viewProjMatrix)
|
||||||
|
{
|
||||||
|
//Order: Right, left, top, bottom, far, near.
|
||||||
|
int sign = 1;
|
||||||
|
for (int i = 0; i < 6; ++i) {
|
||||||
|
sign = -sign;
|
||||||
|
int index = i / 2;
|
||||||
|
Plane& plane = Planes[i];
|
||||||
|
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
|
||||||
|
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
|
||||||
|
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
|
||||||
|
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
|
||||||
|
float divByNormalLength = 1.0f / glm::length(plane.Normal);
|
||||||
|
plane.Normal *= divByNormalLength;
|
||||||
|
plane.Distance *= divByNormalLength;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Output VsAABB(const AABB& box) const
|
||||||
|
{
|
||||||
|
const glm::vec3& maxCorner = box.MaxCorner();
|
||||||
|
const glm::vec3& minCorner = box.MinCorner();
|
||||||
|
bool completelyInside = true;
|
||||||
|
for (const Plane& p : Planes) {
|
||||||
|
bool anyWasInside = false;
|
||||||
|
bool anyWasOutside = false;
|
||||||
|
//If points are on both sides of the plane, we can stop.
|
||||||
|
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
|
||||||
|
std::bitset<3> bits(i);
|
||||||
|
glm::vec3 corner;
|
||||||
|
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
|
||||||
|
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
|
||||||
|
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
|
||||||
|
if (glm::dot(p.Normal, corner) > -p.Distance) {
|
||||||
|
anyWasInside = true;
|
||||||
|
} else {
|
||||||
|
anyWasOutside = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!anyWasInside) {
|
||||||
|
return Output::Outside;
|
||||||
|
}
|
||||||
|
if (anyWasOutside) {
|
||||||
|
completelyInside = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return completelyInside ? Output::Inside : Output::Intersects;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -102,7 +102,7 @@ public:
|
|||||||
m_ExtraMemory.push_back((char*)malloc(m_Stride));
|
m_ExtraMemory.push_back((char*)malloc(m_Stride));
|
||||||
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
|
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
|
||||||
if (!DisableMemoryPool::Value) {
|
if (!DisableMemoryPool::Value) {
|
||||||
LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
|
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
|
||||||
}
|
}
|
||||||
return m_ExtraMemory.back();
|
return m_ExtraMemory.back();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,9 +5,8 @@
|
|||||||
|
|
||||||
#include "../Common.h"
|
#include "../Common.h"
|
||||||
#include "AABB.h"
|
#include "AABB.h"
|
||||||
|
#include "Frustum.h"
|
||||||
//Fwd declarations.
|
#include "Ray.h"
|
||||||
class Ray;
|
|
||||||
|
|
||||||
namespace OctSpace
|
namespace OctSpace
|
||||||
{
|
{
|
||||||
@@ -40,6 +39,10 @@ public:
|
|||||||
//The type Box must be AABB, or inherit from AABB.
|
//The type Box must be AABB, or inherit from AABB.
|
||||||
template<typename Box>
|
template<typename Box>
|
||||||
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
|
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
|
||||||
|
//Get the objects that are inside the frustum, the objects are put in outObjects.
|
||||||
|
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
|
||||||
|
//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
|
||||||
|
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
|
||||||
//Empty the tree of all objects, static and dynamic.
|
//Empty the tree of all objects, static and dynamic.
|
||||||
void ClearObjects();
|
void ClearObjects();
|
||||||
//Empty the tree of all dynamic objects. Static objects remain in the tree.
|
//Empty the tree of all dynamic objects. Static objects remain in the tree.
|
||||||
@@ -97,6 +100,10 @@ struct Child
|
|||||||
void AddStaticObject(const AABB& box);
|
void AddStaticObject(const AABB& box);
|
||||||
template<typename T, typename Box>
|
template<typename T, typename Box>
|
||||||
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
|
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
|
||||||
|
template<typename T>
|
||||||
|
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
|
||||||
|
template<typename T>
|
||||||
|
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
|
||||||
void ClearObjects();
|
void ClearObjects();
|
||||||
void ClearDynamicObjects();
|
void ClearDynamicObjects();
|
||||||
bool RayCollides(const Ray& ray, Output& data) const;
|
bool RayCollides(const Ray& ray, Output& data) const;
|
||||||
@@ -111,11 +118,20 @@ struct Child
|
|||||||
std::vector<ContainedObject>& m_StaticObjectsRef;
|
std::vector<ContainedObject>& m_StaticObjectsRef;
|
||||||
std::vector<ContainedObject>& m_DynamicObjectsRef;
|
std::vector<ContainedObject>& m_DynamicObjectsRef;
|
||||||
|
|
||||||
bool hasChildren() const;
|
inline bool hasChildren() const { return m_Children[0] != nullptr; }
|
||||||
int childIndexContainingPoint(const glm::vec3& point) const;
|
int childIndexContainingPoint(const glm::vec3& point) const;
|
||||||
std::vector<int> childIndicesContainingBox(const AABB& box) const;
|
std::vector<int> childIndicesContainingBox(const AABB& box) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//To be able to sort child nodes and contained objects based on distance to ray origin.
|
||||||
|
struct RaySorterInfo
|
||||||
|
{
|
||||||
|
int Index;
|
||||||
|
float Distance;
|
||||||
|
};
|
||||||
|
|
||||||
|
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
@@ -154,6 +170,20 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
|
|||||||
m_Root->ObjectsInSameRegion(box, outObjects);
|
m_Root->ObjectsInSameRegion(box, outObjects);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
|
||||||
|
{
|
||||||
|
falsifyObjectChecks();
|
||||||
|
m_Root->ObjectsInFrustum(frustum, outObjects, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
|
||||||
|
{
|
||||||
|
falsifyObjectChecks();
|
||||||
|
m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
|
||||||
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
void Octree<T>::ClearObjects()
|
void Octree<T>::ClearObjects()
|
||||||
{
|
{
|
||||||
@@ -230,4 +260,101 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
|
||||||
|
{
|
||||||
|
if (hasChildren()) {
|
||||||
|
for (const Child* c : m_Children) {
|
||||||
|
Frustum::Output out = Frustum::Output::Inside;
|
||||||
|
if (!takeAllDontTest) {
|
||||||
|
out = frustum.VsAABB(c->m_Box);
|
||||||
|
if (out == Frustum::Output::Outside) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
size_t startIndex = outObjects.size();
|
||||||
|
int numDuplicates = 0;
|
||||||
|
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||||
|
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
|
||||||
|
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
|
||||||
|
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||||
|
++numDuplicates;
|
||||||
|
} else {
|
||||||
|
obj.Checked = true;
|
||||||
|
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
|
||||||
|
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
|
||||||
|
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
|
||||||
|
++numDuplicates;
|
||||||
|
} else {
|
||||||
|
obj.Checked = true;
|
||||||
|
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (size_t i = 0; i < numDuplicates; ++i) {
|
||||||
|
outObjects.pop_back();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
|
||||||
|
{
|
||||||
|
//If the node AABB is missed, everything it contains is missed.
|
||||||
|
if (Collision::RayAABBIntr(ray, m_Box)) {
|
||||||
|
//If the ray shoots the tree, and it is a parent.
|
||||||
|
if (hasChildren()) {
|
||||||
|
//Sort children according to their distance from the ray origin.
|
||||||
|
std::vector<RaySorterInfo> childInfos;
|
||||||
|
childInfos.resize(8);
|
||||||
|
for (int i = 0; i < 8; ++i) {
|
||||||
|
childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
|
||||||
|
}
|
||||||
|
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
|
||||||
|
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
|
||||||
|
for (const RaySorterInfo& info : childInfos) {
|
||||||
|
m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
//Check against boxes in the node.
|
||||||
|
bool intersected = false;
|
||||||
|
float dist;
|
||||||
|
//Sort all contained objects according to the distance from the ray origin to
|
||||||
|
//the intersection, if they are intersecting.
|
||||||
|
std::vector<RaySorterInfo> objectHitInfos;
|
||||||
|
objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||||
|
for (int i : m_StaticObjIndices) {
|
||||||
|
//If we haven't tested against this object before, and the ray hits.
|
||||||
|
if (!m_StaticObjectsRef[i].Checked &&
|
||||||
|
Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
|
||||||
|
objectHitInfos.push_back({ i, dist });
|
||||||
|
}
|
||||||
|
m_StaticObjectsRef[i].Checked = true;
|
||||||
|
}
|
||||||
|
for (int i : m_DynamicObjIndices) {
|
||||||
|
//If we haven't tested against this object before, and the ray hits.
|
||||||
|
if (!m_DynamicObjectsRef[i].Checked &&
|
||||||
|
Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
|
||||||
|
objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
|
||||||
|
}
|
||||||
|
m_DynamicObjectsRef[i].Checked = true;
|
||||||
|
}
|
||||||
|
std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
|
||||||
|
int startSize = (int)outObjects.size();
|
||||||
|
outObjects.resize(startSize + objectHitInfos.size());
|
||||||
|
for (int i = 0; i < objectHitInfos.size(); ++i) {
|
||||||
|
outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
|
||||||
|
*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
|
||||||
|
*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -7,6 +7,10 @@
|
|||||||
class Ray
|
class Ray
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
Ray()
|
||||||
|
: m_Origin(glm::vec3(0.f))
|
||||||
|
, m_Direction(glm::vec3(0, 0, 1))
|
||||||
|
{}
|
||||||
Ray(const glm::vec3& origin, const glm::vec3& dir)
|
Ray(const glm::vec3& origin, const glm::vec3& dir)
|
||||||
: m_Origin(origin)
|
: m_Origin(origin)
|
||||||
, m_Direction(glm::normalize(dir))
|
, m_Direction(glm::normalize(dir))
|
||||||
|
|||||||
@@ -200,6 +200,8 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
|
|||||||
}
|
}
|
||||||
|
|
||||||
//If resource has already been cached and completely loaded.
|
//If resource has already been cached and completely loaded.
|
||||||
|
{
|
||||||
|
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
|
||||||
it = m_ResourceCache.find(cacheKey);
|
it = m_ResourceCache.find(cacheKey);
|
||||||
if (it != m_ResourceCache.end()) {
|
if (it != m_ResourceCache.end()) {
|
||||||
if (it->second != nullptr) {
|
if (it->second != nullptr) {
|
||||||
@@ -209,6 +211,7 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
|
|||||||
throw Resource::FailedLoadingException();
|
throw Resource::FailedLoadingException();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//If resource is not cached..
|
//If resource is not cached..
|
||||||
if (UseThreading && async) {
|
if (UseThreading && async) {
|
||||||
|
|||||||
@@ -5,21 +5,55 @@
|
|||||||
#include "World.h"
|
#include "World.h"
|
||||||
#include "EntityWrapper.h"
|
#include "EntityWrapper.h"
|
||||||
#include "ComponentWrapper.h"
|
#include "ComponentWrapper.h"
|
||||||
|
#include "EPlayerSpawned.h"
|
||||||
|
|
||||||
|
struct SystemParams
|
||||||
|
{
|
||||||
|
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
|
||||||
|
: World(World)
|
||||||
|
, EventBroker(EventBroker)
|
||||||
|
, IsClient(IsClient)
|
||||||
|
, IsServer(IsServer)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
::World* World;
|
||||||
|
::EventBroker* EventBroker;
|
||||||
|
bool IsClient = false;
|
||||||
|
bool IsServer = false;
|
||||||
|
};
|
||||||
|
|
||||||
class System
|
class System
|
||||||
{
|
{
|
||||||
friend class SystemPipeline;
|
friend class SystemPipeline;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
System(World* world, EventBroker) { }
|
System(SystemParams params)
|
||||||
System(World* world, EventBroker* eventBroker)
|
: m_World(params.World)
|
||||||
: m_World(world)
|
, m_EventBroker(params.EventBroker)
|
||||||
, m_EventBroker(eventBroker)
|
, IsClient(params.IsClient)
|
||||||
{ }
|
, IsServer(params.IsServer)
|
||||||
|
{
|
||||||
|
if (IsClient) {
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
|
||||||
|
}
|
||||||
|
}
|
||||||
virtual ~System() = default;
|
virtual ~System() = default;
|
||||||
|
|
||||||
World* m_World;
|
World* m_World;
|
||||||
EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
|
||||||
|
bool IsClient = false;
|
||||||
|
bool IsServer = false;
|
||||||
|
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
|
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
|
||||||
|
{
|
||||||
|
if (e.PlayerID == -1) {
|
||||||
|
LocalPlayer = e.Player;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
class PureSystem : public virtual System
|
class PureSystem : public virtual System
|
||||||
@@ -34,7 +68,7 @@ protected:
|
|||||||
|
|
||||||
const std::string m_ComponentType;
|
const std::string m_ComponentType;
|
||||||
|
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class ImpureSystem : public virtual System
|
class ImpureSystem : public virtual System
|
||||||
|
|||||||
@@ -10,9 +10,11 @@
|
|||||||
class SystemPipeline
|
class SystemPipeline
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
SystemPipeline(World* world, EventBroker* eventBroker)
|
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
|
||||||
: m_World(world)
|
: m_World(world)
|
||||||
, m_EventBroker(eventBroker)
|
, m_EventBroker(eventBroker)
|
||||||
|
, m_IsClient(isClient)
|
||||||
|
, m_IsServer(isServer)
|
||||||
{
|
{
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
|
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
|
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
|
||||||
@@ -35,7 +37,7 @@ public:
|
|||||||
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
|
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
|
||||||
}
|
}
|
||||||
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
|
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
|
||||||
System* system = new T(m_World, m_EventBroker, args...);
|
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
|
||||||
group.Systems[typeid(T).name()] = system;
|
group.Systems[typeid(T).name()] = system;
|
||||||
|
|
||||||
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
|
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
|
||||||
@@ -59,6 +61,9 @@ public:
|
|||||||
dt = 0.0;
|
dt = 0.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Process utility events for the System base class
|
||||||
|
m_EventBroker->Process<System>();
|
||||||
|
|
||||||
for (UnorderedSystems& group : m_OrderedSystemGroups) {
|
for (UnorderedSystems& group : m_OrderedSystemGroups) {
|
||||||
// Process events
|
// Process events
|
||||||
for (auto& pair : group.Systems) {
|
for (auto& pair : group.Systems) {
|
||||||
@@ -88,6 +93,8 @@ public:
|
|||||||
private:
|
private:
|
||||||
World* m_World;
|
World* m_World;
|
||||||
EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
|
||||||
|
bool m_IsClient = false;
|
||||||
|
bool m_IsServer = false;
|
||||||
bool m_Paused = false;
|
bool m_Paused = false;
|
||||||
|
|
||||||
struct UnorderedSystems
|
struct UnorderedSystems
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
|
|||||||
glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
glm::vec3 AbsoluteScale(World* world, EntityID entity);
|
||||||
glm::mat4 ModelMatrix(EntityWrapper entity);
|
glm::mat4 ModelMatrix(EntityWrapper entity);
|
||||||
glm::mat4 ModelMatrix(EntityID entity, World* world);
|
glm::mat4 ModelMatrix(EntityID entity, World* world);
|
||||||
|
glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
class UniformScaleSystem : public PureSystem
|
class UniformScaleSystem : public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
UniformScaleSystem(World* world, EventBroker* eventBroker);
|
UniformScaleSystem(SystemParams params);
|
||||||
|
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
|
||||||
|
|
||||||
|
|||||||
@@ -4,7 +4,7 @@
|
|||||||
// }
|
// }
|
||||||
// NOTE: condition statement is not executed at all in release mode.
|
// NOTE: condition statement is not executed at all in release mode.
|
||||||
#ifndef DEBUG_IF
|
#ifndef DEBUG_IF
|
||||||
#ifndef DEBUG
|
#ifdef DEBUG
|
||||||
#define DEBUG_IF(c) if(c)
|
#define DEBUG_IF(c) if(c)
|
||||||
#else
|
#else
|
||||||
#define DEBUG_IF(c) if(false)
|
#define DEBUG_IF(c) if(false)
|
||||||
|
|||||||
@@ -10,7 +10,7 @@
|
|||||||
class EditorRenderSystem : public ImpureSystem
|
class EditorRenderSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
|
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
|||||||
@@ -17,7 +17,7 @@
|
|||||||
class EditorSystem : public ImpureSystem
|
class EditorSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
|
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
|
||||||
~EditorSystem();
|
~EditorSystem();
|
||||||
|
|
||||||
void Update(double dt);
|
void Update(double dt);
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ struct WidgetDelta : Event
|
|||||||
class EditorWidgetSystem : public ImpureSystem, PureSystem
|
class EditorWidgetSystem : public ImpureSystem, PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
|
EditorWidgetSystem(SystemParams params, IRenderer* renderer);
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
|
|
||||||
#include "Frame.h"
|
#include "Frame.h"
|
||||||
#include "../Rendering/Texture.h"
|
#include "../Rendering/Texture.h"
|
||||||
|
#include "../Rendering/Util/CommonFunctions.h"
|
||||||
|
|
||||||
namespace GUI
|
namespace GUI
|
||||||
{
|
{
|
||||||
@@ -55,10 +56,10 @@ public:
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
m_Texture = ResourceManager::Load<Texture>(resourceName);
|
m_Texture = CommonFunctions::LoadTexture(resourceName, false);
|
||||||
m_TextureName = resourceName;
|
m_TextureName = resourceName;
|
||||||
if (m_Texture == nullptr) {
|
if (m_Texture == nullptr) {
|
||||||
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
|
||||||
}
|
}
|
||||||
|
|
||||||
SizeToTexture();
|
SizeToTexture();
|
||||||
|
|||||||
@@ -4,6 +4,8 @@
|
|||||||
#include "../GLM.h"
|
#include "../GLM.h"
|
||||||
#include "../Core/InputController.h"
|
#include "../Core/InputController.h"
|
||||||
#include "../Core/ELockMouse.h"
|
#include "../Core/ELockMouse.h"
|
||||||
|
#include "../Game/Events/EDashAbility.h"
|
||||||
|
#include "InputHandler.h"
|
||||||
|
|
||||||
template <typename EventContext>
|
template <typename EventContext>
|
||||||
class FirstPersonInputController : public InputController<EventContext>
|
class FirstPersonInputController : public InputController<EventContext>
|
||||||
@@ -25,6 +27,10 @@ public:
|
|||||||
virtual bool OnCommand(const Events::InputCommand& e) override;
|
virtual bool OnCommand(const Events::InputCommand& e) override;
|
||||||
virtual void Reset();
|
virtual void Reset();
|
||||||
|
|
||||||
|
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
|
||||||
|
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
|
||||||
|
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
const int m_PlayerID;
|
const int m_PlayerID;
|
||||||
bool m_MouseLocked = false;
|
bool m_MouseLocked = false;
|
||||||
@@ -33,6 +39,23 @@ protected:
|
|||||||
bool m_Jumping = false;
|
bool m_Jumping = false;
|
||||||
bool m_DoubleJumping = false;
|
bool m_DoubleJumping = false;
|
||||||
bool m_Crouching = false;
|
bool m_Crouching = false;
|
||||||
|
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
|
||||||
|
double m_AssaultDashDoubleTapDeltaTime = 0.0;
|
||||||
|
double m_AssaultDashCoolDownTimer = 0.0;
|
||||||
|
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
|
||||||
|
//and its very unlikely that someone wants to change that value
|
||||||
|
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
|
||||||
|
std::string m_AssaultDashTapDirection = "";
|
||||||
|
std::string m_CurrentDirectionVector = "";
|
||||||
|
bool m_AssaultDashDoubleTapped = false;
|
||||||
|
bool m_PlayerIsDashing = false;
|
||||||
|
bool m_ShiftDashing = false;
|
||||||
|
bool m_ValidDoubleTap = false;
|
||||||
|
|
||||||
|
//specialabilitys
|
||||||
|
bool m_MovementKeyDown = false;
|
||||||
|
bool m_SpecialAbilityKeyDown = false;
|
||||||
|
int m_NumberOfMovementKeysDown = 0;
|
||||||
|
|
||||||
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
|
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
|
||||||
bool OnLockMouse(const Events::LockMouse& e);
|
bool OnLockMouse(const Events::LockMouse& e);
|
||||||
@@ -104,6 +127,31 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (e.Command == "Forward" || e.Command == "Right") {
|
||||||
|
if (e.Value != 0) {
|
||||||
|
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
|
||||||
|
}
|
||||||
|
//if value = 0 then you have just released this key
|
||||||
|
if (e.Value != 0) {
|
||||||
|
m_NumberOfMovementKeysDown++;
|
||||||
|
m_MovementKeyDown = true;
|
||||||
|
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
|
||||||
|
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
|
||||||
|
m_ValidDoubleTap = true;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
//== 0
|
||||||
|
m_NumberOfMovementKeysDown--;
|
||||||
|
if (m_NumberOfMovementKeysDown == 0) {
|
||||||
|
m_MovementKeyDown = false;
|
||||||
|
}
|
||||||
|
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
|
||||||
|
m_AssaultDashTapDirection = m_CurrentDirectionVector;
|
||||||
|
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (e.Command == "Jump") {
|
if (e.Command == "Jump") {
|
||||||
m_Jumping = e.Value > 0;
|
m_Jumping = e.Value > 0;
|
||||||
}
|
}
|
||||||
@@ -112,6 +160,19 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
|||||||
m_Crouching = e.Value > 0;
|
m_Crouching = e.Value > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (e.Command == "SpecialAbility") {
|
||||||
|
if (e.Value > 0) {
|
||||||
|
m_SpecialAbilityKeyDown = true;
|
||||||
|
} else {
|
||||||
|
m_SpecialAbilityKeyDown = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
|
||||||
|
m_ShiftDashing = true;
|
||||||
|
} else {
|
||||||
|
m_ShiftDashing = false;
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -129,4 +190,55 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename EventContext>
|
||||||
|
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
|
||||||
|
m_AssaultDashDoubleTapDeltaTime += dt;
|
||||||
|
m_AssaultDashCoolDownTimer -= dt;
|
||||||
|
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
|
||||||
|
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
|
||||||
|
m_PlayerIsDashing = true;
|
||||||
|
} else {
|
||||||
|
m_PlayerIsDashing = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
//dashing with shift
|
||||||
|
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
|
||||||
|
//player is dashing with shift
|
||||||
|
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
|
||||||
|
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||||
|
m_AssaultDashDoubleTapped = true;
|
||||||
|
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
|
||||||
|
if (m_AssaultDashDoubleTapped) {
|
||||||
|
m_AssaultDashDoubleTapped = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
//dashing with doubletap - check if doubletap to dash enabled
|
||||||
|
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//check if we have received a valid doubletap
|
||||||
|
if (!m_ValidDoubleTap) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
m_ValidDoubleTap = false;
|
||||||
|
|
||||||
|
if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
|
||||||
|
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
|
||||||
|
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
//ok, we have a valid tap, lets do it
|
||||||
|
m_AssaultDashDoubleTapped = true;
|
||||||
|
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||||
|
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||||
|
|
||||||
|
Events::DashAbility e;
|
||||||
|
m_EventBroker->Publish(e);
|
||||||
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -20,16 +20,22 @@
|
|||||||
#include "Input/EInputCommand.h"
|
#include "Input/EInputCommand.h"
|
||||||
#include "Core/EPlayerDamage.h"
|
#include "Core/EPlayerDamage.h"
|
||||||
#include "Network/EInterpolate.h"
|
#include "Network/EInterpolate.h"
|
||||||
|
#include "Network/SnapshotFilter.h"
|
||||||
#include "Core/EPlayerSpawned.h"
|
#include "Core/EPlayerSpawned.h"
|
||||||
|
|
||||||
class Client : public Network
|
class Client : public Network
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Client(ConfigFile* config);
|
Client(World* world, EventBroker* eventBroker);
|
||||||
|
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
|
||||||
~Client();
|
~Client();
|
||||||
void Start(World* world, EventBroker* eventBroker) override;
|
|
||||||
|
void Connect(std::string address, int port);
|
||||||
void Update() override;
|
void Update() override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
|
||||||
|
|
||||||
// Assio UDP logic
|
// Assio UDP logic
|
||||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||||
boost::asio::io_service m_IOService;
|
boost::asio::io_service m_IOService;
|
||||||
@@ -45,10 +51,8 @@ private:
|
|||||||
PacketID m_SendPacketID = 0;
|
PacketID m_SendPacketID = 0;
|
||||||
|
|
||||||
// Game logic
|
// Game logic
|
||||||
World* m_World;
|
|
||||||
std::string m_PlayerName;
|
std::string m_PlayerName;
|
||||||
PlayerID m_PlayerID = -1;
|
PlayerID m_PlayerID = -1;
|
||||||
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
|
|
||||||
bool m_IsConnected = false;
|
bool m_IsConnected = false;
|
||||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||||
// Server Client Lookup map
|
// Server Client Lookup map
|
||||||
@@ -74,7 +78,9 @@ private:
|
|||||||
void connect();
|
void connect();
|
||||||
void disconnect();
|
void disconnect();
|
||||||
void parseMessageType(Packet& packet);
|
void parseMessageType(Packet& packet);
|
||||||
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
|
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
|
||||||
|
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
|
||||||
|
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
|
||||||
void parseConnect(Packet& packet);
|
void parseConnect(Packet& packet);
|
||||||
void parsePlayerConnected(Packet& packet);
|
void parsePlayerConnected(Packet& packet);
|
||||||
void parsePing();
|
void parsePing();
|
||||||
@@ -99,7 +105,6 @@ private:
|
|||||||
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
|
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
|
||||||
|
|
||||||
// Events
|
// Events
|
||||||
EventBroker* m_EventBroker;
|
|
||||||
EventRelay<Client, Events::InputCommand> m_EInputCommand;
|
EventRelay<Client, Events::InputCommand> m_EInputCommand;
|
||||||
bool OnInputCommand(const Events::InputCommand& e);
|
bool OnInputCommand(const Events::InputCommand& e);
|
||||||
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
|
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
|
||||||
|
|||||||
@@ -11,8 +11,13 @@ namespace Events
|
|||||||
|
|
||||||
struct Interpolate : Event
|
struct Interpolate : Event
|
||||||
{
|
{
|
||||||
EntityID Entity;
|
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
|
||||||
boost::shared_array<char> DataArray;
|
: Entity(Entity)
|
||||||
|
, Component(Component)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
EntityWrapper Entity;
|
||||||
|
SharedComponentWrapper Component;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,10 +19,15 @@ typedef unsigned int PacketID;
|
|||||||
class Network
|
class Network
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
Network(World* world, EventBroker* eventBroker);
|
||||||
virtual ~Network() { };
|
virtual ~Network() { };
|
||||||
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
|
|
||||||
virtual void Update() = 0;
|
virtual void Update() = 0;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
World* m_World;
|
||||||
|
EventBroker* m_EventBroker;
|
||||||
|
|
||||||
// For Debug
|
// For Debug
|
||||||
bool isReadingData = false;
|
bool isReadingData = false;
|
||||||
NetworkData m_NetworkData;
|
NetworkData m_NetworkData;
|
||||||
@@ -32,7 +37,6 @@ protected:
|
|||||||
double m_TimeoutMs;
|
double m_TimeoutMs;
|
||||||
void saveToFile();
|
void saveToFile();
|
||||||
void updateNetworkData();
|
void updateNetworkData();
|
||||||
void initialize();
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -22,15 +22,17 @@
|
|||||||
class Server : public Network
|
class Server : public Network
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Server();
|
Server(World* world, EventBroker* eventBroker, int port);
|
||||||
~Server();
|
~Server();
|
||||||
void Start(World* m_world, EventBroker *eventBroker) override;
|
|
||||||
void Update() override;
|
void Update() override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
int m_Port = 27666;
|
||||||
// UDP logic
|
// UDP logic
|
||||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||||
boost::asio::io_service m_IOService;
|
boost::asio::io_service m_IOService;
|
||||||
boost::asio::ip::udp::socket m_Socket;
|
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
|
||||||
|
|
||||||
// Sending messages to client logic
|
// Sending messages to client logic
|
||||||
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
|
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
|
||||||
@@ -46,14 +48,11 @@ private:
|
|||||||
float snapshotInterval;
|
float snapshotInterval;
|
||||||
int checkTimeOutInterval = 100;
|
int checkTimeOutInterval = 100;
|
||||||
int m_NextPlayerID = 0;
|
int m_NextPlayerID = 0;
|
||||||
|
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
|
||||||
|
|
||||||
//Timers
|
//Timers
|
||||||
std::clock_t m_StartPingTime;
|
std::clock_t m_StartPingTime;
|
||||||
|
|
||||||
// Game logic
|
|
||||||
World* m_World;
|
|
||||||
EventBroker* m_EventBroker;
|
|
||||||
|
|
||||||
// Packet loss logic
|
// Packet loss logic
|
||||||
PacketID m_PacketID = 0;
|
PacketID m_PacketID = 0;
|
||||||
PacketID m_PreviousPacketID = 0;
|
PacketID m_PreviousPacketID = 0;
|
||||||
@@ -66,6 +65,7 @@ private:
|
|||||||
void broadcast(Packet& packet);
|
void broadcast(Packet& packet);
|
||||||
void sendSnapshot();
|
void sendSnapshot();
|
||||||
void addChildrenToPacket(Packet& packet, EntityID entityID);
|
void addChildrenToPacket(Packet& packet, EntityID entityID);
|
||||||
|
void addInputCommandsToPacket(Packet& packet);
|
||||||
void sendPing();
|
void sendPing();
|
||||||
void checkForTimeOuts();
|
void checkForTimeOuts();
|
||||||
void disconnect(PlayerID playerID);
|
void disconnect(PlayerID playerID);
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
#ifndef SnapshotFilter_h__
|
||||||
|
#define SnapshotFilter_h__
|
||||||
|
|
||||||
|
#include "../Core/EntityWrapper.h"
|
||||||
|
#include "../Core/ComponentWrapper.h"
|
||||||
|
|
||||||
|
class SnapshotFilter
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
// Filters an incoming snapshot.
|
||||||
|
// Modify the component and return true if the component snapshot should be applied.
|
||||||
|
// Otherwise return false and it will be ignored.
|
||||||
|
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -9,12 +9,13 @@
|
|||||||
#include "Rendering/Model.h"
|
#include "Rendering/Model.h"
|
||||||
#include "Rendering/EAnimationComplete.h"
|
#include "Rendering/EAnimationComplete.h"
|
||||||
#include "Rendering/Skeleton.h"
|
#include "Rendering/Skeleton.h"
|
||||||
|
#include <imgui/imgui.h>
|
||||||
|
|
||||||
class AnimationSystem : public PureSystem
|
class AnimationSystem : public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
AnimationSystem(World* world, EventBroker* eventBroker)
|
AnimationSystem(SystemParams params)
|
||||||
: System(world, eventBroker)
|
: System(params)
|
||||||
, PureSystem("Animation")
|
, PureSystem("Animation")
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -23,7 +24,6 @@ public:
|
|||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -0,0 +1,29 @@
|
|||||||
|
#ifndef BoneAttachmentSystem_h__
|
||||||
|
#define BoneAttachmentSystem_h__
|
||||||
|
|
||||||
|
#include "GLM.h"
|
||||||
|
|
||||||
|
#include "Common.h"
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Core/ResourceManager.h"
|
||||||
|
#include "Rendering/Model.h"
|
||||||
|
#include "Rendering/Skeleton.h"
|
||||||
|
|
||||||
|
//Needs to be a higher orderlevel than AnimationSystem
|
||||||
|
class BoneAttachmentSystem : public PureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
BoneAttachmentSystem(SystemParams params)
|
||||||
|
: System(params)
|
||||||
|
, PureSystem("BoneAttachment")
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
~BoneAttachmentSystem() { }
|
||||||
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
|
||||||
|
private:
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -33,6 +33,8 @@ public:
|
|||||||
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
|
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
|
||||||
void SetViewMatrix(glm::mat4 val);
|
void SetViewMatrix(glm::mat4 val);
|
||||||
|
|
||||||
|
glm::mat4 BillboardMatrix();
|
||||||
|
|
||||||
float AspectRatio() const { return m_AspectRatio; }
|
float AspectRatio() const { return m_AspectRatio; }
|
||||||
void SetAspectRatio(float val);
|
void SetAspectRatio(float val);
|
||||||
|
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ public:
|
|||||||
void InitializeFrameBuffers();
|
void InitializeFrameBuffers();
|
||||||
void InitializeShaderPrograms();
|
void InitializeShaderPrograms();
|
||||||
|
|
||||||
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
|
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
|
||||||
private:
|
private:
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
|
|
||||||
|
|||||||
@@ -7,6 +7,7 @@
|
|||||||
#include "FrameBuffer.h"
|
#include "FrameBuffer.h"
|
||||||
#include "ShaderProgram.h"
|
#include "ShaderProgram.h"
|
||||||
#include "Util/UnorderedMapVec2.h"
|
#include "Util/UnorderedMapVec2.h"
|
||||||
|
#include "Util/CommonFunctions.h"
|
||||||
#include "Texture.h"
|
#include "Texture.h"
|
||||||
|
|
||||||
class DrawFinalPass
|
class DrawFinalPass
|
||||||
@@ -22,37 +23,67 @@ public:
|
|||||||
|
|
||||||
//Return the texture that is used in later stages to apply the bloom effect
|
//Return the texture that is used in later stages to apply the bloom effect
|
||||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||||
|
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
|
||||||
//Return the texture with diffuse and lighting of the scene.
|
//Return the texture with diffuse and lighting of the scene.
|
||||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||||
|
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
|
||||||
|
//Return the framebuffer used in the scene rendering stage.
|
||||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||||
|
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
|
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
|
||||||
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
|
|
||||||
|
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
|
||||||
|
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||||
|
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||||
|
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||||
|
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
||||||
|
|
||||||
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
|
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
|
||||||
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
|
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
|
||||||
|
|
||||||
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
|
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
|
||||||
void BindModelTextures(std::shared_ptr<ModelJob>& job);
|
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
|
||||||
|
|
||||||
Texture* m_WhiteTexture;
|
Texture* m_WhiteTexture;
|
||||||
Texture* m_BlackTexture;
|
Texture* m_BlackTexture;
|
||||||
Texture* m_NeutralNormalTexture;
|
Texture* m_NeutralNormalTexture;
|
||||||
Texture* m_GreyTexture;
|
Texture* m_GreyTexture;
|
||||||
|
Texture* m_ErrorTexture;
|
||||||
|
|
||||||
FrameBuffer m_FinalPassFrameBuffer;
|
FrameBuffer m_FinalPassFrameBuffer;
|
||||||
|
FrameBuffer m_FinalPassFrameBufferLowRes;
|
||||||
GLuint m_BloomTexture;
|
GLuint m_BloomTexture;
|
||||||
GLuint m_SceneTexture;
|
GLuint m_SceneTexture;
|
||||||
|
GLuint m_BloomTextureLowRes;
|
||||||
|
GLuint m_SceneTextureLowRes;
|
||||||
GLuint m_DepthBuffer;
|
GLuint m_DepthBuffer;
|
||||||
|
GLuint m_DepthBufferLowRes;
|
||||||
|
|
||||||
|
//maqke this component based i guess?
|
||||||
|
GLuint m_ShieldPixelRate = 16;
|
||||||
|
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
const LightCullingPass* m_LightCullingPass;
|
const LightCullingPass* m_LightCullingPass;
|
||||||
|
|
||||||
ShaderProgram* m_ForwardPlusProgram;
|
ShaderProgram* m_ForwardPlusProgram;
|
||||||
ShaderProgram* m_ExplosionEffectProgram;
|
ShaderProgram* m_ExplosionEffectProgram;
|
||||||
|
ShaderProgram* m_ExplosionEffectSplatMapProgram;
|
||||||
|
ShaderProgram* m_SpriteProgram;
|
||||||
|
ShaderProgram* m_ForwardPlusSplatMapProgram;
|
||||||
|
ShaderProgram* m_ShieldToStencilProgram;
|
||||||
|
ShaderProgram* m_FillDepthBufferProgram;
|
||||||
|
|
||||||
|
|
||||||
|
ShaderProgram* m_ForwardPlusSkinnedProgram;
|
||||||
|
ShaderProgram* m_ExplosionEffectSkinnedProgram;
|
||||||
|
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
|
||||||
|
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
|
||||||
|
ShaderProgram* m_ShieldToStencilSkinnedProgram;
|
||||||
|
ShaderProgram* m_FillDepthBufferSkinnedProgram;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -12,4 +12,11 @@ private:
|
|||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class DrawStencilState : public RenderState
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DrawStencilState(GLuint frameBuffer);
|
||||||
|
~DrawStencilState();
|
||||||
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -15,7 +15,7 @@
|
|||||||
|
|
||||||
struct ExplosionEffectJob : ModelJob
|
struct ExplosionEffectJob : ModelJob
|
||||||
{
|
{
|
||||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
|
||||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
|
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
|
||||||
{
|
{
|
||||||
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
||||||
|
|||||||
@@ -32,6 +32,8 @@ public:
|
|||||||
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||||
bool VSYNC() const { return m_VSYNC; }
|
bool VSYNC() const { return m_VSYNC; }
|
||||||
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||||
|
std::string WindowTitle() const { return m_WindowTitle; }
|
||||||
|
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
|
||||||
//Returns screen size excluding window border and header
|
//Returns screen size excluding window border and header
|
||||||
Rectangle GetViewportSize() const { return m_ViewportSize; }
|
Rectangle GetViewportSize() const { return m_ViewportSize; }
|
||||||
virtual void Initialize() = 0;
|
virtual void Initialize() = 0;
|
||||||
@@ -47,6 +49,7 @@ protected:
|
|||||||
int m_GLVersion[2];
|
int m_GLVersion[2];
|
||||||
std::string m_GLVendor;
|
std::string m_GLVendor;
|
||||||
GLFWwindow* m_Window = nullptr;
|
GLFWwindow* m_Window = nullptr;
|
||||||
|
std::string m_WindowTitle;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // Renderer_h__
|
#endif // Renderer_h__
|
||||||
|
|||||||
@@ -2,8 +2,10 @@
|
|||||||
#define Model_h__
|
#define Model_h__
|
||||||
|
|
||||||
#include "Rendering/RawModelCustom.h"
|
#include "Rendering/RawModelCustom.h"
|
||||||
|
#include "Util/CommonFunctions.h"
|
||||||
//#include "Rendering/RawModelAssimp.h"
|
//#include "Rendering/RawModelAssimp.h"
|
||||||
#include "../OpenGL.h"
|
#include "../OpenGL.h"
|
||||||
|
#include "Core/AABB.h"
|
||||||
|
|
||||||
class Model : public ThreadUnsafeResource
|
class Model : public ThreadUnsafeResource
|
||||||
{
|
{
|
||||||
@@ -14,15 +16,18 @@ private:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
~Model();
|
~Model();
|
||||||
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
|
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
|
||||||
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
|
||||||
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
|
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
|
||||||
|
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
|
||||||
|
const AABB& Box() const { return m_Box; }
|
||||||
|
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
|
||||||
GLuint VAO;
|
GLuint VAO;
|
||||||
GLuint ElementBuffer;
|
GLuint ElementBuffer;
|
||||||
RawModel* m_RawModel;
|
RawModel* m_RawModel;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
AABB m_Box;
|
||||||
|
|
||||||
GLuint VertexBuffer;
|
GLuint VertexBuffer;
|
||||||
GLuint NormalBuffer;
|
GLuint NormalBuffer;
|
||||||
|
|||||||
@@ -14,39 +14,98 @@
|
|||||||
#include "../Core/World.h"
|
#include "../Core/World.h"
|
||||||
#include "../Core/Transform.h"
|
#include "../Core/Transform.h"
|
||||||
#include "Skeleton.h"
|
#include "Skeleton.h"
|
||||||
|
#include "ShaderProgram.h"
|
||||||
|
|
||||||
struct ModelJob : RenderJob
|
struct ModelJob : RenderJob
|
||||||
{
|
{
|
||||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
|
||||||
: RenderJob()
|
: RenderJob()
|
||||||
{
|
{
|
||||||
Model = model;
|
Model = model;
|
||||||
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
|
ModelID = model->ResourceID;
|
||||||
|
Type = matProp.type;
|
||||||
|
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||||
|
switch(matProp.type){
|
||||||
|
case ::RawModel::MaterialType::Basic:
|
||||||
|
if (Model->IsSkinned()) {
|
||||||
|
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||||
|
}
|
||||||
|
TextureID = 0;
|
||||||
|
break;
|
||||||
|
case ::RawModel::MaterialType::SingleTextures:
|
||||||
|
{
|
||||||
|
if (Model->IsSkinned()) {
|
||||||
|
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||||
|
}
|
||||||
|
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||||
|
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||||
if (modelComponent["DiffuseTexture"]) {
|
if (modelComponent["DiffuseTexture"]) {
|
||||||
DiffuseTexture = matGroup.Texture.get();
|
DiffuseTexture.push_back(&singleTextures->ColorMap);
|
||||||
} else {
|
|
||||||
DiffuseTexture = nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (modelComponent["NormalMap"]) {
|
if (modelComponent["NormalMap"]) {
|
||||||
NormalTexture = matGroup.NormalMap.get();
|
NormalTexture.push_back(&singleTextures->NormalMap);
|
||||||
} else {
|
|
||||||
NormalTexture = nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (modelComponent["SpecularMap"]) {
|
if (modelComponent["SpecularMap"]) {
|
||||||
SpecularTexture = matGroup.SpecularMap.get();
|
SpecularTexture.push_back(&singleTextures->SpecularMap);
|
||||||
} else {
|
|
||||||
SpecularTexture = nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (modelComponent["GlowMap"]) {
|
if (modelComponent["GlowMap"]) {
|
||||||
IncandescenceTexture = matGroup.IncandescenceMap.get();
|
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
|
||||||
} else {
|
|
||||||
IncandescenceTexture = nullptr;
|
|
||||||
}
|
}
|
||||||
DiffuseColor = matGroup.DiffuseColor;
|
}
|
||||||
SpecularColor = matGroup.SpecularColor;
|
break;
|
||||||
IncandescenceColor = matGroup.IncandescenceColor;
|
case ::RawModel::MaterialType::SplatMapping:
|
||||||
StartIndex = matGroup.StartIndex;
|
{
|
||||||
EndIndex = matGroup.EndIndex;
|
if (Model->IsSkinned()) {
|
||||||
|
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||||
|
}
|
||||||
|
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||||
|
|
||||||
|
SplatMap = &SplatTextures->SplatMap;
|
||||||
|
|
||||||
|
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
|
||||||
|
if (modelComponent["DiffuseTexture"]) {
|
||||||
|
for (auto& texture : SplatTextures->ColorMaps) {
|
||||||
|
DiffuseTexture.push_back(&texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (modelComponent["NormalMap"]) {
|
||||||
|
for (auto& texture : SplatTextures->NormalMaps) {
|
||||||
|
NormalTexture.push_back(&texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (modelComponent["SpecularMap"]) {
|
||||||
|
for (auto& texture : SplatTextures->SpecularMaps) {
|
||||||
|
SpecularTexture.push_back(&texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (modelComponent["GlowMap"]) {
|
||||||
|
for (auto& texture : SplatTextures->IncandescenceMaps) {
|
||||||
|
IncandescenceTexture.push_back(&texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
DiffuseColor = matGroup->DiffuseColor;
|
||||||
|
SpecularColor = matGroup->SpecularColor;
|
||||||
|
IncandescenceColor = matGroup->IncandescenceColor;
|
||||||
|
StartIndex = matGroup->StartIndex;
|
||||||
|
EndIndex = matGroup->EndIndex;
|
||||||
Matrix = matrix;
|
Matrix = matrix;
|
||||||
Color = modelComponent["Color"];
|
Color = modelComponent["Color"];
|
||||||
Entity = modelComponent.EntityID;
|
Entity = modelComponent.EntityID;
|
||||||
@@ -57,31 +116,60 @@ struct ModelJob : RenderJob
|
|||||||
|
|
||||||
FillColor = fillColor;
|
FillColor = fillColor;
|
||||||
FillPercentage = fillPercentage;
|
FillPercentage = fillPercentage;
|
||||||
|
|
||||||
|
|
||||||
|
if (model->IsSkinned()) {
|
||||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||||
|
|
||||||
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
|
if (Skeleton != nullptr) {
|
||||||
|
if (world->HasComponent(Entity, "Animation")) {
|
||||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||||
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
|
|
||||||
AnimationTime = (double)animationComponent["Time"];
|
for (int i = 1; i <= 3; i++) {
|
||||||
|
::Skeleton::AnimationData animationData;
|
||||||
|
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
|
||||||
|
if (animationData.animation == nullptr) {
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
|
||||||
|
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
|
||||||
|
|
||||||
|
Animations.push_back(animationData);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (world->HasComponent(Entity, "AnimationOffset")) {
|
||||||
|
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
|
||||||
|
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
|
||||||
|
AnimationOffset.time = (double)animationOffsetComponent["Time"];
|
||||||
|
} else {
|
||||||
|
AnimationOffset.animation = nullptr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
unsigned int TextureID;
|
unsigned int TextureID;
|
||||||
unsigned int ShaderID;
|
unsigned int ShaderID;
|
||||||
|
unsigned int ModelID;
|
||||||
|
|
||||||
|
::RawModel::MaterialType Type;
|
||||||
EntityID Entity;
|
EntityID Entity;
|
||||||
glm::mat4 Matrix;
|
glm::mat4 Matrix;
|
||||||
const Texture* DiffuseTexture;
|
const ::RawModel::TextureProperties* SplatMap;
|
||||||
const Texture* NormalTexture;
|
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
|
||||||
const Texture* SpecularTexture;
|
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
|
||||||
const Texture* IncandescenceTexture;
|
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
|
||||||
|
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
|
||||||
float Shininess = 0.f;
|
float Shininess = 0.f;
|
||||||
glm::vec4 Color;
|
glm::vec4 Color;
|
||||||
const ::Model* Model = nullptr;
|
const ::Model* Model = nullptr;
|
||||||
::Skeleton* Skeleton = nullptr;
|
::Skeleton* Skeleton = nullptr;
|
||||||
const ::Skeleton::Animation* Animation = nullptr;
|
std::vector<::Skeleton::AnimationData> Animations;
|
||||||
|
::Skeleton::AnimationOffset AnimationOffset;
|
||||||
|
|
||||||
|
|
||||||
float AnimationTime = 0.f;
|
|
||||||
|
|
||||||
glm::vec4 DiffuseColor;
|
glm::vec4 DiffuseColor;
|
||||||
glm::vec4 SpecularColor;
|
glm::vec4 SpecularColor;
|
||||||
@@ -95,7 +183,7 @@ struct ModelJob : RenderJob
|
|||||||
|
|
||||||
void CalculateHash() override
|
void CalculateHash() override
|
||||||
{
|
{
|
||||||
Hash = TextureID;
|
Hash = TextureID + ModelID << 10 + ShaderID << 20;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -6,9 +6,10 @@
|
|||||||
#include <png.h>
|
#include <png.h>
|
||||||
|
|
||||||
#include "../Common.h"
|
#include "../Common.h"
|
||||||
|
#include "../Core/ResourceManager.h"
|
||||||
#include "Image.h"
|
#include "Image.h"
|
||||||
|
|
||||||
class PNG : public Image
|
class PNG : public Image, public Resource
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PNG(std::string path);
|
PNG(std::string path);
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ private:
|
|||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
|
|
||||||
ShaderProgram* m_PickingProgram;
|
ShaderProgram* m_PickingProgram;
|
||||||
|
ShaderProgram* m_PickingSkinnedProgram;
|
||||||
Camera* m_Camera;
|
Camera* m_Camera;
|
||||||
|
|
||||||
struct PickingInfo
|
struct PickingInfo
|
||||||
|
|||||||
@@ -40,11 +40,20 @@ public:
|
|||||||
glm::vec3 Tangent;
|
glm::vec3 Tangent;
|
||||||
glm::vec3 BiNormal;
|
glm::vec3 BiNormal;
|
||||||
glm::vec2 TextureCoords;
|
glm::vec2 TextureCoords;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SkinedVertex : public Vertex {
|
||||||
glm::vec4 BoneIndices;
|
glm::vec4 BoneIndices;
|
||||||
glm::vec4 BoneWeights;
|
glm::vec4 BoneWeights;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct MaterialGroup
|
struct TextureProperties {
|
||||||
|
std::string TexturePath;
|
||||||
|
glm::vec2 UVRepeat;
|
||||||
|
Texture* Texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct MaterialBasic
|
||||||
{
|
{
|
||||||
float SpecularExponent;
|
float SpecularExponent;
|
||||||
float ReflectionFactor;
|
float ReflectionFactor;
|
||||||
@@ -54,25 +63,69 @@ public:
|
|||||||
unsigned int StartIndex;
|
unsigned int StartIndex;
|
||||||
unsigned int EndIndex;
|
unsigned int EndIndex;
|
||||||
//float Transparency;
|
//float Transparency;
|
||||||
std::string TexturePath;
|
|
||||||
std::shared_ptr<::Texture> Texture;
|
|
||||||
std::string NormalMapPath;
|
|
||||||
std::shared_ptr<::Texture> NormalMap;
|
|
||||||
std::string SpecularMapPath;
|
|
||||||
std::shared_ptr<::Texture> SpecularMap;
|
|
||||||
std::string IncandescenceMapPath;
|
|
||||||
std::shared_ptr<::Texture> IncandescenceMap;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector<MaterialGroup> MaterialGroups;
|
struct MaterialSplatMapping : public MaterialBasic
|
||||||
|
{
|
||||||
|
TextureProperties SplatMap;
|
||||||
|
std::vector<TextureProperties> ColorMaps;
|
||||||
|
std::vector<TextureProperties> NormalMaps;
|
||||||
|
std::vector<TextureProperties> SpecularMaps;
|
||||||
|
std::vector<TextureProperties> IncandescenceMaps;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct MaterialSingleTextures : public MaterialBasic
|
||||||
|
{
|
||||||
|
TextureProperties ColorMap;
|
||||||
|
TextureProperties NormalMap;
|
||||||
|
TextureProperties SpecularMap;
|
||||||
|
TextureProperties IncandescenceMap;
|
||||||
|
};
|
||||||
|
|
||||||
|
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
|
||||||
|
|
||||||
|
struct MaterialProperties {
|
||||||
|
MaterialType type;
|
||||||
|
MaterialBasic* material;
|
||||||
|
};
|
||||||
|
|
||||||
|
const Vertex* Vertices() const {
|
||||||
|
if (hasSkin) {
|
||||||
|
return m_SkinedVertices.data();
|
||||||
|
} else {
|
||||||
|
return m_Vertices.data();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int VertexSize() const {
|
||||||
|
if (hasSkin) {
|
||||||
|
return sizeof(SkinedVertex);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return sizeof(Vertex);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int NumVertices() const {
|
||||||
|
if (hasSkin) {
|
||||||
|
return m_SkinedVertices.size();
|
||||||
|
} else {
|
||||||
|
return m_Vertices.size();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
bool IsSkinned() const { return hasSkin; };
|
||||||
|
|
||||||
|
std::vector<MaterialProperties> m_Materials;
|
||||||
|
|
||||||
std::vector<Vertex> m_Vertices;
|
|
||||||
std::vector<unsigned int> m_Indices;
|
std::vector<unsigned int> m_Indices;
|
||||||
Skeleton* m_Skeleton = nullptr;
|
Skeleton* m_Skeleton = nullptr;
|
||||||
glm::mat4 m_Matrix;
|
glm::mat4 m_Matrix;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
bool hasSkin;
|
||||||
|
std::vector<Vertex> m_Vertices;
|
||||||
|
std::vector<SkinedVertex> m_SkinedVertices;
|
||||||
|
|
||||||
void ReadMeshFile(std::string filePath);
|
void ReadMeshFile(std::string filePath);
|
||||||
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
|
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
|
||||||
@@ -83,13 +136,17 @@ private:
|
|||||||
void ReadMaterialFile(std::string filePath);
|
void ReadMaterialFile(std::string filePath);
|
||||||
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
|
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
|
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
|
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
|
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
|
|
||||||
void ReadAnimationFile(std::string filePath);
|
void ReadAnimationFile(std::string filePath);
|
||||||
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||||
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
|
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
|
||||||
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
|
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
|
||||||
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
|
||||||
|
|
||||||
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -15,26 +15,36 @@
|
|||||||
#include "PointLightJob.h"
|
#include "PointLightJob.h"
|
||||||
#include "DirectionalLightJob.h"
|
#include "DirectionalLightJob.h"
|
||||||
#include "ExplosionEffectJob.h"
|
#include "ExplosionEffectJob.h"
|
||||||
|
#include "SpriteJob.h"
|
||||||
|
|
||||||
struct RenderScene
|
struct RenderScene
|
||||||
{
|
{
|
||||||
::Camera* Camera = nullptr;
|
::Camera* Camera = nullptr;
|
||||||
|
struct Queues {
|
||||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> TextJobs;
|
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
|
||||||
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
|
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
|
||||||
|
std::list<std::shared_ptr<RenderJob>> SpriteJob;
|
||||||
|
std::list<std::shared_ptr<RenderJob>> PointLight;
|
||||||
|
std::list<std::shared_ptr<RenderJob>> Text;
|
||||||
|
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
|
||||||
|
} Jobs;
|
||||||
|
|
||||||
Rectangle Viewport;
|
Rectangle Viewport;
|
||||||
bool ClearDepth = false;
|
bool ClearDepth = false;
|
||||||
glm::vec4 AmbientColor;
|
glm::vec4 AmbientColor;
|
||||||
|
|
||||||
void Clear()
|
void Clear()
|
||||||
{
|
{
|
||||||
OpaqueObjects.clear();
|
Jobs.OpaqueObjects.clear();
|
||||||
TransparentObjects.clear();
|
Jobs.TransparentObjects.clear();
|
||||||
PointLightJobs.clear();
|
Jobs.OpaqueShieldedObjects.clear();
|
||||||
TextJobs.clear();
|
Jobs.TransparentShieldedObjects.clear();
|
||||||
DirectionalLightJobs.clear();
|
Jobs.ShieldObjects.clear();
|
||||||
|
Jobs.SpriteJob.clear();
|
||||||
|
Jobs.DirectionalLight.clear();
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
#define RenderState_h__
|
#define RenderState_h__
|
||||||
|
|
||||||
#include <functional>
|
#include <functional>
|
||||||
|
#include <boost/range/adaptor/reversed.hpp>
|
||||||
#include "../Common.h"
|
#include "../Common.h"
|
||||||
#include "../OpenGL.h"
|
#include "../OpenGL.h"
|
||||||
#include "../GLM.h"
|
#include "../GLM.h"
|
||||||
@@ -19,6 +20,9 @@ public:
|
|||||||
bool BindFramebuffer(GLint framebuffer);
|
bool BindFramebuffer(GLint framebuffer);
|
||||||
bool BlendEquation(GLenum mode);
|
bool BlendEquation(GLenum mode);
|
||||||
bool BlendFunc(GLenum sfactor, GLenum dfactor);
|
bool BlendFunc(GLenum sfactor, GLenum dfactor);
|
||||||
|
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||||
|
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||||
|
bool StencilMask(GLuint mask);
|
||||||
bool DepthMask(GLboolean flag);
|
bool DepthMask(GLboolean flag);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|||||||
@@ -16,11 +16,14 @@
|
|||||||
#include "PointLightJob.h"
|
#include "PointLightJob.h"
|
||||||
#include "../Core/Transform.h"
|
#include "../Core/Transform.h"
|
||||||
#include "../Core/EPlayerSpawned.h"
|
#include "../Core/EPlayerSpawned.h"
|
||||||
|
#include "../Core/Octree.h"
|
||||||
|
#include "../Collision/EntityAABB.h"
|
||||||
|
#include "../Core/ConfigFile.h"
|
||||||
|
|
||||||
class RenderSystem : public ImpureSystem
|
class RenderSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
|
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
|
||||||
~RenderSystem();
|
~RenderSystem();
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
@@ -29,9 +32,9 @@ private:
|
|||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
RenderFrame* m_RenderFrame;
|
RenderFrame* m_RenderFrame;
|
||||||
Camera* m_Camera;
|
Camera* m_Camera;
|
||||||
World* m_World;
|
|
||||||
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
|
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
|
||||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||||
|
Octree<EntityAABB>* m_Octree;
|
||||||
|
|
||||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||||
bool OnSetCamera(Events::SetCamera &event);
|
bool OnSetCamera(Events::SetCamera &event);
|
||||||
@@ -40,14 +43,17 @@ private:
|
|||||||
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||||
|
|
||||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
|
void fillModels(RenderScene::Queues &jobs);
|
||||||
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
|
||||||
|
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||||
|
|
||||||
|
bool isEntityVisible(EntityWrapper& entity);
|
||||||
|
|
||||||
bool isChildOfACamera(EntityWrapper entity);
|
bool isChildOfACamera(EntityWrapper entity);
|
||||||
bool isChildOfCurrentCamera(EntityWrapper entity);
|
bool isChildOfCurrentCamera(EntityWrapper entity);
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -22,6 +22,7 @@
|
|||||||
#include "../Core/Transform.h"
|
#include "../Core/Transform.h"
|
||||||
#include "imgui/imgui.h"
|
#include "imgui/imgui.h"
|
||||||
#include "TextPass.h"
|
#include "TextPass.h"
|
||||||
|
#include "Util/CommonFunctions.h"
|
||||||
|
|
||||||
class Renderer : public IRenderer
|
class Renderer : public IRenderer
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -5,6 +5,7 @@
|
|||||||
#include "Common.h"
|
#include "Common.h"
|
||||||
#include "../GLM.h"
|
#include "../GLM.h"
|
||||||
#include <glm/gtx/matrix_decompose.hpp>
|
#include <glm/gtx/matrix_decompose.hpp>
|
||||||
|
#include <imgui/imgui.h>
|
||||||
|
|
||||||
//struct Bone
|
//struct Bone
|
||||||
//{
|
//{
|
||||||
@@ -53,7 +54,6 @@ public:
|
|||||||
{
|
{
|
||||||
struct BoneProperty
|
struct BoneProperty
|
||||||
{
|
{
|
||||||
int ID;
|
|
||||||
glm::vec3 Position;
|
glm::vec3 Position;
|
||||||
glm::quat Rotation;
|
glm::quat Rotation;
|
||||||
glm::vec3 Scale = glm::vec3(1);
|
glm::vec3 Scale = glm::vec3(1);
|
||||||
@@ -61,12 +61,30 @@ public:
|
|||||||
|
|
||||||
int Index = 0;
|
int Index = 0;
|
||||||
double Time = 0.0;
|
double Time = 0.0;
|
||||||
std::map<int, Keyframe::BoneProperty> BoneProperties;
|
BoneProperty BoneProperties;
|
||||||
};
|
};
|
||||||
|
|
||||||
std::string Name;
|
std::string Name;
|
||||||
double Duration;
|
double Duration;
|
||||||
std::vector<Keyframe> Keyframes;
|
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct AnimationData
|
||||||
|
{
|
||||||
|
const Animation* animation;
|
||||||
|
float time;
|
||||||
|
float weight;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct JointFrameTransform {
|
||||||
|
glm::vec3 PositionInterp = glm::vec3(0);
|
||||||
|
glm::quat RotationInterp = glm::quat();
|
||||||
|
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||||
|
float Weight;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct AnimationOffset {
|
||||||
|
const Animation* animation;
|
||||||
|
float time;
|
||||||
};
|
};
|
||||||
|
|
||||||
Skeleton() { }
|
Skeleton() { }
|
||||||
@@ -82,17 +100,29 @@ public:
|
|||||||
|
|
||||||
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::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
|
|
||||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
|
void 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);
|
||||||
|
|
||||||
void PrintSkeleton();
|
void PrintSkeleton();
|
||||||
void PrintSkeleton(const Bone* parent, int depthCount);
|
void PrintSkeleton(const Bone* parent, int depthCount);
|
||||||
std::map<std::string, Animation> Animations;
|
std::map<std::string, Animation> Animations;
|
||||||
|
|
||||||
|
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
|
||||||
|
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
|
||||||
|
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
|
||||||
|
int GetKeyframe(const Animation& animation, double time);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||||
|
|
||||||
std::map<std::string, Bone*> m_BonesByName;
|
std::map<std::string, Bone*> m_BonesByName;
|
||||||
|
|
||||||
int GetKeyframe(const Animation& animation, double time);
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -0,0 +1,73 @@
|
|||||||
|
#ifndef SpriteJob_h__
|
||||||
|
#define SpriteJob_h__
|
||||||
|
|
||||||
|
#include <cstdint>
|
||||||
|
|
||||||
|
#include "../Common.h"
|
||||||
|
#include "../GLM.h"
|
||||||
|
#include "../Core/ComponentWrapper.h"
|
||||||
|
#include "Texture.h"
|
||||||
|
#include "Model.h"
|
||||||
|
#include "RenderJob.h"
|
||||||
|
#include "../Core/ResourceManager.h"
|
||||||
|
#include "Camera.h"
|
||||||
|
#include "../Core/World.h"
|
||||||
|
#include "../Core/Transform.h"
|
||||||
|
#include "Skeleton.h"
|
||||||
|
|
||||||
|
struct SpriteJob : RenderJob
|
||||||
|
{
|
||||||
|
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
|
||||||
|
: RenderJob()
|
||||||
|
{
|
||||||
|
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||||
|
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||||
|
TextureID = 0;
|
||||||
|
|
||||||
|
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||||
|
|
||||||
|
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||||
|
|
||||||
|
StartIndex = matProp.material->StartIndex;
|
||||||
|
EndIndex = matProp.material->EndIndex;
|
||||||
|
Matrix = matrix;
|
||||||
|
Color = cSprite["Color"];
|
||||||
|
Entity = cSprite.EntityID;
|
||||||
|
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||||
|
Depth = 0;
|
||||||
|
if (depthSorted) {
|
||||||
|
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
|
||||||
|
Depth = viewpos.z;
|
||||||
|
}
|
||||||
|
World = world;
|
||||||
|
|
||||||
|
FillColor = fillColor;
|
||||||
|
FillPercentage = fillPercentage;
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int TextureID;
|
||||||
|
|
||||||
|
EntityID Entity;
|
||||||
|
glm::mat4 Matrix;
|
||||||
|
const Texture* DiffuseTexture;
|
||||||
|
const Texture* NormalTexture;
|
||||||
|
const Texture* SpecularTexture;
|
||||||
|
const Texture* IncandescenceTexture;
|
||||||
|
float Shininess = 0.f;
|
||||||
|
glm::vec4 Color;
|
||||||
|
glm::vec3 Position;
|
||||||
|
const ::Model* Model = nullptr;
|
||||||
|
unsigned int StartIndex = 0;
|
||||||
|
unsigned int EndIndex = 0;
|
||||||
|
World* World;
|
||||||
|
|
||||||
|
glm::vec4 FillColor = glm::vec4(0);
|
||||||
|
float FillPercentage = 0.0;
|
||||||
|
|
||||||
|
void CalculateHash() override
|
||||||
|
{
|
||||||
|
Hash = TextureID;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -4,14 +4,11 @@
|
|||||||
#include "../../Common.h"
|
#include "../../Common.h"
|
||||||
#include "../../OpenGL.h"
|
#include "../../OpenGL.h"
|
||||||
#include "../../GLM.h"
|
#include "../../GLM.h"
|
||||||
|
#include "../Texture.h"
|
||||||
|
|
||||||
class CommonFuntions
|
namespace CommonFunctions
|
||||||
{
|
{
|
||||||
public:
|
Texture* LoadTexture(std::string path, bool threaded);
|
||||||
CommonFuntions() = delete;
|
|
||||||
|
|
||||||
private:
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#ifndef Events_PlayQueueOnEntity_h__
|
||||||
|
#define Events_PlayQueueOnEntity_h__
|
||||||
|
|
||||||
|
#include "../Core/Event.h"
|
||||||
|
#include "../Core/EntityWrapper.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct PlayQueueOnEntity : public Event
|
||||||
|
{
|
||||||
|
EntityWrapper Emitter;
|
||||||
|
std::vector<std::string> FilePaths;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -1,6 +1,9 @@
|
|||||||
#ifndef Sound_h__
|
#ifndef Sound_h__
|
||||||
#define Sound_h__
|
#define Sound_h__
|
||||||
|
|
||||||
|
#include <OpenAL/al.h>
|
||||||
|
#include <OpenAL/alc.h>
|
||||||
|
|
||||||
#include "Core/ResourceManager.h"
|
#include "Core/ResourceManager.h"
|
||||||
|
|
||||||
class Sound : public Resource
|
class Sound : public Resource
|
||||||
|
|||||||
@@ -1,17 +1,23 @@
|
|||||||
#ifndef SoundSystem_h__
|
#ifndef SoundManager_h__
|
||||||
#define SoundSystem_h__
|
#define SoundManager_h__
|
||||||
|
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
#include <random>
|
||||||
|
|
||||||
#include "glm/common.hpp"
|
#include "glm/common.hpp"
|
||||||
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
|
||||||
#include "OpenAL/al.h"
|
#include "OpenAL/al.h"
|
||||||
#include "OpenAL/alc.h"
|
#include "OpenAL/alc.h"
|
||||||
|
|
||||||
|
#include "imgui/imgui.h"
|
||||||
|
|
||||||
#include "Core/World.h"
|
#include "Core/World.h"
|
||||||
#include "Core/EventBroker.h"
|
#include "Core/EventBroker.h"
|
||||||
|
#include "../Engine/Core/ResourceManager.h"
|
||||||
|
#include "../Engine/Core/ConfigFile.h"
|
||||||
#include "Core/Transform.h" // Absolute transform
|
#include "Core/Transform.h" // Absolute transform
|
||||||
#include "Sound/Sound.h"
|
#include "Sound/Sound.h"
|
||||||
|
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||||
#include "Sound/EPlaySoundOnEntity.h"
|
#include "Sound/EPlaySoundOnEntity.h"
|
||||||
#include "Sound/EPlaySoundOnPosition.h"
|
#include "Sound/EPlaySoundOnPosition.h"
|
||||||
#include "Sound/EPlayBackgroundMusic.h"
|
#include "Sound/EPlayBackgroundMusic.h"
|
||||||
@@ -20,6 +26,11 @@
|
|||||||
#include "Sound/EStopSound.h"
|
#include "Sound/EStopSound.h"
|
||||||
#include "Sound/ESetBGMGain.h"
|
#include "Sound/ESetBGMGain.h"
|
||||||
#include "Sound/ESetSFXGain.h"
|
#include "Sound/ESetSFXGain.h"
|
||||||
|
#include "Core/EPause.h"
|
||||||
|
#include "Core/EComponentAttached.h"
|
||||||
|
#include "../Core/EPlayerSpawned.h"
|
||||||
|
|
||||||
|
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
|
||||||
|
|
||||||
enum class SoundType {
|
enum class SoundType {
|
||||||
SFX,
|
SFX,
|
||||||
@@ -34,14 +45,15 @@ struct Source
|
|||||||
SoundType Type;
|
SoundType Type;
|
||||||
};
|
};
|
||||||
|
|
||||||
class SoundSystem
|
class SoundManager
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
SoundSystem() { }
|
SoundManager() { }
|
||||||
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
|
SoundManager(World* world, EventBroker* eventBroker);
|
||||||
~SoundSystem();
|
~SoundManager();
|
||||||
// Update emitters / listener
|
// Update emitters / listener
|
||||||
void Update(double dt);
|
void Update(double dt);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// Help functions for working with OpenaAL
|
// Help functions for working with OpenaAL
|
||||||
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
|
||||||
@@ -56,46 +68,62 @@ private:
|
|||||||
// Logic
|
// Logic
|
||||||
void initOpenAL();
|
void initOpenAL();
|
||||||
void updateEmitters(double dt);
|
void updateEmitters(double dt);
|
||||||
void updateListener(double dt);
|
|
||||||
void deleteInactiveEmitters();
|
void deleteInactiveEmitters();
|
||||||
void addNewEmitters(double dt);
|
|
||||||
Source* createSource(std::string filePath);
|
|
||||||
void playSound(Source* source);
|
|
||||||
void stopSound(Source* source);
|
|
||||||
void stopEmitters();
|
void stopEmitters();
|
||||||
|
void updateListener(double dt);
|
||||||
ALenum getSourceState(ALuint source);
|
ALenum getSourceState(ALuint source);
|
||||||
void setGain(Source* source, float gain);
|
void setGain(Source* source, float gain);
|
||||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||||
|
|
||||||
|
// Specific logic
|
||||||
|
void playSound(Source* source);
|
||||||
|
// Need to be the same format (sample rate etc)
|
||||||
|
void playQueue(QueuedBuffers qb);
|
||||||
|
void stopSound(Source* source);
|
||||||
|
Source* createSource(std::string filePath);
|
||||||
|
std::unordered_map<EntityID, Source*> m_Sources;
|
||||||
|
|
||||||
|
// Logic
|
||||||
|
World* m_World = nullptr;
|
||||||
|
EventBroker* m_EventBroker = nullptr;
|
||||||
|
|
||||||
// OpenAL system variables
|
// OpenAL system variables
|
||||||
ALCdevice* m_ALCdevice = nullptr;
|
ALCdevice* m_ALCdevice = nullptr;
|
||||||
ALCcontext* m_ALCcontext = nullptr;
|
ALCcontext* m_ALCcontext = nullptr;
|
||||||
|
|
||||||
// Logic
|
|
||||||
World* m_World = nullptr;
|
|
||||||
EventBroker* m_EventBroker = nullptr;
|
|
||||||
std::unordered_map<EntityID, Source*> m_Sources;
|
|
||||||
float m_BGMVolumeChannel = 1.0f;
|
float m_BGMVolumeChannel = 1.0f;
|
||||||
float m_SFXVolumeChannel = 1.f;
|
float m_SFXVolumeChannel = 1.0f;
|
||||||
bool m_EditorEnabled = false;
|
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||||
|
|
||||||
// Events
|
// Events
|
||||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||||
bool OnPauseSound(const Events::PauseSound &e);
|
bool OnPauseSound(const Events::PauseSound &e);
|
||||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||||
bool OnStopSound(const Events::StopSound &e);
|
bool OnStopSound(const Events::StopSound &e);
|
||||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
|
||||||
bool OnContinueSound(const Events::ContinueSound &e);
|
bool OnContinueSound(const Events::ContinueSound &e);
|
||||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
|
||||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||||
|
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||||
|
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||||
|
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||||
|
bool OnPause(const Events::Pause &e);
|
||||||
|
EventRelay<SoundManager, Events::Resume> m_EResume;
|
||||||
|
bool OnResume(const Events::Resume &e);
|
||||||
|
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
|
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||||
|
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||||
|
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
#ifndef Events_DashAbility_h__
|
||||||
|
#define Events_DashAbility_h__
|
||||||
|
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct DashAbility : public Event { };
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#ifndef Events_DoubleJump_h__
|
||||||
|
#define Events_DoubleJump_h__
|
||||||
|
|
||||||
|
#include "Core/Event.h"
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct DoubleJump : public Event
|
||||||
|
{
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
#include "Common.h"
|
|
||||||
#include "Core/System.h"
|
|
||||||
|
|
||||||
class ExplosionEffectSystem : public PureSystem
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
ExplosionEffectSystem(World* world, EventBroker* eventBroker)
|
|
||||||
: System(world, eventBroker)
|
|
||||||
, PureSystem("ExplosionEffect")
|
|
||||||
{ }
|
|
||||||
|
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
|
|
||||||
{
|
|
||||||
|
|
||||||
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
|
|
||||||
(double)component["TimeSinceDeath"] = 0.f;
|
|
||||||
}
|
|
||||||
(double&)component["TimeSinceDeath"] += dt;
|
|
||||||
|
|
||||||
//if ((bool)Component["Gravity"] == true) {
|
|
||||||
// (bool)Component["ExponentialAccelaration"] = false;
|
|
||||||
//}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
+15
-19
@@ -1,6 +1,8 @@
|
|||||||
#ifndef Game_h__
|
#ifndef Game_h__
|
||||||
#define Game_h__
|
#define Game_h__
|
||||||
|
|
||||||
|
#include <boost/program_options.hpp>
|
||||||
|
|
||||||
#include "Core/ResourceManager.h"
|
#include "Core/ResourceManager.h"
|
||||||
#include "Core/ConfigFile.h"
|
#include "Core/ConfigFile.h"
|
||||||
#include "Core/EventBroker.h"
|
#include "Core/EventBroker.h"
|
||||||
@@ -14,7 +16,7 @@
|
|||||||
#include "Core/EKeyDown.h"
|
#include "Core/EKeyDown.h"
|
||||||
#include "Core/EntityFilePreprocessor.h"
|
#include "Core/EntityFilePreprocessor.h"
|
||||||
#include "Core/SystemPipeline.h"
|
#include "Core/SystemPipeline.h"
|
||||||
#include "ExplosionEffectSystem.h"
|
#include "Systems/ExplosionEffectSystem.h"
|
||||||
#include "Editor/EditorSystem.h"
|
#include "Editor/EditorSystem.h"
|
||||||
#include "Core/EntityFile.h"
|
#include "Core/EntityFile.h"
|
||||||
#include "Rendering/RenderSystem.h"
|
#include "Rendering/RenderSystem.h"
|
||||||
@@ -30,7 +32,8 @@
|
|||||||
#include "Network/Client.h"
|
#include "Network/Client.h"
|
||||||
|
|
||||||
// Sound
|
// Sound
|
||||||
#include "Sound/SoundSystem.h"
|
#include "Sound/SoundManager.h"
|
||||||
|
#include "Systems/SoundSystem.h"
|
||||||
|
|
||||||
class Game
|
class Game
|
||||||
{
|
{
|
||||||
@@ -42,7 +45,9 @@ public:
|
|||||||
void Tick();
|
void Tick();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
double m_LastTime;
|
std::string m_NetworkAddress;
|
||||||
|
int m_NetworkPort = 0;
|
||||||
|
|
||||||
ConfigFile* m_Config = nullptr;
|
ConfigFile* m_Config = nullptr;
|
||||||
EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
|
||||||
IRenderer* m_Renderer;
|
IRenderer* m_Renderer;
|
||||||
@@ -55,24 +60,15 @@ private:
|
|||||||
Octree<EntityAABB>* m_OctreeFrustrumCulling;
|
Octree<EntityAABB>* m_OctreeFrustrumCulling;
|
||||||
SystemPipeline* m_SystemPipeline;
|
SystemPipeline* m_SystemPipeline;
|
||||||
RenderFrame* m_RenderFrame;
|
RenderFrame* m_RenderFrame;
|
||||||
// Network variables
|
Client* m_NetworkClient = nullptr;
|
||||||
boost::thread m_NetworkThread;
|
Server* m_NetworkServer = nullptr;
|
||||||
|
SoundManager* m_SoundManager;
|
||||||
|
double m_LastTime;
|
||||||
|
|
||||||
// Network methods
|
bool m_IsClient = false;
|
||||||
void networkFunction();
|
bool m_IsServer = false;
|
||||||
Network* m_ClientOrServer;
|
|
||||||
bool m_IsClientOrServer = false;
|
|
||||||
|
|
||||||
// Sound
|
|
||||||
SoundSystem* m_SoundSystem;
|
|
||||||
|
|
||||||
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
|
||||||
//bool debugOnInputCommand(const Events::InputCommand& e);
|
|
||||||
|
|
||||||
void debugInitialize();
|
|
||||||
void debugTick(double dt);
|
|
||||||
EventRelay<Client, Events::KeyDown> m_EKeyDown;
|
|
||||||
|
|
||||||
|
int parseArgs(int argc, char* argv[]);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -0,0 +1,25 @@
|
|||||||
|
#ifndef MultiplayerSnapshotFilter_h__
|
||||||
|
#define MultiplayerSnapshotFilter_h__
|
||||||
|
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
#include "Core/EPlayerSpawned.h"
|
||||||
|
#include "Network/SnapshotFilter.h"
|
||||||
|
#include "Network/EInterpolate.h"
|
||||||
|
|
||||||
|
class MultiplayerSnapshotFilter : public SnapshotFilter
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
MultiplayerSnapshotFilter(EventBroker* eventBroker);
|
||||||
|
|
||||||
|
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventBroker* m_EventBroker;
|
||||||
|
|
||||||
|
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||||
|
|
||||||
|
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
|
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
#ifndef AmmoPickupSystem_h__
|
||||||
|
#define AmmoPickupSystem_h__
|
||||||
|
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Core/Transform.h"
|
||||||
|
#include "Core/ResourceManager.h"
|
||||||
|
#include "Core/EntityFileParser.h"
|
||||||
|
#include "Core/EPickupSpawned.h"
|
||||||
|
#include "Core/EAmmoPickup.h"
|
||||||
|
#include "Engine/Collision/ETrigger.h"
|
||||||
|
#include "Common.h"
|
||||||
|
|
||||||
|
class AmmoPickupSystem : public ImpureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AmmoPickupSystem(SystemParams params);
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||||
|
bool OnTriggerTouch(Events::TriggerTouch& e);
|
||||||
|
|
||||||
|
struct NewAmmoPickup {
|
||||||
|
glm::vec3 Pos;
|
||||||
|
double AmmoGain;
|
||||||
|
double RespawnTimer;
|
||||||
|
double DecreaseThisRespawnTimer;
|
||||||
|
};
|
||||||
|
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
|
||||||
|
};
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
#ifndef CapturePointHUDSystem_h__
|
||||||
|
#define CapturePointHUDSystem_h__
|
||||||
|
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <glm/common.hpp>
|
||||||
|
#include <glm/gtc/quaternion.hpp>
|
||||||
|
|
||||||
|
#include "Common.h"
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Engine/Collision/ETrigger.h"
|
||||||
|
|
||||||
|
class CapturePointHUDSystem : public ImpureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
CapturePointHUDSystem(SystemParams params);
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
|
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
|
||||||
CapturePointSystem(World* world, EventBroker* eventBroker);
|
CapturePointSystem(SystemParams params);
|
||||||
|
|
||||||
//updatecomponent
|
//updatecomponent
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
|
||||||
@@ -44,7 +44,6 @@ private:
|
|||||||
|
|
||||||
//std::vector<ComponentWrapper>
|
//std::vector<ComponentWrapper>
|
||||||
|
|
||||||
const double m_CaptureTimeToTakeOver = 15.0;
|
|
||||||
bool m_ResetTimers = false;
|
bool m_ResetTimers = false;
|
||||||
|
|
||||||
//vectors which will keep track of enter/leave changes
|
//vectors which will keep track of enter/leave changes
|
||||||
|
|||||||
@@ -0,0 +1,33 @@
|
|||||||
|
#ifndef DamageIndicatorSystem_h__
|
||||||
|
#define DamageIndicatorSystem_h__
|
||||||
|
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Core/Transform.h"
|
||||||
|
#include "Core/ResourceManager.h"
|
||||||
|
#include "Core/EntityFileParser.h"
|
||||||
|
#include "Core/EPlayerDamage.h"
|
||||||
|
#include "Common.h"
|
||||||
|
#include <tuple>
|
||||||
|
|
||||||
|
#include "Rendering/ESetCamera.h"
|
||||||
|
#include <glm/gtc/quaternion.hpp>
|
||||||
|
#include <glm/gtx/vector_angle.hpp>
|
||||||
|
|
||||||
|
#include "Rendering/Util/CommonFunctions.h"
|
||||||
|
|
||||||
|
class DamageIndicatorSystem : public System
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DamageIndicatorSystem(SystemParams params);
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||||
|
bool OnPlayerDamage(Events::PlayerDamage& e);
|
||||||
|
|
||||||
|
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
|
||||||
|
bool OnSetCamera(const Events::SetCamera& e);
|
||||||
|
|
||||||
|
EntityID m_CurrentCamera = -1;
|
||||||
|
|
||||||
|
};
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#ifndef ExplosionEffectSystem_h__
|
||||||
|
#define ExplosionEffectSystem_h__
|
||||||
|
|
||||||
|
#include "Common.h"
|
||||||
|
#include "Core/System.h"
|
||||||
|
|
||||||
|
class ExplosionEffectSystem : public PureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ExplosionEffectSystem(SystemParams params)
|
||||||
|
: System(params)
|
||||||
|
, PureSystem("ExplosionEffect")
|
||||||
|
{ }
|
||||||
|
|
||||||
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -9,14 +9,16 @@
|
|||||||
#include "Core/EPlayerDamage.h"
|
#include "Core/EPlayerDamage.h"
|
||||||
#include "Core/EPlayerHealthPickup.h"
|
#include "Core/EPlayerHealthPickup.h"
|
||||||
#include "Core/EPlayerDeath.h"
|
#include "Core/EPlayerDeath.h"
|
||||||
|
#include "../Engine/Input/EInputCommand.h"
|
||||||
|
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
class HealthSystem : public PureSystem
|
class HealthSystem : public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
HealthSystem(World* world, EventBroker* eventBroker);
|
HealthSystem(SystemParams params);
|
||||||
|
|
||||||
//updatecomponent
|
//updatecomponent
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
|
||||||
@@ -26,7 +28,9 @@ private:
|
|||||||
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
|
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||||
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
|
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
|
||||||
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||||
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
|
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
|
||||||
|
EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
|
||||||
|
bool HealthSystem::OnInputCommand(Events::InputCommand& e);
|
||||||
|
|
||||||
//vector which will keep track of health changes
|
//vector which will keep track of health changes
|
||||||
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
|
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
|
||||||
|
|||||||
@@ -16,38 +16,47 @@
|
|||||||
|
|
||||||
#include "Network/EInterpolate.h"
|
#include "Network/EInterpolate.h"
|
||||||
|
|
||||||
class InterpolationSystem : public PureSystem
|
class InterpolationSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
struct Transform
|
|
||||||
{
|
|
||||||
glm::vec3 Position;
|
|
||||||
glm::vec3 Scale;
|
|
||||||
glm::quat Orientation;
|
|
||||||
float interpolationTime;
|
|
||||||
};
|
|
||||||
public:
|
public:
|
||||||
InterpolationSystem(World* world, EventBroker* eventBroker);
|
InterpolationSystem(SystemParams params);
|
||||||
~InterpolationSystem() { }
|
~InterpolationSystem() { }
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
|
|
||||||
private:
|
|
||||||
std::unordered_map<EntityID, Transform> m_NextTransform;
|
|
||||||
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
|
|
||||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
|
||||||
|
|
||||||
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
template <typename T>
|
||||||
|
struct Interpolation
|
||||||
|
{
|
||||||
|
Interpolation(const ComponentWrapper& Component, const std::string& Field, const T& Start, const T& Goal)
|
||||||
|
: Component(Component)
|
||||||
|
, Field(Field)
|
||||||
|
, Start(Start)
|
||||||
|
, Goal(Goal)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
ComponentWrapper Component;
|
||||||
|
std::string Field;
|
||||||
|
T Start;
|
||||||
|
T Goal;
|
||||||
|
double Alpha = 0.0;
|
||||||
|
};
|
||||||
|
|
||||||
|
float m_SnapshotInterval;
|
||||||
|
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolatePosition;
|
||||||
|
std::unordered_map<EntityWrapper, Interpolation<glm::quat>> m_InterpolateOrientation;
|
||||||
|
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolateVelocity;
|
||||||
|
|
||||||
|
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
|
||||||
|
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
|
||||||
|
|
||||||
template <typename T>
|
template <typename T>
|
||||||
T vectorInterpolation(T prev, T next, double currentTime)
|
T vectorInterpolation(T prev, T next, double currentTime)
|
||||||
{
|
{
|
||||||
T difference = next - prev;
|
T difference = next - prev;
|
||||||
T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
|
T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
|
||||||
return vector;
|
return vector;
|
||||||
}
|
}
|
||||||
float m_SnapshotInterval;
|
|
||||||
|
|
||||||
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
|
|
||||||
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
|
|
||||||
EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
|
||||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -6,10 +6,12 @@
|
|||||||
class LifetimeSystem : public ImpureSystem, PureSystem
|
class LifetimeSystem : public ImpureSystem, PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
LifetimeSystem(World* world, EventBroker* eventBroker)
|
LifetimeSystem(SystemParams params)
|
||||||
: System(world, eventBroker)
|
: System(params)
|
||||||
, PureSystem("Lifetime")
|
, PureSystem("Lifetime")
|
||||||
{ }
|
{
|
||||||
|
LOG_INFO("ASDASDASSA");
|
||||||
|
}
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
|
||||||
|
|||||||
@@ -0,0 +1,33 @@
|
|||||||
|
#ifndef PickupSpawnSystem_h__
|
||||||
|
#define PickupSpawnSystem_h__
|
||||||
|
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Core/Transform.h"
|
||||||
|
#include "Core/ResourceManager.h"
|
||||||
|
#include "Core/EntityFileParser.h"
|
||||||
|
#include "Core/EPickupSpawned.h"
|
||||||
|
#include "Core/EPlayerHealthPickup.h"
|
||||||
|
#include "Engine/Collision/ETrigger.h"
|
||||||
|
#include "Common.h"
|
||||||
|
#include <tuple>
|
||||||
|
|
||||||
|
class PickupSpawnSystem : public ImpureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
PickupSpawnSystem(SystemParams params);
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||||
|
bool OnTriggerTouch(Events::TriggerTouch& e);
|
||||||
|
|
||||||
|
struct NewHealthPickup {
|
||||||
|
glm::vec3 Pos;
|
||||||
|
double HealthGain;
|
||||||
|
double RespawnTimer;
|
||||||
|
double DecreaseThisRespawnTimer;
|
||||||
|
};
|
||||||
|
std::vector<NewHealthPickup> m_ETriggerTouchVector;
|
||||||
|
};
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,29 @@
|
|||||||
|
#ifndef PlayerDeathSystem_h__
|
||||||
|
#define PlayerDeathSystem_h__
|
||||||
|
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Input/EInputCommand.h"
|
||||||
|
#include "GLM.h"
|
||||||
|
#include "Rendering/ESetCamera.h"
|
||||||
|
#include "Core/ConfigFile.h"
|
||||||
|
|
||||||
|
#include "Core/EntityFile.h"
|
||||||
|
#include "Core/EntityFileParser.h"
|
||||||
|
|
||||||
|
#include "Core/EPlayerDeath.h"
|
||||||
|
|
||||||
|
class PlayerDeathSystem : public ImpureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
PlayerDeathSystem(SystemParams params);
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
|
||||||
|
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||||
|
|
||||||
|
void createDeathEffect(EntityWrapper player);
|
||||||
|
|
||||||
|
};
|
||||||
|
#endif
|
||||||
@@ -6,18 +6,14 @@
|
|||||||
#include "../../Engine/Rendering/ESetCamera.h"
|
#include "../../Engine/Rendering/ESetCamera.h"
|
||||||
#include <imgui/imgui.h>
|
#include <imgui/imgui.h>
|
||||||
|
|
||||||
class PlayerHUD : public ImpureSystem
|
class PlayerHUDSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PlayerHUD(World* world, EventBroker* eventBrokerer);
|
PlayerHUDSystem(SystemParams params)
|
||||||
~PlayerHUD();
|
: System(params)
|
||||||
|
{ }
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
private:
|
|
||||||
World* m_World;
|
|
||||||
EventBroker* m_EventBroker;
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -4,20 +4,40 @@
|
|||||||
#include "Core/EPlayerSpawned.h"
|
#include "Core/EPlayerSpawned.h"
|
||||||
#include "Input/FirstPersonInputController.h"
|
#include "Input/FirstPersonInputController.h"
|
||||||
#include <imgui/imgui.h>
|
#include <imgui/imgui.h>
|
||||||
|
#include "Events/EDoubleJump.h"
|
||||||
|
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||||
|
|
||||||
class PlayerMovementSystem : public ImpureSystem, PureSystem
|
#include "Core/EntityFile.h"
|
||||||
|
#include "Core/EntityFileParser.h"
|
||||||
|
|
||||||
|
class PlayerMovementSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PlayerMovementSystem(World* world, EventBroker* eventBroker);
|
PlayerMovementSystem(SystemParams params);
|
||||||
~PlayerMovementSystem();
|
~PlayerMovementSystem();
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// State
|
// State
|
||||||
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
|
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
|
||||||
|
|
||||||
|
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||||
|
// Walking logic
|
||||||
|
// Keeps track of how far the player has walked within this "key press session".
|
||||||
|
float m_DistanceMoved = 0.0f;
|
||||||
|
// How far a step is (How often the step sound will be played).
|
||||||
|
const float m_PlayerStepLength = 1.75f;
|
||||||
|
// Determine what sound file to play.
|
||||||
|
bool m_LeftFoot = false;
|
||||||
|
// To get a difference when calculating the walking state.
|
||||||
|
glm::vec3 m_LastPosition = glm::vec3();
|
||||||
|
// The logic for making the sound play when player is moving
|
||||||
|
void playerStep(double dt);
|
||||||
|
|
||||||
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||||
|
|
||||||
|
void updateMovementControllers(double dt);
|
||||||
|
void updateVelocity(double dt);
|
||||||
};
|
};
|
||||||
@@ -3,16 +3,19 @@
|
|||||||
#include "Systems/SpawnerSystem.h"
|
#include "Systems/SpawnerSystem.h"
|
||||||
#include "Events/ESpawnerSpawn.h"
|
#include "Events/ESpawnerSpawn.h"
|
||||||
#include "Core/EPlayerSpawned.h"
|
#include "Core/EPlayerSpawned.h"
|
||||||
|
#include "Core/EPlayerDeath.h"
|
||||||
#include "Rendering/ESetCamera.h"
|
#include "Rendering/ESetCamera.h"
|
||||||
#include "Core/ConfigFile.h"
|
#include "Core/ConfigFile.h"
|
||||||
|
|
||||||
class PlayerSpawnSystem : public ImpureSystem
|
class PlayerSpawnSystem : public ImpureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PlayerSpawnSystem(World* world, EventBroker* eventBroker);
|
PlayerSpawnSystem(SystemParams params);
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
|
||||||
|
|
||||||
private:
|
private:
|
||||||
struct SpawnRequest
|
struct SpawnRequest
|
||||||
{
|
{
|
||||||
@@ -22,10 +25,19 @@ private:
|
|||||||
|
|
||||||
bool m_NetworkEnabled = false;
|
bool m_NetworkEnabled = false;
|
||||||
std::vector<SpawnRequest> m_SpawnRequests;
|
std::vector<SpawnRequest> m_SpawnRequests;
|
||||||
|
|
||||||
|
//Player ID -> EntityWrapper.
|
||||||
std::map<int, EntityWrapper> m_PlayerEntities;
|
std::map<int, EntityWrapper> m_PlayerEntities;
|
||||||
|
//EntityWrapper ID -> Player ID.
|
||||||
|
std::map<EntityID, int> m_PlayerIDs;
|
||||||
|
|
||||||
|
static float m_RespawnTime;
|
||||||
|
float m_Timer;
|
||||||
|
|
||||||
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
|
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
|
||||||
bool OnInputCommand(const Events::InputCommand& e);
|
bool OnInputCommand(Events::InputCommand& e);
|
||||||
EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
|
EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
|
||||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||||
|
EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
|
||||||
|
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||||
};
|
};
|
||||||
@@ -4,8 +4,8 @@
|
|||||||
class RaptorCopterSystem : public PureSystem
|
class RaptorCopterSystem : public PureSystem
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
RaptorCopterSystem(World* world, EventBroker* eventBroker)
|
RaptorCopterSystem(SystemParams params)
|
||||||
: System(world, eventBroker)
|
: System(params)
|
||||||
, PureSystem("RaptorCopter")
|
, PureSystem("RaptorCopter")
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,65 @@
|
|||||||
|
#ifndef Systems_SoundSystem_h__
|
||||||
|
#define Systems_SoundSystem_h__
|
||||||
|
|
||||||
|
#include <random>
|
||||||
|
|
||||||
|
#include "../Engine/Core/System.h"
|
||||||
|
#include "../Engine/Core/ResourceManager.h"
|
||||||
|
#include "../Engine/Core/ConfigFile.h"
|
||||||
|
#include "../Engine/Sound/Sound.h"
|
||||||
|
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||||
|
#include "../Engine/Core/EPlayerSpawned.h"
|
||||||
|
#include "../Engine/Input/EInputCommand.h"
|
||||||
|
#include "../Engine/Core/EShoot.h"
|
||||||
|
#include "../Engine/Core/EPlayerSpawned.h"
|
||||||
|
#include "../Engine/Input/EInputCommand.h"
|
||||||
|
#include "../Engine/Core/ECaptured.h"
|
||||||
|
#include "../Engine/Core/EPlayerDamage.h"
|
||||||
|
#include "../Engine/Core/EPlayerDeath.h"
|
||||||
|
#include "../Engine/Core/EPlayerHealthPickup.h"
|
||||||
|
#include "../Engine/Collision/ETrigger.h"
|
||||||
|
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||||
|
#include "../Engine/Sound/EPlayBackgroundMusic.h"
|
||||||
|
#include "../Game/Events/EDoubleJump.h"
|
||||||
|
#include "../Game/Events/EDashAbility.h"
|
||||||
|
|
||||||
|
|
||||||
|
class SoundSystem : public PureSystem, ImpureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
SoundSystem(SystemParams params);
|
||||||
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
private:
|
||||||
|
std::string m_Announcer = "";
|
||||||
|
// Logic for playing a sound when a player jumps
|
||||||
|
void playerJumps();
|
||||||
|
|
||||||
|
// Temporary solution for play test.
|
||||||
|
bool m_DrumsIsPlaying = false;
|
||||||
|
double m_DrumTimer = 0.0;
|
||||||
|
bool drumTimer(double dt);
|
||||||
|
|
||||||
|
std::default_random_engine generator;
|
||||||
|
|
||||||
|
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
|
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||||
|
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
|
||||||
|
bool OnInputCommand(const Events::InputCommand &e);
|
||||||
|
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
|
||||||
|
bool OnDoubleJump(const Events::DoubleJump &e);
|
||||||
|
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
|
||||||
|
bool OnDashAbility(const Events::DashAbility &e);
|
||||||
|
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||||
|
bool OnTriggerTouch(const Events::TriggerTouch &e);
|
||||||
|
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
|
||||||
|
bool OnCaptured(const Events::Captured &e);
|
||||||
|
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||||
|
bool OnPlayerDamage(const Events::PlayerDamage &e);
|
||||||
|
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
|
||||||
|
bool OnPlayerDeath(const Events::PlayerDeath &e);
|
||||||
|
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||||
|
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -13,7 +13,7 @@
|
|||||||
class SpawnerSystem : public System
|
class SpawnerSystem : public System
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
SpawnerSystem(World* world, EventBroker* eventBroker);
|
SpawnerSystem(SystemParams params);
|
||||||
|
|
||||||
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
|
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,44 @@
|
|||||||
|
#include "Sound/EPlaySoundOnEntity.h"
|
||||||
|
#include "Collision/Collision.h"
|
||||||
|
#include "Rendering/AnimationSystem.h"
|
||||||
|
#include "WeaponBehaviour.h"
|
||||||
|
#include "../SpawnerSystem.h"
|
||||||
|
#include "Core/EPlayerDamage.h"
|
||||||
|
#include "Core/EShoot.h"
|
||||||
|
|
||||||
|
class AssaultWeaponBehaviour : public WeaponBehaviour
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
|
||||||
|
|
||||||
|
virtual void Fire() override;
|
||||||
|
virtual void CeaseFire() override;
|
||||||
|
virtual void Reload() override;
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EntityWrapper m_FirstPersonModel;
|
||||||
|
// State
|
||||||
|
bool m_Firing = false;
|
||||||
|
bool m_Reloading = false;
|
||||||
|
double m_ReloadTimer = 0.0;
|
||||||
|
EntityWrapper m_ReloadImpersonator;
|
||||||
|
double m_TimeSinceLastFire = 0.0;
|
||||||
|
|
||||||
|
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
|
||||||
|
bool OnAnimationComplete(Events::AnimationComplete& e);
|
||||||
|
|
||||||
|
bool hasAmmo();
|
||||||
|
void fireRound();
|
||||||
|
void spawnTracer();
|
||||||
|
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
|
||||||
|
void playSound();
|
||||||
|
void viewPunch();
|
||||||
|
void finishReload();
|
||||||
|
void playShootAnimation();
|
||||||
|
void playIdleAnimation();
|
||||||
|
void playReloadAnimation();
|
||||||
|
bool shoot(double damage);
|
||||||
|
void showHitMarker();
|
||||||
|
};
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
#ifndef WeaponBehaviour_h__
|
||||||
|
#define WeaponBehaviour_h__
|
||||||
|
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Rendering/IRenderer.h"
|
||||||
|
#include "Core/Octree.h"
|
||||||
|
#include "Collision/EntityAABB.h"
|
||||||
|
|
||||||
|
class WeaponBehaviour : public System
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
||||||
|
: System(systemParams)
|
||||||
|
, m_Renderer(renderer)
|
||||||
|
, m_CollisionOctree(collisionOctree)
|
||||||
|
, m_Player(player)
|
||||||
|
{ }
|
||||||
|
virtual ~WeaponBehaviour() = default;
|
||||||
|
|
||||||
|
WeaponBehaviour(const WeaponBehaviour&) = delete;
|
||||||
|
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
|
||||||
|
|
||||||
|
virtual void Fire() = 0;
|
||||||
|
virtual void CeaseFire() { }
|
||||||
|
virtual void Reload() { }
|
||||||
|
virtual void Update(double dt) { }
|
||||||
|
|
||||||
|
protected:
|
||||||
|
IRenderer* m_Renderer;
|
||||||
|
Octree<EntityAABB>* m_CollisionOctree;
|
||||||
|
EntityWrapper m_Player;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,44 @@
|
|||||||
|
#ifndef WeaponSystem_h__
|
||||||
|
#define WeaponSystem_h__
|
||||||
|
|
||||||
|
#include "Rendering/IRenderer.h"
|
||||||
|
|
||||||
|
#include "Common.h"
|
||||||
|
#include "Core/System.h"
|
||||||
|
#include "Core/EPlayerDamage.h"
|
||||||
|
#include "Core/EShoot.h"
|
||||||
|
#include "Core/EPlayerSpawned.h"
|
||||||
|
#include "Input/EInputCommand.h"
|
||||||
|
#include "Core/EntityFile.h"
|
||||||
|
#include "Core/EntityFileParser.h"
|
||||||
|
#include "Core/Octree.h"
|
||||||
|
#include "Collision/EntityAABB.h"
|
||||||
|
#include "Systems/SpawnerSystem.h"
|
||||||
|
#include "Sound/EPlaySoundOnEntity.h"
|
||||||
|
#include "AssaultWeaponBehaviour.h"
|
||||||
|
|
||||||
|
class WeaponSystem : public PureSystem, ImpureSystem
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
|
||||||
|
|
||||||
|
virtual void Update(double dt) override;
|
||||||
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
SystemParams m_SystemParams;
|
||||||
|
IRenderer* m_Renderer;
|
||||||
|
Octree<EntityAABB>* m_CollisionOctree;
|
||||||
|
|
||||||
|
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
|
||||||
|
|
||||||
|
// Events
|
||||||
|
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||||
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||||
|
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
|
||||||
|
bool OnInputCommand(Events::InputCommand& e);
|
||||||
|
|
||||||
|
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -1,43 +0,0 @@
|
|||||||
#ifndef WeaponSystem_h__
|
|
||||||
#define WeaponSystem_h__
|
|
||||||
|
|
||||||
//#include <GLFW/glfw3.h>
|
|
||||||
//#include <glm/common.hpp>
|
|
||||||
#include "Rendering/IRenderer.h"
|
|
||||||
|
|
||||||
#include "Common.h"
|
|
||||||
#include "Core/System.h"
|
|
||||||
#include "Core/EPlayerDamage.h"
|
|
||||||
#include "Core/EShoot.h"
|
|
||||||
#include "Core/EPlayerSpawned.h"
|
|
||||||
#include "Input/EInputCommand.h"
|
|
||||||
#include "Core/EntityFile.h"
|
|
||||||
#include "Core/EntityFileParser.h"
|
|
||||||
|
|
||||||
#include <tuple>
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
|
|
||||||
class WeaponSystem : public ImpureSystem
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
|
|
||||||
|
|
||||||
virtual void Update(double dt) override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
IRenderer* m_Renderer;
|
|
||||||
|
|
||||||
// State
|
|
||||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
|
||||||
|
|
||||||
// Events
|
|
||||||
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
|
||||||
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
|
|
||||||
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
|
|
||||||
bool WeaponSystem::OnShoot(Events::Shoot& e);
|
|
||||||
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
|
|
||||||
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@@ -4,6 +4,9 @@ LoadMap=
|
|||||||
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
|
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
|
||||||
; if false -> Use pool allocation.
|
; if false -> Use pool allocation.
|
||||||
DisableMemoryPool=false
|
DisableMemoryPool=false
|
||||||
|
RespawnTime = 8.0
|
||||||
|
EditorEnabled=false
|
||||||
|
OutOfBodyExperience=false
|
||||||
|
|
||||||
[Editor]
|
[Editor]
|
||||||
CameraSpeed=3
|
CameraSpeed=3
|
||||||
@@ -29,3 +32,8 @@ TimeoutMs=15000
|
|||||||
|
|
||||||
[Multithreading]
|
[Multithreading]
|
||||||
ResourceLoading=true
|
ResourceLoading=true
|
||||||
|
|
||||||
|
[Sound]
|
||||||
|
BGMVolume=1.0
|
||||||
|
SFXVolume=1.0
|
||||||
|
Announcer=female
|
||||||
@@ -2,6 +2,9 @@
|
|||||||
Sensitivity=0.5
|
Sensitivity=0.5
|
||||||
InvertPitch=false
|
InvertPitch=false
|
||||||
|
|
||||||
|
[Keyboard]
|
||||||
|
DoubleTapToDash=false
|
||||||
|
|
||||||
[Bindings]
|
[Bindings]
|
||||||
MouseLeft=PrimaryFire
|
MouseLeft=PrimaryFire
|
||||||
MouseX=Yaw
|
MouseX=Yaw
|
||||||
@@ -13,9 +16,13 @@ A=Right,-1
|
|||||||
R=Reload
|
R=Reload
|
||||||
Space=Jump
|
Space=Jump
|
||||||
LeftControl=Crouch
|
LeftControl=Crouch
|
||||||
LeftShift=Sprint
|
RightShift=Sprint
|
||||||
|
LeftShift=SpecialAbility
|
||||||
|
1=SelectWeapon,1
|
||||||
|
2=SelectWeapon,2
|
||||||
F1=ToggleEditor
|
F1=ToggleEditor
|
||||||
C=ConnectToServer
|
C=ConnectToServer
|
||||||
N=SwitchToServer
|
N=SwitchToServer
|
||||||
M=SwitchToClient
|
M=SwitchToClient
|
||||||
P=SwitchToPlayer
|
P=SwitchToPlayer
|
||||||
|
K=TakeDamage,1500
|
||||||
@@ -28,6 +28,16 @@
|
|||||||
<xs:include schemaLocation="Components/HealthHUD.xsd"/>
|
<xs:include schemaLocation="Components/HealthHUD.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Animation.xsd"/>
|
<xs:include schemaLocation="Components/Animation.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Fill.xsd"/>
|
<xs:include schemaLocation="Components/Fill.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
|
||||||
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
||||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/Shield.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/Sprite.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/Shielded.xsd"/>
|
||||||
|
<xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
|
||||||
</xs:schema>
|
</xs:schema>
|
||||||
@@ -7,10 +7,10 @@
|
|||||||
<xs:complexType>
|
<xs:complexType>
|
||||||
<xs:all>
|
<xs:all>
|
||||||
<xs:element name="Origin" type="t:Vector" minOccurs="0">
|
<xs:element name="Origin" type="t:Vector" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Middle point of the bounding box</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Middle point of the bounding box, in model space</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
<xs:element name="Size" type="t:Vector" minOccurs="0">
|
<xs:element name="Size" type="t:Vector" minOccurs="0">
|
||||||
<xs:annotation><xs:documentation>Size of the bounding box</xs:documentation></xs:annotation>
|
<xs:annotation><xs:documentation>Size of the bounding box, in model space</xs:documentation></xs:annotation>
|
||||||
</xs:element>
|
</xs:element>
|
||||||
</xs:all>
|
</xs:all>
|
||||||
</xs:complexType>
|
</xs:complexType>
|
||||||
|
|||||||
@@ -0,0 +1,5 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<AmmoPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmoPickup.xsd">
|
||||||
|
<RespawnTimer>3</RespawnTimer>
|
||||||
|
<AmmoGain>30</AmmoGain>
|
||||||
|
</AmmoPickup>
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
<?xml version="1.0"?>
|
||||||
|
|
||||||
|
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||||
|
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||||
|
|
||||||
|
<xs:element name="AmmoPickup">
|
||||||
|
<xs:annotation>
|
||||||
|
<xs:documentation>An Ammo Pickup</xs:documentation>
|
||||||
|
</xs:annotation>
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>The respawn timer for a ammo pickup</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="AmmoGain" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>How much percent ammo gain the player will get</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -1,7 +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">
|
||||||
<Name></Name>
|
<AnimationName1></AnimationName1>
|
||||||
<Time>0</Time>
|
<Weight1>1.0</Weight1>
|
||||||
<Speed>0</Speed>
|
<Time1>0</Time1>
|
||||||
<Loop>true</Loop>
|
<Speed1>0</Speed1>
|
||||||
|
<Loop1>true</Loop1>
|
||||||
|
<AnimationName2></AnimationName2>
|
||||||
|
<Weight2>1.0</Weight2>
|
||||||
|
<Time2>0</Time2>
|
||||||
|
<Speed2>0</Speed2>
|
||||||
|
<Loop2>true</Loop2>
|
||||||
|
<AnimationName3></AnimationName3>
|
||||||
|
<Weight3>1.0</Weight3>
|
||||||
|
<Time3>0</Time3>
|
||||||
|
<Speed3>0</Speed3>
|
||||||
|
<Loop3>true</Loop3>
|
||||||
</Animation>
|
</Animation>
|
||||||
@@ -6,11 +6,23 @@
|
|||||||
<xs:element name="Animation">
|
<xs:element name="Animation">
|
||||||
<xs:complexType>
|
<xs:complexType>
|
||||||
<xs:all>
|
<xs:all>
|
||||||
<xs:element name="Name" 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="Loop" type="t:bool" minOccurs="0"/>
|
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
|
||||||
|
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
|
||||||
|
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Time2" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
|
||||||
|
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
|
||||||
|
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Time3" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
|
||||||
|
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
|
||||||
</xs:all>
|
</xs: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>
|
||||||
+11
@@ -0,0 +1,11 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
|
||||||
|
<MagazineAmmo>32</MagazineAmmo>
|
||||||
|
<MagazineSize>32</MagazineSize>
|
||||||
|
<Ammo>360</Ammo>
|
||||||
|
<MaxAmmo>360</MaxAmmo>
|
||||||
|
<BaseDamage>5</BaseDamage>
|
||||||
|
<RPM>120</RPM>
|
||||||
|
<ViewPunch>0.01</ViewPunch>
|
||||||
|
<ReloadTime>2</ReloadTime>
|
||||||
|
</AssaultWeapon>
|
||||||
+34
@@ -0,0 +1,34 @@
|
|||||||
|
<?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="AssaultWeapon">
|
||||||
|
<xs:complexType>
|
||||||
|
<xs:all>
|
||||||
|
<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="Ammo" type="t:int" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="BaseDamage" 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:element>
|
||||||
|
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||||
|
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
|
||||||
|
</xs:element>
|
||||||
|
</xs:all>
|
||||||
|
</xs:complexType>
|
||||||
|
</xs:element>
|
||||||
|
</xs:schema>
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||||
|
<BoneAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoneAttachment.xsd">
|
||||||
|
<BoneName></BoneName>
|
||||||
|
<PositionOffset X="0" Y="0" Z="0"/>
|
||||||
|
<OrientationOffset X="0" Y="0" Z="0"/>
|
||||||
|
<ScaleOffset X="1" Y="1" Z="1"/>
|
||||||
|
<InheritPosition>true</InheritPosition>
|
||||||
|
<InheritOrientation>true</InheritOrientation>
|
||||||
|
<InheritScale>false</InheritScale>
|
||||||
|
</BoneAttachment>
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user