Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f3aba6748b |
+1
-1
Submodule assets updated: cfeeb1f880...091ad5c01b
@@ -9,9 +9,9 @@
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
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: System(world, eventBroker)
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, PureSystem(componentType)
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, PureSystem("Collidable")
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, m_Octree(octree)
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{ }
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@@ -28,21 +28,6 @@ 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].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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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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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
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float& outUCoord,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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@@ -67,9 +52,6 @@ bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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@@ -43,11 +43,6 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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memcpy(destination.Data, this->Data, Info.Stride);
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}
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struct SubscriptProxy
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{
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@@ -86,7 +81,7 @@ class ComponentWrapperFactory
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{
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public:
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ComponentWrapperFactory() = default;
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ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0)
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ComponentWrapperFactory(std::string componentTypeName, std::size_t allocation = 0)
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{
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m_ComponentInfo.Name = componentTypeName;
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m_ComponentInfo.Meta->Allocation = allocation;
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@@ -1,17 +0,0 @@
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#ifndef EPickupSpawned_h__
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#define EPickupSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PickupSpawned : Event
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{
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EntityWrapper Pickup;
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};
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}
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#endif
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@@ -9,7 +9,6 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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@@ -10,7 +10,8 @@ namespace Events
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struct PlayerDeath : Event
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{
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityWrapper Player;
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EntityID KilledBy;
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EntityID PlayerID;
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std::string KilledByWhat;
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};
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@@ -2,16 +2,16 @@
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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struct PlayerHealthPickup : Event
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{
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EntityWrapper Player;
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double HealthAmount;
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};
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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}
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@@ -143,7 +143,7 @@ private:
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~EntityFile();
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public:
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static unsigned int GetTypeStride(std::string typeName);
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static std::size_t GetTypeStride(std::string typeName);
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static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
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static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
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@@ -102,7 +102,7 @@ public:
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m_ExtraMemory.push_back((char*)malloc(m_Stride));
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//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
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if (!DisableMemoryPool::Value) {
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LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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}
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return m_ExtraMemory.back();
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}
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@@ -111,7 +111,7 @@ struct Child
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std::vector<ContainedObject>& m_StaticObjectsRef;
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std::vector<ContainedObject>& m_DynamicObjectsRef;
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inline bool hasChildren() const { return m_Children[0] != nullptr; }
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bool hasChildren() const;
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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@@ -149,7 +149,7 @@ template<typename T>
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template<typename Box>
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void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
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{
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static_assert(std::is_base_of<AABB, Box>::value, "template argument type Box in Octree<T>::ObjectsInSameRegion must be a subclass of AABB.");
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//static_assert(std::is_base_of<AABB, Box>::value, "template argument type Box in Octree<T>::ObjectsInSameRegion must be a subclass of AABB.");
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falsifyObjectChecks();
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m_Root->ObjectsInSameRegion(box, outObjects);
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}
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@@ -7,10 +7,6 @@
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class Ray
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{
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public:
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Ray()
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: m_Origin(glm::vec3(0.f))
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, m_Direction(glm::vec3(0, 0, 1))
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{}
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Ray(const glm::vec3& origin, const glm::vec3& dir)
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: m_Origin(origin)
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, m_Direction(glm::normalize(dir))
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@@ -200,16 +200,13 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
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}
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//If resource has already been cached and completely loaded.
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{
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boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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if (it->second != nullptr) {
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return static_cast<T*>(it->second);
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} else {
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//Don't return null on failure, exception instead.
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throw Resource::FailedLoadingException();
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}
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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if (it->second != nullptr) {
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return static_cast<T*>(it->second);
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} else {
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//Don't return null on failure, exception instead.
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throw Resource::FailedLoadingException();
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}
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}
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@@ -18,7 +18,6 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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}
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@@ -42,7 +42,7 @@ enum class FileWatcher::FileEventFlags
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};
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inline FileWatcher::FileEventFlags operator|(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<FileWatcher::FileEventFlags>(static_cast<int>(a) | static_cast<int>(b)); }
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inline bool operator&(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return (static_cast<int>(a) & static_cast<int>(b)) != 0; }
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inline bool operator&(FileWatcher::FileEventFlags a, FileWatcher::FileEventFlags b) { return static_cast<int>(a)& static_cast<int>(b); }
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class FileWatcher::Worker
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{
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@@ -54,7 +54,7 @@ public:
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private:
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struct FileInfo
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{
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std::size_t Size;
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int Size;
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std::time_t Timestamp;
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};
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@@ -23,7 +23,7 @@ public:
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m_SpeedMultiplier = m_Config->Get<float>("Editor.CameraSpeed", 3.f);
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}
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virtual const glm::vec3 Movement() const override { return m_Movement * static_cast<float>(m_SpeedMultiplier); }
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virtual const glm::vec3 Movement() const override { return m_Movement * m_SpeedMultiplier; }
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void Enable() { m_Enabled = true; }
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void Disable() { m_Enabled = false; }
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@@ -69,7 +69,7 @@ public:
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protected:
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ConfigFile* m_Config;
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bool m_Enabled = false;
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double m_SpeedMultiplier = 1.f;
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float m_SpeedMultiplier = 1.f;
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EventRelay<EventContext, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress& e)
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@@ -105,7 +105,7 @@ protected:
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return false;
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}
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m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
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m_SpeedMultiplier += e.DeltaY * (0.1f * m_SpeedMultiplier);
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m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
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m_Config->SaveToDisk();
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return true;
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@@ -4,7 +4,6 @@
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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#include "InputHandler.h"
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template <typename EventContext>
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class FirstPersonInputController : public InputController<EventContext>
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@@ -16,45 +15,20 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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}
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void LockMouse();
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void UnlockMouse();
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virtual bool OnCommand(const Events::InputCommand& e) override;
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virtual void Reset();
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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protected:
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const int m_PlayerID;
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bool m_MouseLocked = false;
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glm::vec3 m_Rotation;
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glm::vec3 m_Movement;
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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double m_AssaultDashCoolDownTimer = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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//and its very unlikely that someone wants to change that value
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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std::string m_AssaultDashTapDirection = "";
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std::string m_CurrentDirectionVector = "";
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bool m_AssaultDashDoubleTapped = false;
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bool m_PlayerIsDashing = false;
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bool m_ShiftDashing = false;
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bool m_ValidDoubleTap = false;
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//specialabilitys
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bool m_MovementKeyDown = false;
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bool m_SpecialAbilityKeyDown = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e);
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EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
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@@ -62,7 +36,7 @@ protected:
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};
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template <typename EventContext>
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{
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@@ -125,26 +99,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value != 0) {
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m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
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}
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//if value = 0 then you have just released this key
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if (e.Value != 0) {
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m_MovementKeyDown = true;
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//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
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if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
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m_ValidDoubleTap = true;
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}
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} else {
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//== 0
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m_MovementKeyDown = false;
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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if (e.Command == "Jump") {
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m_Jumping = e.Value > 0;
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}
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@@ -153,83 +107,21 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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m_Crouching = e.Value > 0;
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}
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if (e.Command == "SpecialAbility") {
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if (e.Value > 0) {
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m_SpecialAbilityKeyDown = true;
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} else {
|
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m_SpecialAbilityKeyDown = false;
|
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}
|
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}
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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m_ShiftDashing = true;
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} else {
|
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m_ShiftDashing = false;
|
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}
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|
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return true;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
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{
|
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m_MouseLocked = false;
|
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m_MouseLocked = false;
|
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return true;
|
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}
|
||||
|
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template <typename EventContext>
|
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bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
|
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{
|
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m_MouseLocked = true;
|
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m_MouseLocked = true;
|
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return true;
|
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}
|
||||
|
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template <typename EventContext>
|
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
|
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m_AssaultDashDoubleTapDeltaTime += dt;
|
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m_AssaultDashCoolDownTimer -= dt;
|
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//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
|
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if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
|
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m_PlayerIsDashing = true;
|
||||
} else {
|
||||
m_PlayerIsDashing = false;
|
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}
|
||||
|
||||
//dashing with shift
|
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if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
|
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//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!
|
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
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m_AssaultDashDoubleTapped = true;
|
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m_AssaultDashDoubleTapDeltaTime = 0.f;
|
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//moving to the side has priority
|
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return;
|
||||
}
|
||||
|
||||
//dashing with doubletap - check if doubletap to dash enabled
|
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if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
|
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return;
|
||||
}
|
||||
|
||||
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
|
||||
if (m_AssaultDashDoubleTapped) {
|
||||
m_AssaultDashDoubleTapped = false;
|
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}
|
||||
|
||||
//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;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -36,7 +36,7 @@ private:
|
||||
boost::asio::ip::udp::socket m_Socket;
|
||||
|
||||
// Sending message to server logic
|
||||
size_t bytesRead = 0;
|
||||
int bytesRead = -1;
|
||||
char readBuf[INPUTSIZE] = { 0 };
|
||||
|
||||
// Packet loss logic
|
||||
@@ -69,7 +69,7 @@ private:
|
||||
|
||||
// Private member functions
|
||||
void readFromServer();
|
||||
size_t receive(char* data);
|
||||
int receive(char* data);
|
||||
void send(Packet& packet);
|
||||
void connect();
|
||||
void disconnect();
|
||||
|
||||
@@ -29,7 +29,7 @@ protected:
|
||||
unsigned int m_SaveDataIntervalMs = 1000;
|
||||
std::clock_t m_SaveDataTimer;
|
||||
unsigned int m_MaxConnections;
|
||||
double m_TimeoutMs;
|
||||
unsigned int m_TimeoutMs;
|
||||
void saveToFile();
|
||||
void updateNetworkData();
|
||||
void initialize();
|
||||
|
||||
@@ -3,16 +3,16 @@
|
||||
#include <vector>
|
||||
|
||||
struct NetworkData {
|
||||
double TotalTime = 0;
|
||||
size_t TotalDataReceived = 0;
|
||||
size_t TotalDataSent = 0;
|
||||
size_t AmountOfMessagesReceived = 0;
|
||||
unsigned int TotalTime = 0;
|
||||
unsigned int TotalDataReceived = 0;
|
||||
unsigned int TotalDataSent = 0;
|
||||
unsigned int AmountOfMessagesReceived = 0;
|
||||
unsigned int AmountOfMessagesSent = 0;
|
||||
// Interval based
|
||||
size_t DataReceivedThisInterval = 0;
|
||||
size_t DataSentThisInterval = 0;
|
||||
unsigned int DataReceivedThisInterval = 0;
|
||||
unsigned int DataSentThisInterval = 0;
|
||||
// pair: first=reveived, second=send
|
||||
std::vector<std::pair<size_t, size_t>> BandwidthBytes;
|
||||
std::vector<std::pair<unsigned int, unsigned int>> BandwidthBytes;
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -13,7 +13,7 @@ public:
|
||||
// arg2: PacketID for identifying packet loss.
|
||||
Packet(MessageType type, unsigned int& packetID);
|
||||
// Used to create packet from already existing data buffer.
|
||||
Packet(char* data, const size_t sizeOfPacket);
|
||||
Packet(char* data, const int sizeOfPacket);
|
||||
Packet(MessageType type);
|
||||
~Packet();
|
||||
void Init(MessageType type, unsigned int& packetID);
|
||||
@@ -51,18 +51,18 @@ public:
|
||||
std::string ReadString();
|
||||
char* ReadData(int SizeOfData);
|
||||
void ChangePacketID(unsigned int& packetID);
|
||||
size_t Size() { return m_Offset; };
|
||||
int Size() { return m_Offset; };
|
||||
char* Data() { return m_Data; };
|
||||
size_t DataReadSize() { return m_ReturnDataOffset; }
|
||||
size_t MaxSize() { return m_MaxPacketSize; }
|
||||
size_t HeaderSize() { return m_HeaderSize; }
|
||||
unsigned int DataReadSize() { return m_ReturnDataOffset; }
|
||||
unsigned int MaxSize() { return m_MaxPacketSize; }
|
||||
unsigned int HeaderSize() { return m_HeaderSize; }
|
||||
|
||||
private:
|
||||
char* m_Data;
|
||||
size_t m_ReturnDataOffset = 0;
|
||||
size_t m_Offset = 0;
|
||||
size_t m_MaxPacketSize = 512;
|
||||
size_t m_HeaderSize = 0;
|
||||
unsigned int m_ReturnDataOffset = 0;
|
||||
int m_Offset = 0;
|
||||
unsigned int m_MaxPacketSize = 512;
|
||||
unsigned int m_HeaderSize = 0;
|
||||
void resizeData();
|
||||
};
|
||||
|
||||
|
||||
@@ -36,14 +36,14 @@ private:
|
||||
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
|
||||
// HACK: Fix INPUTSIZE
|
||||
char readBuffer[INPUTSIZE] = { 0 };
|
||||
size_t bytesRead = 0;
|
||||
int bytesRead = 0;
|
||||
// time for previouse message
|
||||
std::clock_t previousePingMessage = std::clock();
|
||||
std::clock_t previousSnapshotMessage = std::clock();
|
||||
std::clock_t timOutTimer = std::clock();
|
||||
// How often we send messages (milliseconds)
|
||||
float pingIntervalMs;
|
||||
float snapshotInterval;
|
||||
int pingIntervalMs;
|
||||
int snapshotInterval;
|
||||
int checkTimeOutInterval = 100;
|
||||
int m_NextPlayerID = 0;
|
||||
|
||||
@@ -59,7 +59,7 @@ private:
|
||||
PacketID m_PreviousPacketID = 0;
|
||||
|
||||
// Private member functions
|
||||
size_t receive(char* data);
|
||||
int receive(char* data);
|
||||
void readFromClients();
|
||||
void send(PlayerID player, Packet& packet);
|
||||
void send(Packet& packet);
|
||||
|
||||
@@ -19,7 +19,7 @@ struct DirectionalLightJob : RenderJob
|
||||
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
|
||||
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
|
||||
Color = (glm::vec4)directionalLightComponent["Color"];
|
||||
Intensity = (double)directionalLightComponent["Intensity"];
|
||||
Intensity = (float)directionalLightComponent["Intensity"];
|
||||
};
|
||||
|
||||
glm::vec4 Direction;
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
#include "ShaderProgram.h"
|
||||
//#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
class DrawBloomPass
|
||||
{
|
||||
@@ -27,36 +26,27 @@ public:
|
||||
|
||||
//Getters
|
||||
//Return the blurred result of the texture that was sent into draw
|
||||
GLuint GaussianTexture() const { return m_FinalBlurTexture; }
|
||||
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
void BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel);
|
||||
|
||||
Texture* m_WhiteTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
//GLuint m_iterations = 5;
|
||||
GLint m_DebugTextureToDraw = 0;
|
||||
GLint m_Iterations = 3;
|
||||
GLuint m_iterations = 9;
|
||||
|
||||
float m_ScreenSizes[10];
|
||||
|
||||
GLuint m_FinalBlurTexture;
|
||||
GLuint m_GaussianTexture_horiz;
|
||||
GLuint m_GaussianTexture_vert;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
FrameBuffer m_BlurredFinalTexture;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_GaussianProgram_both;
|
||||
ShaderProgram* m_CombineProgram;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "ShaderProgram.h"
|
||||
//#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
class DrawColorCorrectionPass
|
||||
{
|
||||
@@ -17,13 +16,14 @@ public:
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
|
||||
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
|
||||
void Draw(GLuint sceneTexture, GLuint bloomTexture);
|
||||
private:
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
ShaderProgram* m_ColorCorrectionProgram;
|
||||
|
||||
Model* m_ScreenQuad;
|
||||
GLfloat m_Exposure;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -22,23 +22,15 @@ public:
|
||||
|
||||
//Return the texture that is used in later stages to apply the bloom effect
|
||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
|
||||
//Return the texture with diffuse and lighting of the scene.
|
||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
|
||||
//Return the framebuffer used in the scene rendering stage.
|
||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
|
||||
|
||||
|
||||
private:
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
|
||||
|
||||
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& 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 DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& 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);
|
||||
@@ -52,24 +44,15 @@ private:
|
||||
Texture* m_GreyTexture;
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_FinalPassFrameBufferLowRes;
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_BloomTextureLowRes;
|
||||
GLuint m_SceneTextureLowRes;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_DepthBufferLowRes;
|
||||
|
||||
//maqke this component based i guess?
|
||||
GLuint m_ShieldPixelRate = 16;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
ShaderProgram* m_ShieldToStencilProgram;
|
||||
ShaderProgram* m_FillDepthBufferProgram;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -12,11 +12,4 @@ private:
|
||||
|
||||
};
|
||||
|
||||
class DrawStencilState : public RenderState
|
||||
{
|
||||
public:
|
||||
DrawStencilState(GLuint frameBuffer);
|
||||
~DrawStencilState();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -23,7 +23,7 @@ struct ExplosionEffectJob : ModelJob
|
||||
ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"];
|
||||
EndColor = (glm::vec4)explosionEffectComponent["EndColor"];
|
||||
Randomness = (bool)explosionEffectComponent["Randomness"];
|
||||
RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"];
|
||||
RandomnessScalar = (float)((double)explosionEffectComponent["RandomnessScalar"]);
|
||||
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
|
||||
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
|
||||
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
|
||||
|
||||
@@ -62,7 +62,7 @@ struct ModelJob : RenderJob
|
||||
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
|
||||
AnimationTime = (double)animationComponent["Time"];
|
||||
AnimationTime = (float)((double)animationComponent["Time"]);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -18,9 +18,9 @@ struct PointLightJob : RenderJob
|
||||
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
|
||||
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
|
||||
Color = (glm::vec4)pointLightComponent["Color"];
|
||||
Radius = (double)pointLightComponent["Radius"];
|
||||
Intensity = (double)pointLightComponent["Intensity"];
|
||||
Falloff = (double)pointLightComponent["Falloff"];
|
||||
Radius = (float)((double)pointLightComponent["Radius"]);
|
||||
Intensity = (float)pointLightComponent["Intensity"];
|
||||
Falloff = (float)pointLightComponent["Falloff"];
|
||||
};
|
||||
|
||||
glm::vec4 Position;
|
||||
|
||||
@@ -75,21 +75,21 @@ private:
|
||||
|
||||
|
||||
void ReadMeshFile(std::string filePath);
|
||||
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
|
||||
void ReadMesh(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadVertices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadIndices(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
|
||||
void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
|
||||
|
||||
void ReadMaterialFile(std::string filePath);
|
||||
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 ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
|
||||
|
||||
void ReadAnimationFile(std::string filePath);
|
||||
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 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 ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
||||
void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
|
||||
void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
|
||||
void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
|
||||
void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
|
||||
|
||||
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
|
||||
};
|
||||
|
||||
@@ -19,39 +19,27 @@
|
||||
struct RenderScene
|
||||
{
|
||||
::Camera* Camera = nullptr;
|
||||
struct Queues {
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLight;
|
||||
std::list<std::shared_ptr<RenderJob>> Text;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
|
||||
} Jobs;
|
||||
|
||||
std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> TransparentObjects;
|
||||
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> TextJobs;
|
||||
std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Jobs.OpaqueObjects.clear();
|
||||
Jobs.TransparentObjects.clear();
|
||||
Jobs.OpaqueShieldedObjects.clear();
|
||||
Jobs.TransparentShieldedObjects.clear();
|
||||
Jobs.ShieldObjects.clear();
|
||||
Jobs.Text.clear();
|
||||
Jobs.DirectionalLight.clear();
|
||||
OpaqueObjects.clear();
|
||||
TransparentObjects.clear();
|
||||
PointLightJobs.clear();
|
||||
TextJobs.clear();
|
||||
DirectionalLightJobs.clear();
|
||||
}
|
||||
};
|
||||
|
||||
struct RenderFrame
|
||||
{
|
||||
public:
|
||||
//TODO: Getters
|
||||
GLfloat Gamma = 2.2f;
|
||||
GLfloat Exposure = 1.f;
|
||||
|
||||
void Add(RenderScene &scene)
|
||||
{
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#define RenderState_h__
|
||||
|
||||
#include <functional>
|
||||
#include <boost/range/adaptor/reversed.hpp>
|
||||
#include "../Common.h"
|
||||
#include "../OpenGL.h"
|
||||
#include "../GLM.h"
|
||||
@@ -20,9 +19,6 @@ public:
|
||||
bool BindFramebuffer(GLint framebuffer);
|
||||
bool BlendEquation(GLenum mode);
|
||||
bool BlendFunc(GLenum sfactor, GLenum dfactor);
|
||||
bool StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||
bool StencilMask(GLuint mask);
|
||||
bool DepthMask(GLboolean flag);
|
||||
|
||||
private:
|
||||
|
||||
@@ -40,7 +40,7 @@ private:
|
||||
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
void fillModels(RenderScene::Queues &jobs);
|
||||
void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
|
||||
void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
|
||||
|
||||
@@ -9,7 +9,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s\nError code: %i, %s\n", info, error, gluErrorString(error));
|
||||
_LOG(LOG_LEVEL_ERROR, file, func, line, "GL Error: %s, %i, %s", info, error, gluErrorString(error));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ struct std::hash<glm::ivec2>
|
||||
{
|
||||
inline std::size_t operator()(const glm::ivec2 &v) const
|
||||
{
|
||||
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
|
||||
return boost::hash<int>()(v.x) ^ boost::hash<int>()(v.y);
|
||||
}
|
||||
|
||||
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
|
||||
|
||||
@@ -51,7 +51,6 @@ private:
|
||||
GUI::Frame* m_FrameStack;
|
||||
World* m_World;
|
||||
Octree<EntityAABB>* m_OctreeCollision;
|
||||
Octree<EntityAABB>* m_OctreeTrigger;
|
||||
Octree<EntityAABB>* m_OctreeFrustrumCulling;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
RenderFrame* m_RenderFrame;
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
|
||||
#include <tuple>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
class HealthSystem : public PureSystem
|
||||
{
|
||||
@@ -27,7 +26,7 @@ private:
|
||||
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
|
||||
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
|
||||
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
|
||||
|
||||
//vector which will keep track of health changes
|
||||
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
|
||||
|
||||
@@ -23,7 +23,7 @@ class InterpolationSystem : public PureSystem
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Scale;
|
||||
glm::quat Orientation;
|
||||
float interpolationTime;
|
||||
double interpolationTime;
|
||||
};
|
||||
public:
|
||||
InterpolationSystem(World* world, EventBroker* eventBroker);
|
||||
|
||||
@@ -1,33 +0,0 @@
|
||||
#ifndef PickupSpawnSystem_h__
|
||||
#define PickupSpawnSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/Transform.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/EPickupSpawned.h"
|
||||
#include "Core/EPlayerHealthPickup.h"
|
||||
#include "Engine/Collision/ETrigger.h"
|
||||
#include "Common.h"
|
||||
#include <tuple>
|
||||
|
||||
class PickupSpawnSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
PickupSpawnSystem(World* world, EventBroker* eventBroker);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(Events::TriggerTouch& e);
|
||||
|
||||
struct NewHealthPickup {
|
||||
glm::vec3 Pos;
|
||||
double HealthGain;
|
||||
double RespawnTimer;
|
||||
double DecreaseThisRespawnTimer;
|
||||
};
|
||||
std::vector<NewHealthPickup> m_ETriggerTouchVector;
|
||||
};
|
||||
#endif
|
||||
@@ -1,29 +0,0 @@
|
||||
#ifndef PlayerDeathSystem_h__
|
||||
#define PlayerDeathSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "GLM.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
|
||||
#include "Core/EPlayerDeath.h"
|
||||
|
||||
class PlayerDeathSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
PlayerDeathSystem(World* world, EventBroker* eventBroker);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
|
||||
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||
|
||||
void createDeathEffect(EntityWrapper player);
|
||||
|
||||
};
|
||||
#endif
|
||||
@@ -20,5 +20,4 @@ private:
|
||||
|
||||
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
};
|
||||
@@ -3,7 +3,6 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Events/ESpawnerSpawn.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Core/EPlayerDeath.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
|
||||
@@ -13,8 +13,7 @@ A=Right,-1
|
||||
R=Reload
|
||||
Space=Jump
|
||||
LeftControl=Crouch
|
||||
RightShift=Sprint
|
||||
LeftShift=SpecialAbility
|
||||
LeftShift=Sprint
|
||||
F1=ToggleEditor
|
||||
C=ConnectToServer
|
||||
N=SwitchToServer
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
<xs:include schemaLocation="Components/AABB.xsd"/>
|
||||
<xs:include schemaLocation="Components/PointLight.xsd"/>
|
||||
<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
|
||||
<xs:include schemaLocation="Components/SceneLight.xsd"/>
|
||||
<xs:include schemaLocation="Components/Trigger.xsd"/>
|
||||
<xs:include schemaLocation="Components/ExplosionEffect.xsd"/>
|
||||
<xs:include schemaLocation="Components/Health.xsd"/>
|
||||
@@ -30,8 +29,4 @@
|
||||
<xs:include schemaLocation="Components/Fill.xsd"/>
|
||||
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/Shield.xsd"/>
|
||||
<xs:include schemaLocation="Components/Shielded.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -7,10 +7,10 @@
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Origin" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Middle point of the bounding box, in model space</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Middle point of the bounding box</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Size" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Size of the bounding box, in model space</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Size of the bounding box</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
<xs:element name="CapturePoint">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A Capture Point. Make sure to update the HomePoint,CapturePointNumber,Team for each</xs:documentation>
|
||||
<xs:documentation>A Capture Point. Add a Team Component to specify who currently owns it</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
|
||||
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
|
||||
</DashAbility>
|
||||
@@ -1,18 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="DashAbility">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A dash component for one of the classes</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>This is the cooldown on dash</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,5 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<HealthPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="HealthPickup.xsd">
|
||||
<RespawnTimer>3</RespawnTimer>
|
||||
<HealthGain>30</HealthGain>
|
||||
</HealthPickup>
|
||||
@@ -1,21 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="HealthPickup">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A Health Pickup</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The respawn timer for a health pickup</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="HealthGain" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How much percent max-health the player will get when he picks the healthPickup up</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -2,6 +2,4 @@
|
||||
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
<Gravity>true</Gravity>
|
||||
<IsOnGround>false</IsOnGround>
|
||||
<VerticalStepHeight>0.33</VerticalStepHeight>
|
||||
</Physics>
|
||||
|
||||
@@ -13,10 +13,6 @@
|
||||
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<SceneLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SceneLight.xsd">
|
||||
<AmbientColor R="0.2" G="0.2" B="0.2" A="1"/>
|
||||
<Visible>true</Visible>
|
||||
<Gamma>2.2</Gamma>
|
||||
<Exposure>1</Exposure>
|
||||
</SceneLight>
|
||||
@@ -1,25 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="SceneLight">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Some settings for the scene lighting</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="AmbientColor" type="t:Color" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Color of the ambient light</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Visible" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the ambient light should be applied or not</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Gamma" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Gamma correction for the scene</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Exposure" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The exposure of the camera</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,3 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Shield xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Shield.xsd">
|
||||
</Shield>
|
||||
@@ -1,7 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Shield">
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,3 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Shielded xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Shielded.xsd">
|
||||
</Shielded>
|
||||
@@ -1,7 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Shielded">
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,51 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="AssetBase" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCylinder.mesh</Resource>
|
||||
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.231354833" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Light">
|
||||
<Components>
|
||||
<c:PointLight/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.663784981" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="RotationOrigin">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>0.5</Speed>
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="28.7916641" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Asset">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
<Orientation X="0.524000049" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,17 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
<c:Transform/>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -1,173 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0.340887427" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Red/>
|
||||
</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="0.200000003" R="1"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="6.60000038" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team/>
|
||||
<c:Transform>
|
||||
<Position X="4.46673203" Y="0" Z="3.50259304"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="3.00000024" Y="0" Z="0.113596022"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
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||||
<Color A="1" B="1" G="0.200000003" R="0"/>
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||||
</c:Model>
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||||
<c:Team>
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||||
<Team>
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||||
<Blue/>
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||||
</Team>
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||||
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||||
<c:Transform>
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||||
<Position X="1.75382805" Y="0" Z="0.0895374417"/>
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</c:Transform>
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||||
<c:Trigger/>
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</Components>
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||||
<Children/>
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||||
</Entity>
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||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Blue/>
|
||||
</HomePointForTeam>
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
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||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
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||||
<Team>
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||||
<Blue/>
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||||
</Team>
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||||
</c:Team>
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||||
<c:Transform>
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||||
<Position X="0.56674248" Y="0" Z="0"/>
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</c:Transform>
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||||
<c:Trigger/>
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||||
</Components>
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||||
<Children/>
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||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
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||||
<c:AABB/>
|
||||
<c:Health/>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitCube.mesh</Resource>
|
||||
</c:Model>
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||||
<c:Player/>
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||||
<c:Team>
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||||
<Team>
|
||||
<Blue/>
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||||
</Team>
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||||
</c:Team>
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||||
<c:Transform>
|
||||
<Position X="4.29100037" Y="-0.08556436" Z="1.29717529"/>
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||||
</c:Transform>
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||||
</Components>
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||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Health/>
|
||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Player/>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
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||||
</Team>
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||||
</c:Team>
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||||
<c:Transform>
|
||||
<Position X="5.43557501" Y="0.888866663" Z="1.55849135"/>
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</c:Transform>
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</Components>
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<Children/>
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||||
</Entity>
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||||
<Entity>
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||||
<Components>
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||||
<c:Model>
|
||||
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.600000024" Y="0" Z="0"/>
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</c:Transform>
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||||
</Components>
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||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,164 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Test/ObstacleCourse.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00638055196"/>
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||||
</c:Transform>
|
||||
</Components>
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||||
<Children/>
|
||||
</Entity>
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||||
<Entity>
|
||||
<Components>
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||||
<c:DirectionalLight>
|
||||
<Intensity>0.46000027656555176</Intensity>
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||||
</c:DirectionalLight>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="2.59000015" Z="0.799000025"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.52309108" Y="5.72108126" Z="0"/>
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||||
<Scale X="5" Y="5" Z="5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BluSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="1" Y="1.60000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-1.20000005" Y="1.60000002" Z="-8.40000057"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="2.24403"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,67 +1,122 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Test/ObstacleCourse.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00638055196"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>0.46000027656555176</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="2.59000015" Z="0.799000025"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Physics>
|
||||
<Gravity>false</Gravity>
|
||||
</c:Physics>
|
||||
<c:Player/>
|
||||
<c:Transform>
|
||||
<Position X="-8.80904388" Y="1.82786822" Z="7.97052002"/>
|
||||
<Scale X="0.100000001" Y="1" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/colorbox.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.52309108" Y="5.72108126" Z="0"/>
|
||||
<Scale X="5" Y="5" Z="5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/DummyScene.mesh</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-1.5"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.5"/>
|
||||
<Scale X="2" Y="2" Z="2"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidgetX.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Trigger>
|
||||
</c:Trigger>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Player>
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
</c:Player>
|
||||
<c:Transform>
|
||||
<Position X="2.5"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:AABB>
|
||||
</c:AABB>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<!--<c:Move>
|
||||
<Speed>1</Speed>
|
||||
<Direction X="-1"/>
|
||||
<Rotation Y="3.14"/>
|
||||
</c:Move>-->
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Orientation X="0.0" Y="0" Z="1.0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitRaptor.mesh</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.01" Y="0.55"/>
|
||||
<Orientation X="0" Y="0" Z="-1"/>
|
||||
</c:Transform>
|
||||
<c:RaptorCopter>
|
||||
<Speed>20</Speed>
|
||||
<Axis Y="1"/>
|
||||
</c:RaptorCopter>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="1.57" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -2,9 +2,7 @@
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-1" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
@@ -20,7 +18,7 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Listener">
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Listener/>
|
||||
@@ -40,27 +38,18 @@
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
<Speed>1.0499999523162842</Speed>
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
|
||||
<Orientation X="4.16300011" Y="7875.41211" Z="0"/>
|
||||
<Orientation X="4.16300011" Y="1422.89319" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AssaultTPose">
|
||||
<Components>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0" Y="0" Z="0.300000012"/>
|
||||
<ExplosionOrigin X="0" Y="1.30000007" Z="0"/>
|
||||
<TimeSinceDeath>5.0498686575577523</TimeSinceDeath>
|
||||
<ExplosionDuration>5</ExplosionDuration>
|
||||
<EndColor A="1" B="1" G="0" R="0"/>
|
||||
<RandomnessScalar>3</RandomnessScalar>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
@@ -73,26 +62,11 @@
|
||||
<Entity name="SecondaryWeapon">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponRed.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
<Resource>Models/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.560000002" Y="0.754308224" Z="0.181485131"/>
|
||||
<Orientation X="0.989000022" Y="0" Z="6.10900021"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SecondaryWeaponRed">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/DefenderGunRed.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
<NormalMap>false</NormalMap>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.515922487" Y="0.787437975" Z="0.132855967"/>
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||||
<Orientation X="0.989000022" Y="0" Z="0"/>
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||||
<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
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||||
<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
@@ -111,7 +85,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Run</Name>
|
||||
<Time>0.17818245776980568</Time>
|
||||
<Time>0.62051775215976157</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
@@ -127,7 +101,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Walk</Name>
|
||||
<Time>0.34546191187031372</Time>
|
||||
<Time>0.28779680073140668</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
@@ -173,6 +147,70 @@
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="NormalSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/NormalMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpecularSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SpecularMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Rotationpoint">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="404.200684" Y="577.428955" Z="173.228897"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>3</Radius>
|
||||
<Intensity>1.1399998664855957</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.600000024" Y="0.5" Z="0"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="GlowMap">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="CombinedSpheres">
|
||||
<Components>
|
||||
<c:Model>
|
||||
@@ -189,7 +227,7 @@
|
||||
<Axis X="1" Y="1" Z="1"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="6484.80273" Y="6484.80273" Z="6484.80273"/>
|
||||
<Orientation X="53.9495354" Y="53.9495354" Z="53.9495354"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -246,94 +284,8 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="SphereRotationOrigin">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
<Axis X="0" Y="1" Z="0"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="6281.02246" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="NormalSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/NormalMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpecularSphere">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/SpecularMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Rotationpoint">
|
||||
<Components>
|
||||
<c:RaptorCopter>
|
||||
<Speed>1</Speed>
|
||||
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Orientation X="4905.44824" Y="7008.50781" Z="2103.03223"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
|
||||
</c:Model>
|
||||
<c:PointLight>
|
||||
<Radius>3</Radius>
|
||||
<Intensity>1.1399998664855957</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.600000024" Y="0.5" Z="0"/>
|
||||
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="GlowMap">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="SceneColors">
|
||||
<Components>
|
||||
<c:SceneLight>
|
||||
<Gamma>1.3999999761581421</Gamma>
|
||||
</c:SceneLight>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -84,6 +84,15 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Light">
|
||||
<Components>
|
||||
<c:PointLight/>
|
||||
<c:Transform>
|
||||
<Position X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
|
||||
@@ -8,10 +8,6 @@
|
||||
<Children>
|
||||
<Entity name="Scenemesh">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Size X="150" Y="64" Z="180"/>
|
||||
</c:AABB>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models\MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
@@ -143,7 +139,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
|
||||
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -205,7 +201,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
|
||||
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:HealthPickup/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -1,294 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Scenemesh">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models\MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="DirectionalLight">
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>2</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="61.9050903" Z="0"/>
|
||||
<Scale X="50" Y="50" Z="50"/>
|
||||
<Orientation X="4.42700005" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
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||||
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="10.460474" Y="0" Z="-3.92580295"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
|
||||
<Scale X="150" Y="1" Z="180"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BluSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="2.24403"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:HealthPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<HealthGain>22</HealthGain>
|
||||
</c:HealthPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="80"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:HealthPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<HealthGain>22</HealthGain>
|
||||
</c:HealthPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="80"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:HealthPickup>
|
||||
<RespawnTimer>4</RespawnTimer>
|
||||
<HealthGain>44</HealthGain>
|
||||
</c:HealthPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="80"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,41 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Physics>
|
||||
<Gravity>false</Gravity>
|
||||
</c:Physics>
|
||||
<c:Player/>
|
||||
<c:Transform>
|
||||
<Position X="-1.48400009" Y="3.68200016" Z="24.7580013"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Transform>
|
||||
<Orientation X="3.80300021" Y="1.37800002" Z="4.10000038"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,65 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.313012958"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Listener/>
|
||||
<c:Transform>
|
||||
<Position X="2.56531811" Y="0.637967348" Z="0.202344239"/>
|
||||
<Orientation X="2.68780756" Y="1.36143553" Z="3.14159179"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/Tri.obj</Resource>
|
||||
<Color A="1" B="1" G="0.392156869" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="2" Y="2" Z="0.200000003"/>
|
||||
<Orientation X="2.70100021" Y="2.37000012" Z="0.266000003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/Tri.obj</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="3.14159274" Z="4.71238899"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Physics/>
|
||||
<c:Transform>
|
||||
<Position X="-1.95333278" Y="0.296304941" Z="2.56487775"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -6,6 +6,22 @@
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Ground">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Color A="1" B="0.513725519" G="0" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="7" Y="-0.727000058" Z="-1.22800004"/>
|
||||
<Scale X="50" Y="1.45100009" Z="50"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
@@ -65,10 +81,6 @@
|
||||
</Entity>
|
||||
<Entity name="ObstacleCourse">
|
||||
<Components>
|
||||
<c:AABB>
|
||||
<Size X="50" Y="50" Z="50"/>
|
||||
</c:AABB>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Test/ObstacleCourse.mesh</Resource>
|
||||
</c:Model>
|
||||
@@ -76,6 +88,51 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ObstacleCoursePlayerBox">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="6.32800007" Y="0.807000041" Z="-2.2750001"/>
|
||||
<Scale X="1" Y="1.60000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ObstacleCourse1uHigh">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="9.11900043" Y="0.5" Z="-2.10900021"/>
|
||||
<Scale X="1" Y="1" Z="8.1960001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ObstacleCourseWhoTheFuckKnows">
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="13.2370005" Y="1.28600001" Z="-1.71700013"/>
|
||||
<Scale X="2.58000016" Y="2.58300018" Z="21.1860008"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BlueSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
@@ -140,7 +197,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
|
||||
<Position X="-1.68112314" Y="0.0264999866" Z="3.06287026"/>
|
||||
<Orientation X="0" Y="2.14675093" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -2,15 +2,12 @@
|
||||
<Entity name="Player" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Health/>
|
||||
<c:AABB>
|
||||
<Origin X="0" Y="0.772000015" Z="0"/>
|
||||
<Size X="1" Y="1.60000002" Z="1"/>
|
||||
</c:AABB>
|
||||
<c:DashAbility>
|
||||
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
|
||||
</c:DashAbility>
|
||||
<c:Collidable/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
@@ -23,7 +20,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="9.56501799e-22" Y="-0.471999973" Z="4.35902473e-22"/>
|
||||
<Position X="8.60201447e-23" Y="0" Z="3.9201616e-23"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -105,11 +102,11 @@
|
||||
<Entity name="Weapon">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultWeaponRed.mesh</Resource>
|
||||
<Resource>Models/AssaultWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.180000007" Y="-0.183000013" Z="0"/>
|
||||
<Orientation X="0" Y="3.08300018" Z="0"/>
|
||||
<Orientation X="0" Y="4.64700031" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
@@ -144,7 +141,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Hold Pos</Name>
|
||||
<Time>0.73506627647571587</Time>
|
||||
<Time>0.73515426169631848</Time>
|
||||
<Speed>1</Speed>
|
||||
</c:Animation>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="Explosion" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<Name>Hold Pos</Name>
|
||||
</c:Animation>
|
||||
<c:Lifetime>
|
||||
<Lifetime>2.5</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="0" Y="7.76300049" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="0.67900002" Z="0"/>
|
||||
<ExponentialAccelaration>true</ExponentialAccelaration>
|
||||
<ExplosionDuration>3</ExplosionDuration>
|
||||
<EndColor A="0" B="0" G="0" R="1"/>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/AssaultAnimated.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="3.46966481"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Camera">
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="2.49700022" Z="4.31700039"/>
|
||||
<Orientation X="5.95600033" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -7,8 +7,7 @@
|
||||
</c:Lifetime>
|
||||
<c:Model>
|
||||
<Resource>Models/CylinderBullet.mesh</Resource>
|
||||
<Color A="0.156862751" B="39.2156868" G="7.84313726" R="0"/>
|
||||
<Transparent>true</Transparent>
|
||||
<Color A="1" B="39.2156868" G="7.84313726" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="0.0109999999" Y="0.0289999992" Z="100"/>
|
||||
|
||||
@@ -7,8 +7,7 @@
|
||||
</c:Lifetime>
|
||||
<c:Model>
|
||||
<Resource>Models/CylinderBullet.mesh</Resource>
|
||||
<Color A="0.156862751" B="0" G="0.525490224" R="39.2156868"/>
|
||||
<Transparent>true</Transparent>
|
||||
<Color A="1" B="0" G="0.525490224" R="39.2156868"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="0.0110000009" Y="0.029000001" Z="100"/>
|
||||
|
||||
@@ -1,24 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SoundEmitter" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:SoundEmitter/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="SoundEmitterText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>SoundEmitter</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.5" Y="0.5" Z="0.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,68 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SpawnerRedTeam" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="SpawnPointRedTeam">
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpawnPointRedTeam">
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpawnPointRedTeam">
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="SpawnPointRedTeam">
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,16 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SpawnPointRedTeam" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Model>
|
||||
<Resource>Models/Assault.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.31625879" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -1,39 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/Unithexagon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Shield/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="dl">
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="2.61800003" Z="0.756000042"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="sl">
|
||||
<Components>
|
||||
<c:SceneLight>
|
||||
<Gamma>2.2000000476837158</Gamma>
|
||||
</c:SceneLight>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -31,15 +31,12 @@
|
||||
<xs:element ref="c:PlayerSpawn" minOccurs="0"/>
|
||||
<xs:element ref="c:Team" minOccurs="0"/>
|
||||
<xs:element ref="c:DirectionalLight" minOccurs="0"/>
|
||||
<xs:element ref="c:SceneLight" minOccurs="0"/>
|
||||
<xs:element ref="c:UniformScale" minOccurs="0"/>
|
||||
<xs:element ref="c:EditorWidget" minOccurs="0"/>
|
||||
<xs:element ref="c:Lifetime" minOccurs="0"/>
|
||||
<xs:element ref="c:HiddenForLocalPlayer" minOccurs="0"/>
|
||||
<xs:element ref="c:Fill" minOccurs="0"/>
|
||||
<xs:element ref="c:Animation" minOccurs="0"/>
|
||||
<xs:element ref="c:Shield" minOccurs="0"/>
|
||||
<xs:element ref="c:Shielded" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -2,10 +2,7 @@
|
||||
|
||||
layout (binding = 0) uniform sampler2D SceneTexture;
|
||||
layout (binding = 1) uniform sampler2D BloomTexture;
|
||||
layout (binding = 2) uniform sampler2D SceneTextureLowRes;
|
||||
layout (binding = 3) uniform sampler2D BloomTextureLowRes;
|
||||
uniform float Exposure;
|
||||
uniform float Gamma;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -15,24 +12,16 @@ out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
const float gamma = 2.2;
|
||||
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
|
||||
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
|
||||
vec4 hdrColorLowRes = texture(SceneTextureLowRes, Input.TextureCoordinate);
|
||||
vec4 bloomColorLowRes = texture(BloomTextureLowRes, Input.TextureCoordinate);
|
||||
hdrColor += bloomColor;
|
||||
hdrColorLowRes;
|
||||
|
||||
float hdrColorsum = hdrColorLowRes.r + hdrColorLowRes.g + hdrColorLowRes.b;
|
||||
//Toon mapping thingy
|
||||
vec3 result;
|
||||
if(hdrColorsum > 0.0) {
|
||||
result = vec3(1.0) - exp(-hdrColorLowRes.rgb * Exposure);
|
||||
} else {
|
||||
result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
||||
}
|
||||
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
|
||||
|
||||
//gamme correction
|
||||
result = pow(result, vec3(1.0 / Gamma));
|
||||
result = pow(result, vec3(1.0 / gamma));
|
||||
|
||||
fragmentColor = vec4(result, 1.0);
|
||||
//fragmentColor = hdrColor;
|
||||
|
||||
@@ -17,21 +17,15 @@ uniform bool ExponentialAccelaration;
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Input[];
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Output;
|
||||
|
||||
layout(triangles) in;
|
||||
@@ -120,17 +114,12 @@ void main()
|
||||
{
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
|
||||
float te = (length(triangleCenter2ExplosionRadius) / s);
|
||||
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = te;
|
||||
|
||||
Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
Output.ExplosionColor = EndColor * timePercetage;
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
@@ -143,8 +132,6 @@ void main()
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
|
||||
// convert to model space for the gravity to always be in -y
|
||||
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
||||
@@ -167,14 +154,11 @@ void main()
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
Output.ExplosionColor = vec4(0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
Output.ExplosionColor = EndColor * timePercetage;
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
@@ -184,9 +168,7 @@ void main()
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
|
||||
|
||||
// no change in position, pass through vertex
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
#version 430
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
}Input;
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
}
|
||||
@@ -7,13 +7,13 @@ uniform vec4 Color;
|
||||
uniform vec4 DiffuseColor;
|
||||
uniform vec2 ScreenDimensions;
|
||||
uniform vec4 FillColor;
|
||||
uniform vec4 AmbientColor;
|
||||
uniform float FillPercentage;
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D NormalMapTexture;
|
||||
layout (binding = 2) uniform sampler2D SpecularMapTexture;
|
||||
layout (binding = 3) uniform sampler2D GlowMapTexture;
|
||||
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
struct LightSource {
|
||||
@@ -55,12 +55,13 @@ in VertexData{
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
out vec4 bloomColor;
|
||||
|
||||
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
|
||||
|
||||
struct LightResult {
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
@@ -119,7 +120,6 @@ void main()
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
@@ -128,7 +128,7 @@ void main()
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
totalLighting.Diffuse = scene_ambient;
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
@@ -150,9 +150,8 @@ void main()
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
@@ -161,7 +160,7 @@ void main()
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
color_result += glowTexel;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
|
||||
|
||||
@@ -20,7 +20,6 @@ out VertexData{
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
@@ -42,6 +41,5 @@ void main()
|
||||
Output.Normal = vec3(M * vec4(Normal, 0.0));
|
||||
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
|
||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
Output.ExplosionColor = vec4(0.0);
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
#version 430
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
uniform int MipMapLevel;
|
||||
uniform bool Horizontal;
|
||||
uniform vec2 ScreenSize[5];
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
|
||||
uniform float weight[5] = float[]( 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 );
|
||||
|
||||
void main()
|
||||
{
|
||||
//vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec3 result = textureLod(Texture, vec2(gl_FragCoord)/ScreenSize[0], MipMapLevel ).rgb * weight[0];
|
||||
|
||||
if(Horizontal) {
|
||||
for( int i = 1; i<3; i++) {
|
||||
result += textureLod( Texture, Input.TextureCoordinate + vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
|
||||
result += textureLod( Texture, Input.TextureCoordinate - vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
|
||||
}
|
||||
} else {
|
||||
for( int i = 1; i<3; i++) {
|
||||
result += textureLod( Texture, Input.TextureCoordinate + vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
|
||||
result += textureLod( Texture, Input.TextureCoordinate - vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
|
||||
}
|
||||
}
|
||||
fragmentColor = vec4(result, 1.0);
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#version 430
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
uniform int MipMapLevel;
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
|
||||
in VertexData{
|
||||
@@ -15,14 +14,11 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
|
||||
//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
|
||||
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
result += textureLod(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0), MipMapLevel).rgb * weight[i];
|
||||
result += textureLod(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0), MipMapLevel).rgb * weight[i];
|
||||
//result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
|
||||
//result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
|
||||
result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
|
||||
result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
|
||||
}
|
||||
fragmentColor = vec4(result, 1.0);
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#version 430
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
uniform int MipMapLevel;
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
|
||||
in VertexData{
|
||||
@@ -15,14 +14,11 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
|
||||
vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
|
||||
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
result += textureLod(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
|
||||
result += textureLod(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
|
||||
//result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
|
||||
//result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
|
||||
result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
|
||||
result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
|
||||
}
|
||||
fragmentColor = vec4(result, 1.0);
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#version 430
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
}Input;
|
||||
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragmentColor = vec4(0.5, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
|
||||
out VertexData{
|
||||
vec3 Position;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture0;
|
||||
layout (binding = 1) uniform sampler2D Texture1;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
|
||||
vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
|
||||
|
||||
fragmentColor = texel0 + texel1;
|
||||
//fragmentColor = vec4(1,0.5,0.7,1);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "Engine/GLM.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
namespace Collision
|
||||
{
|
||||
@@ -117,79 +116,36 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
|
||||
return glm::all(axisesIntersecting);
|
||||
}
|
||||
|
||||
bool RayVsTriangle(const Ray& ray,
|
||||
const glm::vec3& v0,
|
||||
const glm::vec3& v1,
|
||||
const glm::vec3& v2,
|
||||
bool trueOnNegativeDistance)
|
||||
{
|
||||
glm::vec3 e1 = v1 - v0; //v1 - v0
|
||||
glm::vec3 e2 = v2 - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
||||
return false;
|
||||
}
|
||||
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
||||
return trueOnNegativeDistance || 0 <= glm::dot(e2, MxE1) * DetInv;
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices)
|
||||
{
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
|
||||
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
|
||||
if (RayVsTriangle(ray, v0, v1, v2)) {
|
||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
||||
continue;
|
||||
}
|
||||
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
||||
if (0 <= glm::dot(e2, MxE1) * DetInv) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool RayVsTriangle(const Ray& ray,
|
||||
const glm::vec3& v0,
|
||||
const glm::vec3& v1,
|
||||
const glm::vec3& v2,
|
||||
float& outDistance,
|
||||
float& outUCoord,
|
||||
float& outVCoord,
|
||||
bool trueOnNegativeDistance)
|
||||
{
|
||||
glm::vec3 e1 = v1 - v0; //v1 - v0
|
||||
glm::vec3 e2 = v2 - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float dist = glm::dot(e2, MxE1) * DetInv;
|
||||
if (dist >= outDistance) {
|
||||
return false;
|
||||
}
|
||||
outDistance = dist;
|
||||
outUCoord = glm::dot(m, DxE2) * DetInv;
|
||||
outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
||||
return (0 <= (outUCoord + 0.001f) && 0 <= (outVCoord + 0.001f) && outUCoord + outVCoord <= 1 && (trueOnNegativeDistance || 0 <= dist));
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
@@ -201,12 +157,26 @@ bool RayVsModel(const Ray& ray,
|
||||
bool hit = false;
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
|
||||
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
|
||||
float dist;
|
||||
float u;
|
||||
float v;
|
||||
if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
|
||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float dist = glm::dot(e2, MxE1) * DetInv;
|
||||
if (dist >= outDistance) {
|
||||
continue;
|
||||
}
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
||||
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
|
||||
outDistance = dist;
|
||||
outUCoord = u;
|
||||
outVCoord = v;
|
||||
@@ -229,338 +199,43 @@ bool RayVsModel(const Ray& ray,
|
||||
return hit;
|
||||
}
|
||||
|
||||
constexpr inline int signNonZero(float x)
|
||||
bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& modelVertices, const std::vector<unsigned int>& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector)
|
||||
{
|
||||
return x < 0 ? -1 : 1;
|
||||
}
|
||||
|
||||
inline glm::vec3 signNonZero(const glm::vec3& x)
|
||||
{
|
||||
glm::vec3 r;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
r[i] = (float)signNonZero(x[i]);
|
||||
}
|
||||
return r;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
bool vectorHasLength(const T& vec)
|
||||
{
|
||||
return glm::any(glm::greaterThan(glm::abs(vec), T(0.0001f)));
|
||||
}
|
||||
|
||||
bool rectangleVsTriangle(const glm::vec2& boxMin,
|
||||
const glm::vec2& boxMax,
|
||||
const std::array<glm::vec2, 3>& triPos,
|
||||
glm::vec2& resolutionDirection,
|
||||
float& resolutionDistanceSq,
|
||||
bool& pushedFromTriNormal)
|
||||
{
|
||||
pushedFromTriNormal = false;
|
||||
resolutionDistanceSq = INFINITY;
|
||||
//Project along box normals (coordinate axes, since it's axis-aligned).
|
||||
for (int ax = 0; ax < 2; ++ax) {
|
||||
float minTri = INFINITY;
|
||||
float maxTri = -INFINITY;
|
||||
for (const glm::vec2& t : triPos) {
|
||||
minTri = std::min(t[ax], minTri);
|
||||
maxTri = std::max(t[ax], maxTri);
|
||||
}
|
||||
if (boxMax[ax] <= minTri || maxTri <= boxMin[ax]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Here: maxBox > minTri && minBox < maxTri
|
||||
//Left is negative.
|
||||
float leftRes = minTri - boxMax[ax];
|
||||
float rightRes = maxTri - boxMin[ax];
|
||||
float push = rightRes < -leftRes ? rightRes : leftRes;
|
||||
float absPushSq = abs(push);
|
||||
absPushSq *= absPushSq;
|
||||
|
||||
if (absPushSq < resolutionDistanceSq) {
|
||||
resolutionDistanceSq = absPushSq;
|
||||
resolutionDirection[1 - ax] = 0.f;
|
||||
resolutionDirection[ax] = push;
|
||||
}
|
||||
}
|
||||
//Project along triangle normals.
|
||||
//Put edges into normal vector, make normals in the loop.
|
||||
std::array<glm::vec2, 3> triNormals = {
|
||||
triPos[1] - triPos[0],
|
||||
triPos[2] - triPos[1],
|
||||
triPos[0] - triPos[2]
|
||||
};
|
||||
std::array<glm::vec2, 4> boxPos = {
|
||||
boxMax,
|
||||
glm::vec2(boxMax.x, boxMin.y),
|
||||
glm::vec2(boxMin.x, boxMax.y),
|
||||
boxMin
|
||||
};
|
||||
for (auto& normal : triNormals) {
|
||||
if (!vectorHasLength(normal)) {
|
||||
continue;
|
||||
}
|
||||
//Rotate edge to a normal.
|
||||
normal = glm::normalize(glm::vec2(-normal.y, normal.x));
|
||||
//Project triangle onto the normal.
|
||||
float minTri = INFINITY;
|
||||
float maxTri = -INFINITY;
|
||||
for (const glm::vec2& point : triPos) {
|
||||
float dot = glm::dot(normal, point);
|
||||
minTri = std::min(dot, minTri);
|
||||
maxTri = std::max(dot, maxTri);
|
||||
}
|
||||
//Project box onto the normal.
|
||||
float minBox = INFINITY;
|
||||
float maxBox = -INFINITY;
|
||||
for (const glm::vec2& point : boxPos) {
|
||||
float dot = glm::dot(normal, point);
|
||||
minBox = std::min(dot, minBox);
|
||||
maxBox = std::max(dot, maxBox);
|
||||
}
|
||||
if (maxBox <= minTri || maxTri <= minBox) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Here: maxBox > minTri && minBox < maxTri
|
||||
//Left is negative.
|
||||
float leftRes = minTri - maxBox;
|
||||
float rightRes = maxTri - minBox;
|
||||
float push = rightRes < -leftRes ? rightRes : leftRes;
|
||||
float absPushSq = abs(push);
|
||||
absPushSq *= absPushSq;
|
||||
|
||||
if (absPushSq < resolutionDistanceSq) {
|
||||
resolutionDistanceSq = absPushSq;
|
||||
resolutionDirection = push * normal;
|
||||
pushedFromTriNormal = true;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
constexpr float SlopeConstant(float degrees)
|
||||
{
|
||||
return (1.0f - degrees / 90.f);
|
||||
}
|
||||
|
||||
//Returns true if the angle between horizon and the collision surface is less than 45 degrees.
|
||||
constexpr bool FaceIsGround(float faceNormalY)
|
||||
{
|
||||
//TODO: Perhaps the 45 degrees could be saved in a component or in the config..
|
||||
return faceNormalY > SlopeConstant(45.0f);
|
||||
}
|
||||
|
||||
//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
|
||||
constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
|
||||
|
||||
bool AABBvsTriangle(const AABB& box,
|
||||
const std::array<glm::vec3, 3>& triPos,
|
||||
const glm::vec3& originalBoxVelocity,
|
||||
float verticalStepHeight,
|
||||
bool& isOnGround,
|
||||
glm::vec3& boxVelocity,
|
||||
glm::vec3& outResolution)
|
||||
{
|
||||
//Check so we don't have a zero area triangle when calculating the normal.
|
||||
//Also, don't check a triangle facing away from the player.
|
||||
//Less checks, and we should be able to walk out from models if we are trapped inside.
|
||||
glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
|
||||
if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
|
||||
return false;
|
||||
}
|
||||
triNormal = glm::normalize(triNormal);
|
||||
|
||||
enum BoxTriResolveCase
|
||||
{
|
||||
ResolveDimX,
|
||||
ResolveDimY,
|
||||
ResolveDimZ,
|
||||
Line, //Box edge colliding with triangle line.
|
||||
Corner //Box corner colliding with the triangle face.
|
||||
};
|
||||
struct Resolution
|
||||
{
|
||||
Resolution()
|
||||
: DistanceSq(INFINITY)
|
||||
, Vector(0.f)
|
||||
{}
|
||||
BoxTriResolveCase Case;
|
||||
float DistanceSq;
|
||||
glm::vec3 Vector;
|
||||
};
|
||||
//The smallest resolution that solves the collision.
|
||||
Resolution resolveShortest;
|
||||
//The smallest resolution that solves the collision, that resolves upwards.
|
||||
Resolution resolveUpwards;
|
||||
//If player stands on the ground and collides with a ground triangle,
|
||||
//we might step up onto it if the step is small enough.
|
||||
bool canStairStepUp = isOnGround && FaceIsGround(triNormal.y);
|
||||
|
||||
bool hit = false;
|
||||
|
||||
const glm::vec3& origin = box.Origin();
|
||||
const glm::vec3& half = box.HalfSize();
|
||||
const glm::vec3& min = box.MinCorner();
|
||||
const glm::vec3& max = box.MaxCorner();
|
||||
|
||||
//For each projection in xy-, xz-, and yx-planes.
|
||||
for (std::pair<int, int> dim : dimensionPairs) {
|
||||
//2D Triangle.
|
||||
//Project triangle.
|
||||
std::array<glm::vec2, 3> t2D = {
|
||||
glm::vec2(triPos[0][dim.first], triPos[0][dim.second]),
|
||||
glm::vec2(triPos[1][dim.first], triPos[1][dim.second]),
|
||||
glm::vec2(triPos[2][dim.first], triPos[2][dim.second])
|
||||
};
|
||||
//Project box.
|
||||
glm::vec2 boxMin(min[dim.first], min[dim.second]);
|
||||
glm::vec2 boxMax(max[dim.first], max[dim.second]);
|
||||
glm::vec2 resolutionVector;
|
||||
float resolutionDist;
|
||||
bool pushedFromTriangleLine;
|
||||
//if projections don't overlap, return false.
|
||||
if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
|
||||
return false;
|
||||
} else {
|
||||
//Overwrite the smallest resolution if this is smaller.
|
||||
if (resolutionDist < resolveShortest.DistanceSq) {
|
||||
resolveShortest.Vector = glm::vec3(0.f);
|
||||
resolveShortest.Vector[dim.first] = resolutionVector.x;
|
||||
resolveShortest.Vector[dim.second] = resolutionVector.y;
|
||||
resolveShortest.DistanceSq = resolutionDist;
|
||||
//If we pushed away from triangle line (edge), or if we
|
||||
//move the player along one coordinate axis (pick the dimension that isn't zero).
|
||||
resolveShortest.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveShortest.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
|
||||
outResolutionVector.x = INFINITY;
|
||||
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 p = modelVertices[i].Position;
|
||||
p = glm::vec3(modelMatrix * glm::vec4(p.x, p.y, p.z, 1));
|
||||
|
||||
float distFromOrigin = glm::abs(origin.x - p.x);
|
||||
float penetration = box.HalfSize().x - distFromOrigin;
|
||||
if (penetration > 0 && penetration < glm::abs(outResolutionVector.x)) {
|
||||
if (p.x > origin.x) {
|
||||
outResolutionVector.x = -penetration;
|
||||
} else {
|
||||
outResolutionVector.x = penetration;
|
||||
}
|
||||
//Overwrite the smallest upward resolution if this is smaller, and resolves upwards.
|
||||
constexpr int yAxis = 1;
|
||||
bool resIsUpwardsIn3D = dim.first == yAxis && resolutionVector.x > 0 || dim.second == yAxis && resolutionVector.y > 0;
|
||||
if (canStairStepUp && resIsUpwardsIn3D && resolutionDist < resolveUpwards.DistanceSq) {
|
||||
resolveUpwards.Vector = glm::vec3(0.f);
|
||||
resolveUpwards.Vector[dim.first] = resolutionVector.x;
|
||||
resolveUpwards.Vector[dim.second] = resolutionVector.y;
|
||||
resolveUpwards.DistanceSq = resolutionDist;
|
||||
//If we pushed away from triangle line (edge), or if we
|
||||
//move the player along one coordinate axis (pick the dimension that isn't zero).
|
||||
resolveUpwards.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveUpwards.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//If the triangle does intersect any of the cube diagonals, it will
|
||||
//intersect the cube diagonal that comes
|
||||
//closest to being perpendicular to the plane of the triangle.
|
||||
glm::vec3 diagonal = signNonZero(triNormal) * half;
|
||||
//The triangle plane contains all points P in dot(triNormal, P) == dot(triNormal, v0)
|
||||
//The diagonal line contains all points P in P = origin + diagonal * t.
|
||||
float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal);
|
||||
//If intersection point between plane and diagonal is within the box.
|
||||
if (glm::abs(t) > 1) {
|
||||
return false;
|
||||
}
|
||||
glm::vec3 cornerResolution = (1+t) * diagonal;
|
||||
//Overwrite the smallest resolution if cornerResolution is smaller.
|
||||
float lenSq = glm::length2(cornerResolution);
|
||||
if (lenSq < resolveShortest.DistanceSq) {
|
||||
resolveShortest.Vector = cornerResolution;
|
||||
resolveShortest.Case = Corner;
|
||||
}
|
||||
if (canStairStepUp && cornerResolution.y > 0 && lenSq < resolveUpwards.DistanceSq) {
|
||||
resolveUpwards.Vector = cornerResolution;
|
||||
resolveUpwards.Case = Corner;
|
||||
resolveUpwards.DistanceSq = lenSq;
|
||||
}
|
||||
|
||||
//Force the resolution upwards if it is smaller than the threshold verticalStepHeight.
|
||||
//Else take the shortest resolution.
|
||||
bool takeUp = resolveUpwards.Vector.y > 0 && resolveUpwards.Vector.y < verticalStepHeight;
|
||||
Resolution& bestResolve = takeUp ? resolveUpwards : resolveShortest;
|
||||
outResolution = bestResolve.Vector;
|
||||
|
||||
glm::vec3 projNorm;
|
||||
switch (bestResolve.Case) {
|
||||
case ResolveDimY:
|
||||
boxVelocity.y = 0.f;
|
||||
if (outResolution.y > 0)
|
||||
isOnGround = true;
|
||||
case ResolveDimX:
|
||||
case ResolveDimZ:
|
||||
//If we get here, the resolution is along one coordinate axis.
|
||||
//set velocity to 0 in y if it is along y-axis.
|
||||
return true;
|
||||
case Line:
|
||||
projNorm = glm::normalize(outResolution);
|
||||
break;
|
||||
case Corner:
|
||||
projNorm = triNormal;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
//If the collision was not on steep wall or similarly (e.g. walking on the ground), force resolution in y only.
|
||||
if (FaceIsGround(projNorm.y)) {
|
||||
//Ensure that the player always is moved upwards, instead of sliding down.
|
||||
float len = glm::length(outResolution);
|
||||
float ang = glm::half_pi<float>() - glm::acos(outResolution.y / len);
|
||||
if (len > 0.0000001f && ang > 0.0000001f) {
|
||||
outResolution.x = 0;
|
||||
outResolution.y = len / glm::sin(ang);
|
||||
outResolution.z = 0;
|
||||
}
|
||||
//Also zero the vertical velocity, if it is positive, else project it onto the normal.
|
||||
//Project the velocity onto the normal of the hit line/face.
|
||||
//w = v - <v,n>*n, |n|==1.
|
||||
boxVelocity.y = std::min(boxVelocity.y - glm::dot(boxVelocity, projNorm) * projNorm.y, 0.f);
|
||||
isOnGround = true;
|
||||
} else {
|
||||
//Enter here if the triangle is a steep slope, and it is not facing downwards.
|
||||
//Project the velocity onto the normal of the hit line/face.
|
||||
//w = v - <v,n>*n, |n|==1.
|
||||
//"ice cream"-effect, air resistance + projected velocity.
|
||||
if (!isOnGround) {
|
||||
boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AABBvsTriangles(const AABB& box,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix,
|
||||
glm::vec3& boxVelocity,
|
||||
float verticalStepHeight,
|
||||
bool& isOnGround,
|
||||
glm::vec3& outResolutionVector)
|
||||
{
|
||||
bool hit = false;
|
||||
|
||||
bool everHitTheGround = false;
|
||||
AABB newBox = box;
|
||||
outResolutionVector = glm::vec3(0.f);
|
||||
glm::vec3 originalBoxVelocity(boxVelocity);
|
||||
for (int i = 0; i < modelIndices.size(); ) {
|
||||
std::array<glm::vec3, 3> triVertices = {
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
|
||||
};
|
||||
glm::vec3 outVec;
|
||||
bool collideWithGround = isOnGround;
|
||||
if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
|
||||
hit = true;
|
||||
outResolutionVector += outVec;
|
||||
newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
|
||||
if (collideWithGround) {
|
||||
everHitTheGround = isOnGround = true;
|
||||
}
|
||||
}
|
||||
//glm::vec3 pLocal = origin - p;
|
||||
//for (int axis = 0; axis < 3; ++axis) {
|
||||
// if (p[axis] < min[axis] || p[axis] > max[axis]) {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// if (glm::abs(pLocal[axis]) < box.HalfSize()[axis]) {
|
||||
// outResolutionVector[axis] = (glm::sign(pLocal[axis]) * box.HalfSize()[axis]) - pLocal[axis];
|
||||
// hit = true;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
if (!everHitTheGround) {
|
||||
isOnGround = false;
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/AABB.h"
|
||||
#include "Rendering/Model.h"
|
||||
|
||||
void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
@@ -26,34 +25,33 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
continue;
|
||||
}
|
||||
|
||||
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
|
||||
//Here we know boxB is a entity with Collideable, AABB, and Model.
|
||||
RawModel* model;
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||
|
||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
|
||||
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
cPhysics["Velocity"] = inOutVelocity;
|
||||
(bool)cPhysics["IsOnGround"] = isOnGround;
|
||||
} else {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
}
|
||||
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||
//Enter here if boxB has no Model.
|
||||
if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
|
||||
(glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
(bool)cPhysics["IsOnGround"] = resolutionVector.y > 0;
|
||||
if ((bool)cPhysics["IsOnGround"]){
|
||||
if (resolutionVector.y > 0) {
|
||||
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: Temporarily collide against all collidable models since they're not in the octree yet
|
||||
//auto otherCollidables = world->GetComponents("Model");
|
||||
//for (auto& cModel : *otherCollidables) {
|
||||
// if (cModel.EntityID == entity) {
|
||||
// continue;
|
||||
// }
|
||||
// if (!world->HasComponent(cModel.EntityID, "Collidable")) {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// auto absPosition = RenderQueueFactory::AbsolutePosition(world, cModel.EntityID);
|
||||
// auto absOrientation = RenderQueueFactory::AbsoluteOrientation(world, cModel.EntityID);
|
||||
// auto absScale = RenderQueueFactory::AbsoluteScale(world, cModel.EntityID);
|
||||
// glm::mat4 modelMatrix = glm::translate(absPosition); // *glm::toMat4(absOrientation) * glm::scale(absScale);
|
||||
|
||||
// auto model = ResourceManager::Load<Model>(cModel["Resource"]);
|
||||
// glm::vec3 resolutionVector;
|
||||
// if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, resolutionVector)) {
|
||||
// (glm::vec3&)cTransform["Position"] += resolutionVector;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
@@ -76,18 +76,18 @@ bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>&
|
||||
|
||||
bool TriggerSystem::OnTouch(const Events::TriggerTouch &event)
|
||||
{
|
||||
LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity.ID, event.Trigger.ID);
|
||||
LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity, event.Trigger);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TriggerSystem::OnEnter(const Events::TriggerEnter &event)
|
||||
{
|
||||
LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity.ID, event.Trigger.ID);
|
||||
LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity, event.Trigger);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TriggerSystem::OnLeave(const Events::TriggerLeave &event)
|
||||
{
|
||||
LOG_INFO("Player entity %i left trigger entity %i.", event.Entity.ID, event.Trigger.ID);
|
||||
LOG_INFO("Player entity %i left trigger entity %i.", event.Entity, event.Trigger);
|
||||
return true;
|
||||
}
|
||||
@@ -40,9 +40,9 @@ void EntityFile::setReaderFeatures(xercesc::SAX2XMLReader* reader)
|
||||
reader->setFeature(XMLUni::fgXercesCalculateSrcOfs, true);
|
||||
}
|
||||
|
||||
unsigned int EntityFile::GetTypeStride(std::string typeName)
|
||||
std::size_t EntityFile::GetTypeStride(std::string typeName)
|
||||
{
|
||||
std::map<std::string, unsigned int> typeStrides{
|
||||
std::map<std::string, size_t> typeStrides{
|
||||
{ "bool", sizeof(bool) },
|
||||
{ "int", sizeof(int) },
|
||||
{ "float", sizeof(float) },
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user