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Author SHA1 Message Date
Tleety f75f5f2471 asnfjksdll 2016-02-12 02:10:01 +01:00
195 changed files with 2621 additions and 16697 deletions
+1 -1
Submodule assets updated: 1e7adc749e...b040545bc3
+6 -27
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@@ -20,9 +20,6 @@
class World;
struct ComponentWrapper;
template<typename T>
class Octree;
namespace Collision
{
//Return true if the ray hits the box.
@@ -47,24 +44,21 @@ bool RayVsTriangle(const Ray& ray,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
float& outUCoord,
float& outVCoord);
@@ -78,30 +72,15 @@ bool AABBvsTriangles(const AABB& box,
bool& isOnGround,
glm::vec3& outResolutionVector);
//Detects collision, but does not resolve.
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b);
//Return true if the boxes are intersecting.
//Also outputs the minimum translation that box [a] would need in order to resolve collision.
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
// Calculates an absolute AABB from an entity AABB component or Model component.
// if takeModelBox is true, the AABB component will be ignored and box is calculated from Model.
// if takeModelBox is false, the AABB component will be prefered, if it exists.
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
//Returns the first entity hit by the input ray that exists in the octree.
//outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
}
+2 -2
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@@ -15,11 +15,11 @@ class CollisionSystem : public PureSystem
public:
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Physics")
, PureSystem("Collidable")
, m_Octree(octree)
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPhysics, double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
+1 -3
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@@ -2,7 +2,6 @@
#define ComponentInfo_h__
#include "../Common.h"
#include <boost/shared_array.hpp>
struct ComponentInfo
{
@@ -28,9 +27,8 @@ struct ComponentInfo
std::string Name;
std::unordered_map<std::string, Field_t> Fields;
std::vector<std::string> FieldsInOrder;
std::vector<std::string> StringFields;
unsigned int Stride = 0;
boost::shared_array<char> Defaults = nullptr;
std::shared_ptr<char> Defaults = nullptr;
std::shared_ptr<Meta_t> Meta = nullptr;
};
+1 -3
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@@ -1,7 +1,6 @@
#ifndef ComponentPool_h__
#define ComponentPool_h__
#include <set>
#include "MemoryPool.h"
#include "ComponentInfo.h"
#include "ComponentWrapper.h"
@@ -46,8 +45,7 @@ public:
: m_ComponentInfo(ci)
, m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride)
{ }
~ComponentPool();
ComponentPool(const ComponentPool& other);
ComponentPool(const ComponentPool& other) = delete;
ComponentPool(const ComponentPool&& other) = delete;
const ::ComponentInfo& ComponentInfo() const { return m_ComponentInfo; }
+11 -65
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@@ -2,29 +2,11 @@
#define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include <boost/any.hpp>
#include "../Common.h"
#include "Entity.h"
#include "ComponentInfo.h"
#include "Util/Any.h"
template <typename T, typename Enable = void>
struct ComponentField { };
template <typename T>
struct ComponentField<T, typename std::enable_if<std::is_trivially_copyable<T>::value>::type>
{
static T& Get(const ComponentInfo::Field_t& info, char* data) { return *reinterpret_cast<T*>(data); }
static void Set(const ComponentInfo::Field_t& info, char* data, const T& value) { Get(data) = value; }
};
template <>
struct ComponentField<std::string, void>
{
static std::string& Get(const ComponentInfo::Field_t& info, char* data) { return **reinterpret_cast<std::string**>(data); }
static void Set(const ComponentInfo::Field_t& info, char* data, const std::string& value) { Get(info, data) = value; }
};
struct ComponentWrapper
{
ComponentWrapper(const ComponentInfo& componentInfo, char* data)
@@ -65,31 +47,7 @@ struct ComponentWrapper
void Copy(ComponentWrapper& destination)
{
// Copy trivial data
memcpy(destination.Data, Data, Info.Stride);
// Duplicate strings
SolidifyStrings(destination);
}
// When component data has been copied, strings need to be reconstructed or they'll refer to the same data!
static void SolidifyStrings(ComponentWrapper& component)
{
for (auto& name : component.Info.StringFields) {
std::size_t offset = component.Info.Fields.at(name).Offset;
std::string value = *reinterpret_cast<const std::string*>(component.Data + offset);
new (component.Data + offset) std::string(value);
}
}
// This needs to be called to properly free component data, because strings.
static void Destroy(ComponentInfo info, char* data)
{
// Call std::string destructors
for (auto& name : info.StringFields) {
std::size_t offset = info.Fields.at(name).Offset;
auto field = reinterpret_cast<std::string*>(data + offset);
field->~basic_string();
}
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy
@@ -144,38 +102,26 @@ public:
ComponentWrapperFactory(std::string componentTypeName, unsigned int allocation = 0)
{
m_ComponentInfo.Name = componentTypeName;
m_ComponentInfo.Meta = std::make_shared<ComponentInfo::Meta_t>();
m_ComponentInfo.Meta->Allocation = allocation;
}
template <typename T>
void AddProperty(std::string fieldName, T defaultValue)
{
auto& field = m_ComponentInfo.Fields[fieldName];
field.Name = fieldName;
field.Type = typeid(T).name();
field.Offset = m_ComponentInfo.Stride;
field.Stride = sizeof(T);
m_ComponentInfo.FieldsInOrder.push_back(field.Name);
if (field.Type == typeid(std::string).name()) {
field.Type = "string";
m_ComponentInfo.StringFields.push_back(field.Name);
}
m_DefaultValues.push_back(defaultValue);
m_ComponentInfo.Fields[fieldName].Type = typeid(T).name();
m_ComponentInfo.Fields[fieldName].Offset = m_ComponentInfo.Stride;
m_ComponentInfo.Fields[fieldName].Stride = sizeof(T);
m_ComponentInfo.Stride += sizeof(T);
m_DefaultValues.push_back(std::make_pair(field, defaultValue));
}
ComponentInfo& Finalize()
{
m_ComponentInfo.Defaults = boost::shared_array<char>(new char[m_ComponentInfo.Stride]);
m_ComponentInfo.Defaults = std::shared_ptr<char>(new char[m_ComponentInfo.Stride]);
std::size_t offset = 0;
for (auto& pair : m_DefaultValues) {
if (pair.first.Type == "string") {
new (m_ComponentInfo.Defaults.get() + offset) std::string(*reinterpret_cast<std::string*>(pair.second.Data.get()));
} else {
memcpy(m_ComponentInfo.Defaults.get() + offset, pair.second.Data.get(), pair.second.Size);
}
offset += pair.second.Size;
for (auto& val : m_DefaultValues) {
memcpy(m_ComponentInfo.Defaults.get() + offset, val.Data.get(), val.Size);
offset += val.Size;
}
return m_ComponentInfo;
@@ -185,7 +131,7 @@ public:
private:
ComponentInfo m_ComponentInfo;
std::vector<std::pair<ComponentInfo::Field_t, Any>> m_DefaultValues;
std::vector<Any> m_DefaultValues;
};
#endif
-18
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@@ -1,18 +0,0 @@
#ifndef EAmmoPickup_h__
#define EAmmoPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AmmoPickup : Event
{
EntityWrapper Player;
int AmmoGain;
};
}
#endif
+2 -2
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@@ -9,8 +9,8 @@ namespace Events
struct PlayerDamage : Event
{
EntityWrapper Inflictor;
EntityWrapper Victim;
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
double Damage;
};
+1 -2
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@@ -9,8 +9,7 @@ namespace Events
struct Shoot : Event
{
EntityWrapper Inflictor;
double Damage;
EntityWrapper Player;
};
}
+5 -22
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@@ -66,25 +66,9 @@ public:
, m_LowestAllocatedSlot(m_NumSlots)
{ }
MemoryPool(const MemoryPool<T>& other)
: m_StartAddress(new char[other.m_NumSlots*other.m_Stride])
, m_SlotIsAllocated(other.m_SlotIsAllocated)
, m_ExtraMemory()
, m_NumSlots(other.m_NumSlots)
, m_LowestAllocatedSlot(other.m_LowestAllocatedSlot)
, m_NumAllocatedSlots(other.m_NumAllocatedSlots)
, m_Stride(other.m_Stride)
, m_CurrentAllocSlot(other.m_CurrentAllocSlot)
{
// Copy statically allocated pool
memcpy(m_StartAddress, other.m_StartAddress, m_NumSlots*m_Stride);
// Copy dynamically allocated memory
for (char* otherAddr : other.m_ExtraMemory) {
char* addr = (char*)malloc(m_Stride);
memcpy(addr, otherAddr, m_Stride);
m_ExtraMemory.push_back(addr);
}
}
//We may get problems with memory being released
//prematurely, etc. if we allow copies.
MemoryPool(const MemoryPool<T>& other) = delete;
MemoryPool(const MemoryPool<T>&& other) = delete;
//Free all memory that has been allocated.
@@ -94,9 +78,8 @@ public:
delete[] m_StartAddress;
m_StartAddress = nullptr;
}
for (char* addr : m_ExtraMemory) {
free(addr);
}
for (char* addr : m_ExtraMemory)
free(addr);
m_ExtraMemory.clear();
}
-75
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@@ -41,8 +41,6 @@ public:
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -102,8 +100,6 @@ struct Child
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
template<typename T>
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
@@ -123,15 +119,6 @@ struct Child
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
//To be able to sort child nodes and contained objects based on distance to ray origin.
struct RaySorterInfo
{
int Index;
float Distance;
};
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
}
template<typename T>
@@ -177,13 +164,6 @@ void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObje
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
}
template<typename T>
void Octree<T>::ClearObjects()
{
@@ -302,59 +282,4 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
}
}
template<typename T>
void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
{
//If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) {
//If the ray shoots the tree, and it is a parent.
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<RaySorterInfo> childInfos;
childInfos.resize(8);
for (int i = 0; i < 8; ++i) {
childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const RaySorterInfo& info : childInfos) {
m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
}
} else {
//Check against boxes in the node.
bool intersected = false;
float dist;
//Sort all contained objects according to the distance from the ray origin to
//the intersection, if they are intersecting.
std::vector<RaySorterInfo> objectHitInfos;
objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (int i : m_StaticObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_StaticObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i, dist });
}
m_StaticObjectsRef[i].Checked = true;
}
for (int i : m_DynamicObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_DynamicObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
}
m_DynamicObjectsRef[i].Checked = true;
}
std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
int startSize = (int)outObjects.size();
outObjects.resize(startSize + objectHitInfos.size());
for (int i = 0; i < objectHitInfos.size(); ++i) {
outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
}
}
}
}
#endif
-25
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@@ -1,25 +0,0 @@
#ifndef PerformanceTimer_h__
#define PerformanceTimer_h__
#include "../Common.h"
#include <boost/timer/timer.hpp>
using boost::timer::cpu_timer;
class PerformanceTimer
{
public:
static void StartTimer(std::string nameOfTimer);
static void StartTimerAndStopPrevious(std::string nameOfTimer);
static void StopTimer(std::string nameOfTimer);
static void SetFrameNumber(int frameNumber);
static void ResetAllTimers();
static void CreateExcelData();
private:
static std::map<std::string, cpu_timer> timers;
static cpu_timer m_Timer;
static std::string currentTimerRunning;
};
#endif
+3 -10
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@@ -6,7 +6,6 @@
#include "System.h"
#include "World.h"
#include "EPause.h"
#include "PerformanceTimer.h"
class SystemPipeline
{
@@ -73,10 +72,7 @@ public:
// Update
for (auto& system : group.ImpureSystems) {
auto className = (std::string)typeid(*system).name();
PerformanceTimer::StartTimer(className);
system->Update(dt);
PerformanceTimer::StopTimer(className);
}
for (auto& pair : group.PureSystems) {
const std::string& componentName = pair.first;
@@ -87,10 +83,7 @@ public:
}
for (auto& component : *pool) {
for (auto& system : systems) {
auto className = (std::string)typeid(*system).name();
PerformanceTimer::StartTimer(className);
system->UpdateComponent(EntityWrapper(m_World, component.EntityID), component, dt);
PerformanceTimer::StopTimer(className);
}
}
}
@@ -113,9 +106,9 @@ private:
std::vector<UnorderedSystems> m_OrderedSystemGroups;
EventRelay<SystemPipeline, Events::Pause> m_EPause;
bool OnPause(const Events::Pause& e) {
if (e.World == m_World) {
m_Paused = true;
bool OnPause(const Events::Pause& e) {
if (e.World == m_World) {
m_Paused = true;
}
return true;
}
+3 -4
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@@ -2,7 +2,6 @@
#define Util_Any_h__
#include <memory>
#include <boost/shared_array.hpp>
struct Any
{
@@ -11,7 +10,7 @@ struct Any
template <typename T>
Any(const T& value)
{
Data = boost::shared_array<char>(new char[sizeof(T)]);
Data = std::shared_ptr<char>(new char[sizeof(T)]);
Size = sizeof(T);
memcpy(Data.get(), &value, Size);
}
@@ -19,7 +18,7 @@ struct Any
template <typename T>
Any(T&& value)
{
Data = boost::shared_array<char>(new char[sizeof(T)]);
Data = std::shared_ptr<char>(new char[sizeof(T)]);
Size = sizeof(T);
memcpy(Data.get(), &value, Size);
}
@@ -36,7 +35,7 @@ struct Any
return Any(value);
}
boost::shared_array<char> Data = nullptr;
std::shared_ptr<char> Data = nullptr;
std::size_t Size = 0;
};
-1
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@@ -15,7 +15,6 @@ public:
: m_EventBroker(eventBroker)
{ }
~World();
World(const World& other);
// Create empty entity
EntityID CreateEntity(EntityID parent = 0);
+165
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@@ -0,0 +1,165 @@
#ifndef GUI_BUTTON_H__
#define GUI_BUTTON_H__
#include "GUI/TextureFrame.h"
#include "GUI/EButtonEnter.h"
#include "GUI/EButtonLeave.h"
#include "GUI/EButtonPress.h"
#include "GUI/EButtonRelease.h"
#include "Core/EMouseMove.h"
#include "Core/EMousePress.h"
#include "Core/EMouseRelease.h"
namespace dd
{
namespace GUI
{
class Button : public TextureFrame
{
public:
Button(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
}
void SetTextureHover(std::string resourceName)
{
m_TextureHover = resourceName;
}
void SetTextureReleased(std::string resourceName)
{
m_TextureReleased = resourceName;
SetTexture(resourceName);
}
void SetTexturePressed(std::string resourceName)
{
m_TexturePressed = resourceName;
}
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
TextureFrame::Draw(rq);
}
virtual void OnEnter() { }
virtual void OnLeave() { }
virtual void OnPress() { }
virtual void OnRelease() { }
protected:
bool m_MouseIsOver = false;
bool m_IsDown = false;
virtual bool OnMouseMove(const Events::MouseMove& event)
{
if (Hidden()) {
return false;
}
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (isOver && !m_MouseIsOver) { // Enter
if (!m_IsDown) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
}
OnEnter();
Events::ButtonEnter e;
e.FrameName = m_Name;
EventBroker->Publish(e);
Events::PlaySound soundEvent;
soundEvent.FilePath = "Sounds/GUI/hover-n.wav";
EventBroker->Publish(soundEvent);
} else if (!isOver && m_MouseIsOver) { // Leave
if (!m_IsDown) {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
OnLeave();
Events::ButtonLeave e;
e.FrameName = m_Name;
EventBroker->Publish(e);
}
m_MouseIsOver = isOver;
return true;
}
virtual bool OnMousePress(const Events::MousePress& event)
{
if (Hidden()) {
//LOG_DEBUG("Pressed hidden button");
return false;
}
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
return false;
}
if (!m_TexturePressed.empty()) {
SetTexture(m_TexturePressed);
}
m_IsDown = true;
OnPress();
Events::ButtonPress e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
virtual bool OnMouseRelease(const Events::MouseRelease& event)
{
if (Hidden()) {
//LOG_DEBUG("Released hidden button");
return false;
}
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (!isOver && !m_IsDown) {
return false;
}
if (m_MouseIsOver) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
} else {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
m_IsDown = false;
OnRelease();
Events::ButtonRelease e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
private:
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
EventRelay<Frame, Events::MousePress> m_EMousePress;
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
std::string m_TextureHover;
std::string m_TexturePressed;
std::string m_TextureReleased;
};
}
}
#endif
-44
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@@ -1,44 +0,0 @@
#ifndef ButtonSystem_h__
#define ButtonSystem_h__
#include "../Rendering/IRenderer.h"
#include "../Core/ConfigFile.h"
#include "../Rendering/PickingPass.h"
#include "../Core/ResourceManager.h"
#include "../Core/System.h"
#include "../Core/Event.h"
#include "../Core/EMousePress.h"
#include "../Core/EMouseRelease.h"
#include "../Core/ELockMouse.h"
#include "EButtonPressed.h"
#include "EButtonReleased.h"
#include "EButtonClicked.h"
class ButtonSystem : public PureSystem
{
public:
ButtonSystem(SystemParams params, IRenderer* renderer);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
IRenderer* m_Renderer;
bool m_MouseIsLocked = false;
EntityWrapper m_PickEntity = EntityWrapper::Invalid;
PickData m_PickData;
EventRelay<ButtonSystem, Events::LockMouse> m_EMouseLock;
bool OnMouseLock(const Events::LockMouse& e);
EventRelay<ButtonSystem, Events::UnlockMouse> m_EMouseUnlock;
bool OnMouseUnlock(const Events::UnlockMouse& e);
EventRelay<ButtonSystem, Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress& e);
EventRelay<ButtonSystem, Events::MouseRelease> m_EMouseRelease;
bool OnMouseRelease(const Events::MouseRelease& e);
};
#endif
-16
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@@ -1,16 +0,0 @@
#ifndef Events_ButtonClicked_h__
#define Events_ButtonClicked_h__
#include "Core/Event.h"
namespace Events
{
struct ButtonClicked : public Event {
std::string EntityName;
EntityWrapper Entity;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_ButtonEnter_h__
#define Events_ButtonEnter_h__
#include "../Core/EventBroker.h"
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonEnter : Event
{
std::string FrameName;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_ButtonLeave_h__
#define Events_ButtonLeave_h__
#include "../Core/EventBroker.h"
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonLeave : Event
{
std::string FrameName;
};
}
#endif
+20
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@@ -0,0 +1,20 @@
#ifndef Events_ButtonPress_h__
#define Events_ButtonPress_h__
#include "../Core/EventBroker.h"
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button press. */
struct ButtonPress : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
#endif
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_ButtonPressed_h__
#define Events_ButtonPressed_h__
#include "Core/Event.h"
namespace Events
{
struct ButtonPressed : public Event {
std::string EntityName;
EntityWrapper Entity;
};
}
#endif
+20
View File
@@ -0,0 +1,20 @@
#ifndef Events_ButtonRelease_h__
#define Events_ButtonRelease_h__
#include "../Core/EventBroker.h"
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button release. */
struct ButtonRelease : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
#endif
-16
View File
@@ -1,16 +0,0 @@
#ifndef Events_ButtonReleased_h__
#define Events_ButtonReleased_h__
#include "Core/Event.h"
namespace Events
{
struct ButtonReleased : public Event {
std::string EntityName;
EntityWrapper Entity;
};
}
#endif
+261
View File
@@ -0,0 +1,261 @@
#ifndef GUI_Frame_h__
#define GUI_Frame_h__
#include "../Common.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/EventBroker.h"
#include "../Core/EKeyDown.h"
#include "../Core/EKeyUp.h"
#include "../Core/ResourceManager.h"
#include "../Rendering/RenderQueue.h"
#include "../Rendering/Texture.h"
#include "../Input/EInputCommand.h"
namespace GUI
{
class Frame : public Rectangle
{
public:
enum class Anchor
{
Left,
Right,
Top,
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
, BaseFrame(this)
, m_Name("UIParent")
, Rectangle() { }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
{
SetParent(parent);
Width = parent->Width;
Height = parent->Height;
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
}
~Frame()
{
/*for (auto layer : m_Children)
{
for (auto child : layer.second)
{
delete child.second;
}
}
if (m_Parent)
{
m_Parent->RemoveChild(this);
}*/
}
Frame* Parent() const { return m_Parent; }
void SetParent(Frame* parent)
{
if (parent == nullptr) {
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
m_Layer = parent->Layer() + 1;
parent->AddChild(this);
m_Parent = parent;
m_EventBroker = parent->m_EventBroker;
BaseFrame = parent->BaseFrame;
}
void AddChild(Frame* child)
{
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent) {
m_Parent->AddChild(child);
}
}
void RemoveChild(Frame* child)
{
auto it = m_Children.find(child->m_Layer);
if (it != m_Children.end()) {
m_Children.erase(it);
}
if (m_Parent) {
m_Parent->RemoveChild(child);
}
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
bool Hidden() const
{
if (m_Parent)
return m_Parent->Hidden() || m_Hidden;
else
return m_Hidden;
}
bool Visible() const
{
return !Hidden();
}
virtual void Hide() { m_Hidden = true; }
virtual void Show() { m_Hidden = false; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
void SetLeft(int absLeft) override
{
if (m_Parent) {
X = absLeft - m_Parent->Left();
} else {
X = absLeft;
}
}
int Right() const override
{
return Left() + Width;
}
void SetRight(int absRight) override
{
if (m_Parent) {
X = absRight - Width - m_Parent->Left();
} else {
X = absRight - Width;
}
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
void SetTop(int absTop) override
{
if (m_Parent) {
Y = absTop - m_Parent->Top();
} else {
Y = absTop;
}
}
int Bottom() const override
{
return Top() + Height;
}
void SetBottom(int absBottom) override
{
if (m_Parent) {
Y = absBottom - Height - m_Parent->Top();
} else {
Y = absBottom - Height;
}
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
int left = Left();
if (m_Parent)
left = std::max(left, m_Parent->Left());
int top = Top();
if (m_Parent)
top = std::max(top, m_Parent->Top());
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
void DrawLayered(RenderScene& rq)
{
if (this->Hidden())
return;
// Draw ourselves
this->Draw(rq);
// Draw children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
if (child->Hidden())
continue;
child->Draw(rq);
}
}
}
virtual void Draw(RenderScene& rq) { }
protected:
::EventBroker* m_EventBroker;
Frame* BaseFrame = nullptr;
std::string m_Name = "Unnamed";
int m_Layer = 0;
bool m_Hidden = false;
Frame* m_Parent = nullptr;
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
private:
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
EventRelay<Frame, Events::InputCommand> m_EInputCommand;
};
}
#endif
-33
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@@ -1,33 +0,0 @@
#ifndef MainMenuSystem_h__
#define MainMenuSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Core/ResourceManager.h"
#include "../Core/Event.h"
#include "EButtonClicked.h"
#include "EButtonPressed.h"
#include "EButtonReleased.h"
class MainMenuSystem : public ImpureSystem
{
public:
MainMenuSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
bool OnButtonClick(const Events::ButtonClicked& e);
EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
bool OnButtonRelease(const Events::ButtonReleased& e);
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
bool OnButtonPress(const Events::ButtonPressed& e);
};
#endif
+112
View File
@@ -0,0 +1,112 @@
#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "Frame.h"
#include "../Rendering/Texture.h"
#include "../Rendering/Util/CommonFunctions.h"
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
void EnableScissor() { m_ScissorEnabled = true; }
void DisableScissor() { m_ScissorEnabled = false; }
void Draw(RenderScene& rq) override
{
if (m_Texture == nullptr)
return;
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_FadeTexture->ResourceID;
job.DiffuseTexture = m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
job.Name = Name();
rq.GUI.Add(job);
}
// Main texture
{
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_Texture->ResourceID;
job.DiffuseTexture = m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
job.Name = Name();
rq.GUI.Add(job);
}
}
std::string Texture() const { return m_TextureName; }
void SetTexture(std::string resourceName)
{
if (resourceName.empty()) {
m_Texture = nullptr;
return;
}
m_Texture = CommonFunctions::LoadTexture(resourceName, false);
m_TextureName = resourceName;
if (m_Texture == nullptr) {
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
}
SizeToTexture();
}
void SizeToTexture()
{
if (m_Texture != nullptr) {
this->Width = m_Texture->Width;
this->Height = m_Texture->Height;
}
}
void FadeToTexture(std::string resourceName, double duration)
{
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override
{
if (m_CurrentFade < 1) {
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1) {
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
bool m_ScissorEnabled = true;
Texture* m_Texture = nullptr;
std::string m_TextureName;
Texture* m_FadeTexture = nullptr;
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
float m_FadeDuration = 0.f;
float m_CurrentFade = 1.f;
};
}
#endif
@@ -55,7 +55,6 @@ protected:
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -133,7 +132,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_NumberOfMovementKeysDown++;
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
@@ -141,14 +139,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
} else {
//== 0
m_NumberOfMovementKeysDown--;
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
@@ -202,12 +196,18 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
}
//dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) {
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
@@ -216,18 +216,13 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = false;
}
//dashing with doubletap - check if doubletap to dash enabled
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
}
m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f)) {
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;
+12 -14
View File
@@ -13,8 +13,6 @@
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
@@ -35,15 +33,17 @@ public:
void Connect(std::string address, int port);
void Update() override;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
private:
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
std::string m_Address;
int m_Port = 0;
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// Sending message to server logic
size_t bytesRead = 0;
char readBuf[INPUTSIZE] = { 0 };
// Packet loss logic
PacketID m_PacketID = 0;
@@ -72,14 +72,16 @@ public:
std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions
void readFromServer();
size_t receive(char* data);
void send(Packet& packet);
void connect();
void disconnect();
void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parseConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseKick();
@@ -89,7 +91,7 @@ public:
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
void hasServerTimedOut();
bool hasServerTimedOut();
EntityID createPlayer();
void sendInputCommands();
void sendLocalPlayerTransform();
@@ -109,10 +111,6 @@ public:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
void parsePlayerDamage(Packet& packet);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
};
#endif
-13
View File
@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
View File
@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+1 -2
View File
@@ -18,8 +18,7 @@ enum class MessageType
OnPlayerSpawned,
EntityDeleted,
ComponentDeleted,
PlayerTransform,
Invalid
PlayerTransform
};
#endif
+1 -3
View File
@@ -12,7 +12,7 @@
#include <fstream>
#include <iostream>
#define BUFFERSIZE 32000
#define INPUTSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
@@ -35,8 +35,6 @@ protected:
std::clock_t m_SaveDataTimer;
unsigned int m_MaxConnections;
double m_TimeoutMs;
void logSentData(int bytesSent);
void logReceivedData(int bytesReceived);
void saveToFile();
void updateNetworkData();
};
-24
View File
@@ -1,24 +0,0 @@
#ifndef NetworkClient_h__
#define NetworkClient_h__
#include "Network/Packet.h"
#define BUFFERSIZE 64000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkClient
{
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
-24
View File
@@ -1,24 +0,0 @@
#ifndef NetworkServer_h__
#define NetworkServer_h__
#include <boost/asio.hpp>
#include "Network/Packet.h"
#include "Network/PlayerDefinition.h"
#define BUFFERSIZE 64000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkServer
{
public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
-6
View File
@@ -49,15 +49,10 @@ public:
void WriteData(char* data, int sizeOfData);
// Pops the first element as if it was a string.
std::string ReadString();
// Construct a packet
void ReconstructFromData(char* data, size_t SizeOfData);
// Update size of packet variable in header
void UpdateSize();
char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID);
size_t Size() { return m_Offset; };
char* Data() { return m_Data; };
MessageType GetMessageType();
size_t DataReadSize() { return m_ReturnDataOffset; }
size_t MaxSize() { return m_MaxPacketSize; }
size_t HeaderSize() { return m_HeaderSize; }
@@ -69,7 +64,6 @@ private:
size_t m_MaxPacketSize = 512;
size_t m_HeaderSize = 0;
void resizeData();
void resizeData(int size);
};
#endif
@@ -2,7 +2,6 @@
#define PlayerDefinition_h__
#include <string>
#include "../Core/Entity.h"
#include <boost/asio.hpp>
struct PlayerDefinition {
::EntityID EntityID = EntityID_Invalid;
@@ -10,10 +9,6 @@ struct PlayerDefinition {
boost::asio::ip::udp::endpoint Endpoint;
unsigned int PacketID;
std::clock_t StopTime;
boost::asio::ip::address TCPAddress;
unsigned short TCPPort;
// use for tcp connections
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
};
#endif
+21 -27
View File
@@ -5,9 +5,8 @@
#include <ctime>
#include <glm/common.hpp>
#include <boost/asio/ip/udp.hpp>
#include "Network/TCPServer.h"
#include "Network/UDPServer.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
@@ -29,61 +28,57 @@ public:
void Update() override;
private:
// Network channels
TCPServer m_Reliable;
UDPServer m_Unreliable;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
std::vector<PlayerID> m_PlayersToDisconnect;
// HACK: Fix INPUTSIZE
char readBuffer[BUFFERSIZE] = { 0 };
char readBuffer[INPUTSIZE] = { 0 };
size_t 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 checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
// Private member functions
//int receive(char* data);
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
size_t receive(char* data);
void readFromClients();
void send(PlayerID player, Packet& packet);
void send(Packet& packet);
void broadcast(Packet& packet);
void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
void checkForTimeOuts();
void disconnect(PlayerID playerID);
void parseMessageType(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parseDisconnect();
bool shouldSendToClient(EntityWrapper childEntity);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
@@ -93,8 +88,7 @@ private:
bool OnEntityDeleted(const Events::EntityDeleted& e);
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted& e);
EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e);
void parsePlayerTransform(Packet& packet);
};
#endif
-28
View File
@@ -1,28 +0,0 @@
#ifndef TCPClient_h__
#define TCPClient_h__
#include <boost/asio.hpp>
#include "NetworkClient.h"
class TCPClient : public NetworkClient
{
public:
TCPClient();
~TCPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio TCP logic
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer();
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
#endif
-31
View File
@@ -1,31 +0,0 @@
#ifndef TCPServer_h__
#define TCPServer_h__
#include <boost/asio.hpp>
#include <boost/bind.hpp>
#include <map>
#include "NetworkServer.h"
class TCPServer : public NetworkServer
{
public:
TCPServer();
~TCPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(PlayerDefinition& playerDefinition);
};
#endif
-27
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@@ -1,27 +0,0 @@
#ifndef UDPClient_h__
#define UDPClient_h__
#include <boost/asio.hpp>
#include "Network/NetworkClient.h"
class UDPClient : public NetworkClient
{
public:
UDPClient();
~UDPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer();
PacketID m_SendPacketID = 0;
};
#endif
-25
View File
@@ -1,25 +0,0 @@
#ifndef UDPServer_h__
#define UDPServer_h__
#include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp>
class UDPServer : public NetworkServer
{
public:
UDPServer();
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer();
};
#endif
-2
View File
@@ -24,8 +24,6 @@ public:
void Draw(GLuint texture);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
+1 -1
View File
@@ -20,7 +20,6 @@ public:
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void ClearBuffer();
void OnWindowResize();
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
@@ -32,6 +31,7 @@ public:
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;
@@ -21,7 +21,6 @@ public:
void SetSSBOSizes();
void CullLights(RenderScene& scene);
void FillLightList(RenderScene& scene);
void OnWindowResize();
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
+3 -30
View File
@@ -108,7 +108,6 @@ struct ModelJob : RenderJob
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
@@ -121,32 +120,6 @@ struct ModelJob : RenderJob
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
}
};
@@ -167,11 +140,11 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
// const ::Skeleton::Animation* Animation = nullptr;
float GlowIntensity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
+3 -3
View File
@@ -22,8 +22,6 @@ public:
void Draw(RenderScene& scene);
void ClearPicking();
void OnWindowResize();
//Getters
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
@@ -42,7 +40,7 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera;
struct PickingInfo
@@ -61,6 +59,8 @@ private:
int m_ColorCounter[2];
std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
Texture* m_WhiteTexture;
};
#endif
-4
View File
@@ -18,7 +18,6 @@
#include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h"
class RenderSystem : public ImpureSystem
{
@@ -49,9 +48,6 @@ private:
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool isEntityVisible(EntityWrapper& entity);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
-8
View File
@@ -23,12 +23,9 @@
#include "imgui/imgui.h"
#include "TextPass.h"
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
class Renderer : public IRenderer
{
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
@@ -40,12 +37,8 @@ public:
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -57,7 +50,6 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
bool m_ResizeWindow = false;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+28 -7
View File
@@ -100,29 +100,50 @@ public:
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
std::vector<glm::mat4> GetBones()
{
std::vector<glm::mat4> finalMatrices;
for (auto &kv : m_BoneLocalTransforms) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;;
}
glm::mat4 GetBoneTransformSuper(int boneID)
{
if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
return m_BoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
std::map<int, glm::mat4> m_BoneLocalTransforms;
std::map<int, glm::mat4> m_BoneTransforms;
};
#endif
+1 -3
View File
@@ -40,8 +40,7 @@ struct SpriteJob : RenderJob
Depth = viewpos.z;
}
World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button");
FillColor = fillColor;
FillPercentage = fillPercentage;
};
@@ -61,7 +60,6 @@ struct SpriteJob : RenderJob
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
bool Pickable;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+2 -3
View File
@@ -8,6 +8,7 @@
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
@@ -34,9 +35,6 @@
#include "Sound/SoundManager.h"
#include "Systems/SoundSystem.h"
//Performance
#include "Core/PerformanceTimer.h"
class Game
{
public:
@@ -55,6 +53,7 @@ private:
IRenderer* m_Renderer;
InputManager* m_InputManager;
InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack;
World* m_World;
Octree<EntityAABB>* m_OctreeCollision;
Octree<EntityAABB>* m_OctreeTrigger;
-8
View File
@@ -1,8 +0,0 @@
#ifndef MiniDump_h__
#define MiniDump_h__
#include <Windows.h>
void WINAPI Create_Dump(PEXCEPTION_POINTERS pException, BOOL File_Flag, BOOL Show_Flag);
#endif
-32
View File
@@ -1,32 +0,0 @@
#ifndef AmmoPickupSystem_h__
#define AmmoPickupSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
class AmmoPickupSystem : public ImpureSystem
{
public:
AmmoPickupSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewAmmoPickup {
glm::vec3 Pos;
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
#endif
@@ -1,17 +0,0 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AmmunitionHUDSystem : public ImpureSystem
{
public:
AmmunitionHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -44,6 +44,7 @@ private:
//std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
@@ -1,33 +0,0 @@
#ifndef DamageIndicatorSystem_h__
#define DamageIndicatorSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
#include <tuple>
#include "Rendering/ESetCamera.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
class DamageIndicatorSystem : public System
{
public:
DamageIndicatorSystem(SystemParams params);
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
};
#endif
+2 -7
View File
@@ -9,8 +9,6 @@
#include "Core/EPlayerDamage.h"
#include "Core/EPlayerHealthPickup.h"
#include "Core/EPlayerDeath.h"
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
#include <tuple>
#include <vector>
@@ -25,18 +23,15 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
bool m_NetworkEnabled;
// methods which will take care of specific events
//methods which will take care of specific events
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
bool HealthSystem::OnInputCommand(Events::InputCommand& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
};
#endif
-39
View File
@@ -1,39 +0,0 @@
#ifndef KillFeedSystem_h__
#define KillFeedSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
#include "Core/EPlayerDeath.h"
class KillFeedSystem : public ImpureSystem
{
public:
KillFeedSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &KillFeedSystem::OnPlayerDeath);
}
virtual void Update(double dt) override;
private:
EventRelay<KillFeedSystem, Events::PlayerDeath> m_EPlayerDeath;
bool KillFeedSystem::OnPlayerDeath(Events::PlayerDeath& e);
struct KillFeedInfo
{
std::string Content;
glm::vec4 Color;
float TimeToLive = 5.f;
};
std::list<KillFeedInfo> m_DeathQueue;
};
#endif
@@ -3,11 +3,13 @@
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
#include "../../Engine/Rendering/ESetCamera.h"
#include <imgui/imgui.h>
class HealthHUDSystem : public ImpureSystem
class PlayerHUDSystem : public ImpureSystem
{
public:
HealthHUDSystem(SystemParams params)
PlayerHUDSystem(SystemParams params)
: System(params)
{ }
@@ -7,9 +7,6 @@
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class PlayerMovementSystem : public ImpureSystem
{
public:
+1 -12
View File
@@ -13,8 +13,6 @@ public:
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private:
struct SpawnRequest
@@ -25,19 +23,10 @@ private:
bool m_NetworkEnabled = false;
std::vector<SpawnRequest> m_SpawnRequests;
//Player ID -> EntityWrapper.
std::map<int, EntityWrapper> m_PlayerEntities;
//EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs;
static float m_RespawnTime;
float m_Timer;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(Events::InputCommand& e);
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
};
+1 -6
View File
@@ -15,16 +15,11 @@ class SpawnerSystem : public System
public:
SpawnerSystem(SystemParams params);
// If dontCollideComponent is set, to e.g. "Player", then all the spawner
// will try to pick a spawn location so that the spawned entity doesn't
// collide with anything that has that component and is collidable.
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid, const std::string& dontCollideComponent = "");
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
private:
EventRelay<SpawnerSystem, Events::SpawnerSpawn> m_OnSpawnerSpawn;
bool OnSpawnerSpawn(Events::SpawnerSpawn& e);
static void transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint);
static bool spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent);
};
#endif
@@ -1,49 +0,0 @@
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
virtual void Update(double dt) override;
private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo();
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playFireSound();
void playEmptySound();
void viewPunch();
void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
};
@@ -1,34 +0,0 @@
#ifndef WeaponBehaviour_h__
#define WeaponBehaviour_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Player(player)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Player;
};
#endif
@@ -1,44 +0,0 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "AssaultWeaponBehaviour.h"
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
#endif
+192
View File
@@ -0,0 +1,192 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
//#include <GLFW/glfw3.h>
//#include <glm/common.hpp>
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
class WeaponBehaviour;
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: System(systemParams)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
};
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
{ }
virtual void Fire() override
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
}
virtual void CeaseFire() override
{
m_Firing = false;
}
virtual void Reload() override
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
}
virtual void Update(double dt) override
{
if (!m_Firing) {
return;
}
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
private:
bool m_Firing = false;
double m_TimeSinceLastFire = 0.0;
EntityFile* m_RayRed = nullptr;
EntityFile* m_RayBlue = nullptr;
void fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
m_TimeSinceLastFire = 0.0;
}
void spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
return 100.f;
}
void playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
};
#endif
+1 -4
View File
@@ -4,9 +4,6 @@ LoadMap=
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
; if false -> Use pool allocation.
DisableMemoryPool=false
RespawnTime = 8.0
EditorEnabled=false
OutOfBodyExperience=false
[Editor]
CameraSpeed=3
@@ -23,7 +20,7 @@ StartNetwork=false
IsServer=false
Name=Bob
Address=127.0.0.1
Port=27666
Port=13
MaxConnections=8
SnapshotInterval=0.05
SendInputIntervalMs=33
+1 -7
View File
@@ -2,9 +2,6 @@
Sensitivity=0.5
InvertPitch=false
[Keyboard]
DoubleTapToDash=false
[Bindings]
MouseLeft=PrimaryFire
MouseX=Yaw
@@ -24,7 +21,4 @@ F1=ToggleEditor
C=ConnectToServer
N=SwitchToServer
M=SwitchToClient
P=SwitchToPlayer
K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
P=SwitchToPlayer
-6
View File
@@ -32,7 +32,6 @@
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
@@ -40,9 +39,4 @@
<xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
<xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
<xs:include schemaLocation="Components/AmmunitionHUD.xsd"/>
<xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AmmoPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmoPickup.xsd">
<RespawnTimer>3</RespawnTimer>
<AmmoGain>30</AmmoGain>
</AmmoPickup>
@@ -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="AmmoPickup">
<xs:annotation>
<xs:documentation>An Ammo Pickup</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The respawn timer for a ammo pickup</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="AmmoGain" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>How much percent ammo gain the player will get</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AmmunitionHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmunitionHUD.xsd">
</AmmunitionHUD>
@@ -1,10 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/TeamEnum.xsd"/>
<xs:element name="AmmunitionHUD">
<xs:annotation>
<xs:documentation>Hud element for tracking ammunition from parent with AssaultWeapon component. Child with the name "MagazineAmmo" tracks clip ammunition. Child with the name "Ammo" tracks ammo.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -6,6 +6,4 @@
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
</AssaultWeapon>
@@ -22,12 +22,6 @@
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
-3
View File
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Button xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Button.xsd">
</Button>
-10
View File
@@ -1,10 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Button">
<xs:annotation>
<xs:documentation>Makes sprites klickable.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -2,6 +2,5 @@
<CapturePoint xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePoint.xsd">
<CapturePointNumber>0</CapturePointNumber>
<CaptureTimer>0</CaptureTimer>
<CapturePointMaxTimer>15</CapturePointMaxTimer>
<HomePointForTeam><Spectator/></HomePointForTeam>
</CapturePoint>
+1 -5
View File
@@ -20,11 +20,7 @@
<xs:documentation>CapturePointNumber specify an int number for this</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="CapturePointMaxTimer" type="t:double" minOccurs="0">
<xs:annotation>
<xs:documentation>The time needed to take over a Capture Point</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="HomePointForTeam" type="TeamEnum" minOccurs="0">
<xs:annotation>
<xs:documentation>Specify if this is a HomePoint for either team</xs:documentation>
-3
View File
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<KillFeed xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="KillFeed.xsd">
</KillFeed>
-9
View File
@@ -1,9 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="KillFeed">
<xs:annotation>
<xs:documentation>HUD element for tracking the 3 last kills, printed on the children with the names "KillFeed1", "KillFeed2", "KillFeed3"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
-3
View File
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Menu xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Menu.xsd">
</Menu>
-9
View File
@@ -1,9 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Menu">
<xs:annotation>
<xs:documentation>Attach this to the center point of a menu that uses several pages.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
-1
View File
@@ -8,5 +8,4 @@
<NormalMap>true</NormalMap>
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
<GlowIntensity>3.0</GlowIntensity>
</Model>
-3
View File
@@ -33,9 +33,6 @@
<xs:element name="GlowMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Glowmap or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
-4
View File
@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Page xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Page.xsd">
<ID>0</ID>
</Page>
-14
View File
@@ -1,14 +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="Page">
<xs:annotation>
<xs:documentation>Use this on a child to a Menu entity and make sure that ID is not the same as other pages.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="ID" type="t:int" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-1
View File
@@ -2,7 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight>
</Physics>
-1
View File
@@ -13,7 +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="PrevOrigin" type="t:Vector" 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>
-1
View File
@@ -2,5 +2,4 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
</Player>
+1 -2
View File
@@ -5,13 +5,12 @@
<xs:element name="Player">
<xs:annotation>
<xs:documentation>The player entity</xs:documentation>
<xs:documentation>The player charachter</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+1 -1
View File
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Text xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Text.xsd">
<Content></Content>
<Content>Text</Content>
<Resource></Resource>
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
-98
View File
@@ -1,98 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AmmunitionHUD" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-0.00200000009" Y="0.00400000019" Z="-0.00100000005"/>
</c:Transform>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-23
View File
@@ -1,23 +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:AmmoPickup/>
<c:Model>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
</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/LevelBase/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"/>
<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:AmmoPickup>
<RespawnTimer>1</RespawnTimer>
<AmmoGain>22</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="75"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>1</RespawnTimer>
<AmmoGain>22</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="77"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>4</RespawnTimer>
<AmmoGain>44</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="79"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,62 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AmmunitionHUD" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+17 -62
View File
@@ -26,25 +26,29 @@
</Components>
<Children/>
</Entity>
<Entity name="Running">
<Entity name="Wave">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.60188997954429357</Time1>
<Speed1>-1</Speed1>
<Time1>0.78014858943309839</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>StrafeRight</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.96957233017255007</Time2>
<Time3>0.093923612201312068</Time3>
<Time2>0.78620929522779459</Time2>
<AnimationName3>ShootFastRifle</AnimationName3>
<Time3>0.13809128482706701</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
<Time>0.040000014007091522</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
@@ -58,11 +62,13 @@
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
<Color A="1" B="1" G="1" R="19.6078434"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.161975682" Y="1.06281972" Z="-0.216630161"/>
<Orientation X="-0.064812161" Y="-0.0739696771" Z="0.143780142"/>
<Position X="0.144055843" Y="0.970111489" Z="-0.126199633"/>
<Orientation X="-0.535831392" Y="0.0691146553" Z="-0.0608282126"/>
</c:Transform>
</Components>
<Children/>
@@ -72,27 +78,13 @@
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="-0.375567257" Y="2.13093901" Z="-0.718547285"/>
<Position X="0" Y="1.0823108" Z="0.738871336"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.70588237" R="0.70588237"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="-1.96873236" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
<Children/>
</Entity>
<Entity>
<Components>
@@ -105,43 +97,6 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.056234247235838808</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>Idl</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>1.8308673495784191</Time2>
<AnimationName3>StrafeRigh</AnimationName3>
<Weight3>0.5</Weight3>
<Time3>0.32167823998061529</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
+25 -50
View File
@@ -26,48 +26,57 @@
</Components>
<Children/>
</Entity>
<Entity name="Running">
<Entity name="Wave">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.14873348341666759</Time1>
<Speed1>-1</Speed1>
<Time1>0.97312056690160276</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2></AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.96957233017255007</Time2>
<AnimationName3></AnimationName3>
<Time3>0.093923612201312068</Time3>
<AnimationName2>ReloadSwitch</AnimationName2>
<Time2>0.91310356788604263</Time2>
<AnimationName3>LeftRight</AnimationName3>
<Weight3>0</Weight3>
<Time3>0.040207288496060478</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<AnimationName>DownUp</AnimationName>
<Time>0.77999961376190186</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
<Position X="-0.690088332" Y="1.00491476" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="R_Arm_Weapon_Joint">
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.106085993" Y="1.24281573" Z="-0.198514819"/>
<Orientation X="0.466044426" Y="0.284358948" Z="-0.0190349482"/>
<Position X="0.120548911" Y="-0.223148599" Z="-0.151705116"/>
<Orientation X="0.09407565" Y="0.0181003436" Z="0.0279055703"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
@@ -92,40 +101,6 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.11093210511546658</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>1</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.106085993" Y="1.24281573" Z="-0.198514819"/>
<Orientation X="0.466044426" Y="0.284358948" Z="-0.0190349482"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
-32
View File
@@ -1,32 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Button" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.375197947" Z="0.0627754927"/>
<Scale X="0.600000024" Y="0.150000006" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="Text">
<Components>
<c:Text>
<Content>Play</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="1" G="0.847058833" R="0"/>
</c:Text>
<c:Transform>
<Position X="-0.00710564246" Y="-0.203304529" Z="0.00999999978"/>
<Scale X="0.300000012" Y="0.699999988" Z="4.30000019"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>

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