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118 Commits

Author SHA1 Message Date
viktorljung 1bd71931b8 Fixed crash when trying to blend to a nonexistent node 2016-03-04 02:53:23 +01:00
viktorljung 1ff91a5c5d fixup! Blend duration can now be 0.0
Commited input test stuff
2016-03-04 02:30:05 +01:00
viktorljung 49802fed91 Blend duration can now be 0.0 2016-03-04 02:24:13 +01:00
viktorljung 1616fb20d1 Skinned meshes now in T-Pose when not it's blendtree is null 2016-03-04 02:03:50 +01:00
viktorljung bebdacabb4 Clean up 2016-03-03 23:41:08 +01:00
viktorljung 66c8a17b17 Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-03-03 23:21:14 +01:00
viktorljung e3fbd2082c BlendQueues fully working 2016-03-03 23:20:13 +01:00
viktorljung 68332102ea Can now blend non unique nodes 2016-03-03 21:20:55 +01:00
Jace c467d54d44 Merge pull request #167 from teamfisk/Weapons
Working Assault Weapon
2016-03-03 20:43:13 +01:00
Jace 0e5810d39e Merge branch 'master' into Weapons 2016-03-03 20:41:50 +01:00
Jace eba296196c Merge remote-tracking branch 'origin/master' into Weapons
# Conflicts:
#	src/Game/Game.cpp
2016-03-03 20:05:10 +01:00
Jace b2371f4a43 Working AssaultWeapon 2016-03-03 20:00:42 +01:00
maqu14 f1c5df1418 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-03 19:58:53 +01:00
Jace e55a399bad Merge pull request #165 from teamfisk/PickClassCamera
Pick class camera
2016-03-03 18:41:04 +01:00
Joachim Pettersson 2dfcd3ad95 Merge pull request #158 from teamfisk/SniperSprintBranch
Looks good// William
2016-03-03 18:25:38 +01:00
Adam Byléhn 44924ea1f9 Merge pull request #166 from teamfisk/FixNetworkBugs
Hot fix: Infinite loop when a player disconnected from the server.
2016-03-03 18:22:13 +01:00
Jocke 7943fc7ad6 Hot fix: Infinite loop when a player disconnected from the server. 2016-03-03 18:14:33 +01:00
verysecrethero be331cb778 fixed 2016-03-03 18:05:10 +01:00
viktorljung a3494b92c8 Blending queues now working 2016-03-03 17:48:25 +01:00
verysecrethero a72dc94d5d Merge branch 'SniperSprintBranch' of github.com:teamfisk/TacticalZ into SniperSprintBranch
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
2016-03-03 17:35:17 +01:00
verysecrethero c5f3bfc0cd Fixed the stuff in comments 2016-03-03 17:33:41 +01:00
William Moberg 98366ec038 PickClass used for class-picking, SwapToClassPick to swap camera. 2016-03-03 16:59:17 +01:00
William Moberg 398bc725b6 When pick class buttons are clicked they send an InputCommand, not an ButtonClicked event. 2016-03-03 16:32:24 +01:00
Tobias Dahl fe36e8b423 Merge pull request #164 from teamfisk/FixNetworkBugs
Fixed invisible players and connect crash.
2016-03-03 15:57:02 +01:00
William Moberg 8859f652b9 Input ClassPick now switches to a camera with class buttons, they do nothing now and have test textures. 2016-03-03 15:48:55 +01:00
stiffly a7bff92899 The readBuffer now checks if the whole packet has arrived before attempting to parse it. 2016-03-03 15:16:42 +01:00
Tobias Dahl bfcf7b240e Merge pull request #163 from teamfisk/revert-145-Shadows
Revert "Shadows"
2016-03-03 14:25:10 +01:00
Tobias Dahl 73b8bff1f3 Revert "Shadows" 2016-03-03 14:24:43 +01:00
Tobias Dahl 1deb506fb2 Merge pull request #145 from teamfisk/Shadows
Shadows
2016-03-03 14:06:48 +01:00
viktorljung 8957b0b464 Merge remote-tracking branch 'origin/master' into Animations 2016-03-03 14:05:43 +01:00
Jace 1210c91535 Added Gameplay.AutoReload bool to config 2016-03-03 13:51:47 +01:00
Jocke ae3cab6cd1 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-03-03 13:31:43 +01:00
maqu14 2cd39c7188 New map version (NewMap2version4NEW) 2016-03-03 13:31:17 +01:00
Jocke a9b19d9af1 Packet write now only warns when a a packet is huge 2016-03-03 13:29:45 +01:00
maqu14 9c1a638a41 New map (NewMap2version4NEW) 2016-03-03 13:28:18 +01:00
Jocke da81f21799 Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
2016-03-03 12:16:09 +01:00
Jocke cb7beae28c Only do physics and collision calculations on the clients side, and only for their own entity. 2016-03-03 11:39:00 +01:00
Jace 9d4441852c DefenderWeapon view punch and crosshair travel with return 2016-03-03 03:49:44 +01:00
FakeShemp 7ea26d10ee Rewritten. Works as a charm now. 2016-03-03 03:28:21 +01:00
FakeShemp 28e9ba1208 Merge branch 'master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-03-03 03:00:05 +01:00
viktorljung 362378536e Switching rooms 2016-03-03 01:39:12 +01:00
Jace 0e8b97dbba Made AmmunitionHUD into TextFieldReader which reads any component field on a parent and updates a Text component with the value! 2016-03-03 01:35:32 +01:00
Jace 13546aa3fc DefenderWeapon and SidearmWeapon 2016-03-03 01:13:39 +01:00
Tobias Dahl f0c2fdead1 Merge pull request #156 from teamfisk/HUD-Timers
Hud timers for dash ability
2016-03-02 22:53:25 +01:00
Jace afd0e69a8a Updated Player.xml for multiple weapons 2016-03-02 22:50:04 +01:00
Tleety e1ca104fc9 Merge remote-tracking branch 'origin/master' into HUD-Timers
# Conflicts:
#	resources/Schema/Entities/Player.xml
2016-03-02 22:49:26 +01:00
Jace 6f8023b285 HACK: Added Activate button for spawners in editor. Right now it includes the event from Game, but SpawnerSystem should probably be moved to Engine. 2016-03-02 22:48:01 +01:00
Jace b431a875f7 New weapon behaviours 2016-03-02 22:48:01 +01:00
Tleety 2cb4a307eb Merge branch 'master' into HUD-Timers
# Conflicts:
#	resources/Schema/Entities/QualityAssurance.xml
#	src/Game/Game.cpp
2016-03-02 22:42:12 +01:00
Jace 6507efc0db Merge pull request #162 from teamfisk/Boost-icons
Boost icons
2016-03-02 22:28:57 +01:00
Tobias Dahl 96a3e68bf4 Merge pull request #160 from teamfisk/EntityFileCaching
Entity file caching
2016-03-02 22:19:20 +01:00
Tleety 2d438060dd Player arrow change 2016-03-02 22:08:23 +01:00
Tleety a339c61f5b Merge remote-tracking branch 'origin/master' into Boost-icons
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
2016-03-02 21:51:52 +01:00
Tleety 8b81ba9019 Some small fixes, also added new UI elements to Player 2016-03-02 21:40:20 +01:00
Tleety 7af17049e9 BoostIcons should now track correctly 2016-03-02 18:13:09 +01:00
Jocke 85ba5552e9 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-03-02 17:59:20 +01:00
viktorljung e9bbb5ed2a Fixed BlendTree crash when animation nodes are null 2016-03-02 17:42:55 +01:00
Tleety 8b66d29adc Skeleton system for Boost icons 2016-03-02 17:32:45 +01:00
Tleety a9a19193ad Component for Boost icons 2016-03-02 17:21:15 +01:00
verysecrethero f84d1ac4a1 Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
2016-03-02 17:11:36 +01:00
viktorljung d8a0e69ff0 fixup! AutoAnimationBlend now working correctly for unique nodes, Commited debug code 2016-03-02 17:11:18 +01:00
viktorljung 1aefa1dec6 AutoAnimationBlend now working correctly for unique nodes 2016-03-02 17:06:51 +01:00
Jocke 0a6653d079 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-03-02 17:06:24 +01:00
Tleety cdbc348cfa AbilityCooldownHUD should now correctly track cooldown for dash ability. 2016-03-02 14:46:37 +01:00
Tleety 502a290d36 Merge branch 'master' into HUD-Timers
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/PlayerRed.xml
#	resources/Schema/Types/Entity.xsd
2016-03-02 14:22:13 +01:00
viktorljung 8422742a9e Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:50:08 +01:00
viktorljung c3f24f494d fixup! AutoAnimationBlend on unique node working but scale is not working correctly
Commited some things that shouldn't have been commited
2016-03-02 13:34:47 +01:00
viktorljung 07ccb9c041 AutoAnimationBlend on unique node working but scale is not working correctly 2016-03-02 13:30:04 +01:00
Jocke cfba8efd24 WritePrimitive would spam a warning when snapshots got bigger than 512 and it got resized. 2016-03-02 10:59:03 +01:00
FakeShemp 5a6374f013 Fix the remainder of errors. Might have borked splatmap in the process. 2016-03-02 10:57:22 +01:00
FakeShemp 1ae2f3f5f3 Begin clean-up 2016-03-01 19:10:13 +01:00
FakeShemp 1961c16fe2 add weight slider 2016-03-01 13:27:52 +01:00
FakeShemp d32a483bb4 remove farclip override 2016-03-01 13:17:17 +01:00
FakeShemp e23ea78aeb Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	resources/Shaders/ForwardPlus.frag.glsl
2016-03-01 13:04:11 +01:00
FakeShemp 4153a31e3a Fix goof. 2016-02-29 19:47:24 +01:00
FakeShemp 0908be1e02 Shadows are pretty much done. 2016-02-29 19:45:56 +01:00
FakeShemp 2ed5fad699 The shadows are working 2016-02-29 19:17:16 +01:00
FakeShemp 70374fa10e It compiles, but no shadows 2016-02-29 18:20:32 +01:00
FakeShemp 20468cba1b Merge branch 'master' into Shadows
# Conflicts:
#	assets
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-02-29 18:03:00 +01:00
viktorljung 5bc0483f49 Removed AnimationOffset and improved BlendTree 2016-02-29 15:51:37 +01:00
FakeShemp 7749fc5474 Small fixing up 2016-02-28 19:46:50 +01:00
FakeShemp 6dd7f1a657 Buggy transparent shadows.
Transparent textures might glow.
2016-02-28 18:00:23 +01:00
Tleety 144e548b7a Added AbilityCooldownHUD component and system to track the cooldown on the dashability, this needs to be extended for other abilities when they are implemented. However current dash time needs to be included into the component, since we can currently just see the max cooldown time. 2016-02-28 17:17:24 +01:00
FakeShemp 14b0a64720 begin fixing transparent object's shadows 2016-02-27 18:42:51 +01:00
FakeShemp 8647267cad Make code less dumb, save 7 fps 2016-02-27 18:04:33 +01:00
FakeShemp ecab5de056 Various shadow calculation methods implemented and ready for use. 2016-02-27 16:35:15 +01:00
FakeShemp 38d8cdded2 Texture Array is now working. Enjoy your single Bind(). 2016-02-27 15:53:28 +01:00
FakeShemp 22c391df54 Initial work on texture arrays 2016-02-26 17:40:35 +01:00
FakeShemp f220d8088c Begin clean-up 2016-02-26 10:53:16 +01:00
viktorljung 5c3b472a4d Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	include/Engine/Rendering/ModelJob.h
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Engine/Rendering/Skeleton.cpp
2016-02-26 10:21:22 +01:00
viktorljung af034673f6 BoneAttachments now working and BlendTrees are created in the AnimationSystem 2016-02-26 10:17:47 +01:00
FakeShemp df2e4abb52 WE HAVE WORKING CASCADE SHADOWS 2016-02-25 21:21:38 +01:00
FakeShemp 8867e7ac3c Working shadows, no cascade blend yet 2016-02-25 20:29:41 +01:00
viktorljung c97d0d9381 Fixed memory leaks and cleaned up Skeleton and BlendTree 2016-02-25 11:30:09 +01:00
viktorljung 606a9bf94f BlendTree now working but has some memory leaks 2016-02-23 17:06:41 +01:00
viktorljung 127edb4e60 Fixed some memory leaks 2016-02-22 17:47:30 +01:00
viktorljung abd36c81f8 Added BlendTree that stores and blends multiple animations 2016-02-22 15:58:38 +01:00
FakeShemp 73a4336206 Try some stuff 2016-02-18 23:33:10 +01:00
FakeShemp f2ab02d860 More WIP
Switching between levels seem to work, but I borked all matrices
2016-02-18 22:38:50 +01:00
FakeShemp bf376f54b6 WIP
I think this is now finding the different segments of the cascade
2016-02-18 20:48:39 +01:00
viktorljung 3c9c95cff4 Animation blending improved and Animation Override added 2016-02-18 16:34:18 +01:00
verysecrethero b81bb9eeea Changed SprintAbility to take StrengthOfEffect. PlayerMovementSystem: if Sniper is sprinting he will now move faster. 2016-02-18 15:17:19 +01:00
FakeShemp 178402e964 cascade shadow wip 2016-02-18 10:08:29 +01:00
viktorljung debb1881bf BoneAttachment working 2016-02-17 15:48:45 +01:00
viktorljung db8bc612bd AdditiveBlend now working, needs cleanup 2016-02-17 14:55:02 +01:00
viktorljung e7118ce8e5 WIP 2016-02-17 10:52:50 +01:00
FakeShemp 36043010af wip for shadows
they work, but will be shit until we get cascaded.
2016-02-10 20:51:33 +01:00
FakeShemp cb77c1ff97 Working pcf, not optimized 2016-02-10 16:16:41 +01:00
FakeShemp 69db32337d Shado wip 2016-02-10 15:16:58 +01:00
Ayumiwii 6af167675d Shadow WIP stage 2
- fix cel-shading
2016-02-10 11:48:44 +01:00
Ayumiwii ecd823cb9f Shadow WIP stage 2
-  Soft shadow
2016-02-09 16:15:11 +01:00
FakeShemp 847c539373 Fix viewport 2016-02-09 14:44:12 +01:00
Ayumiwii cb7f06573f Shadows stage 2 WIP 2016-02-09 14:08:57 +01:00
Ayumiwii 6542d1b444 Shadow WIP
- DepthTexture working
2016-02-05 17:29:53 +01:00
Ayumiwii bbf6058c17 Shadow WIP
- fixed file placing of ShadowPass.cpp
2016-02-05 16:13:46 +01:00
Ayumiwii 0e51ae7dc9 shadow wip 2016-02-05 15:31:20 +01:00
Ayumiwii c912cd7a42 Shadows wip 2016-02-05 15:12:17 +01:00
Ayumiwii 7f1016476b Shadows WIP
- create 2D texture (depthmap)
2016-02-05 15:08:56 +01:00
113 changed files with 17343 additions and 4019 deletions
+1 -1
Submodule assets updated: 72530423ad...7a6d70787b
+2
View File
@@ -27,7 +27,9 @@ struct EntityWrapper
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper FirstParentByName(const std::string& parentEntityName);
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstLevelChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
+1
View File
@@ -22,6 +22,7 @@
#include "../Core/ELockMouse.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/Texture.h"
#include "Game/Events/ESpawnerSpawn.h"
class EditorGUI
{
+6 -3
View File
@@ -1,3 +1,6 @@
#ifndef EditorRenderSystem_h__
#define EditorRenderSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/ModelJob.h"
@@ -14,11 +17,11 @@ public:
private:
IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
Camera* m_EditorCamera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EventRelay<EditorRenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera& e);
};
void enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe);
};
#endif
@@ -1,27 +0,0 @@
#ifndef EditorWidgetRenderSystem_h__
#define EditorWidgetRenderSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/ModelJob.h"
#include "../Rendering/Camera.h"
#include "../Rendering/ESetCamera.h"
class EditorWidgetRenderSystem : public ImpureSystem
{
public:
EditorWidgetRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_EditorCamera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EventRelay<EditorWidgetRenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera& e);
};
#endif
@@ -30,6 +30,7 @@ public:
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
protected:
const int m_PlayerID;
@@ -145,10 +146,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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;
//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;
}
}
@@ -161,18 +162,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
if (e.Command == "SpecialAbility") {
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
m_SpecialAbilityKeyDown = e.Value > 0;
}
m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
return true;
}
+3 -1
View File
@@ -24,7 +24,9 @@ public:
{
// Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
if (m_MaxPacketSize >= 32000) {
LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
resizeData();
}
memcpy(m_Data + m_Offset, &val, sizeof(T));
+18 -13
View File
@@ -3,27 +3,32 @@
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "../Common.h"
#include "../Core/System.h"
#include "../Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include <imgui/imgui.h>
#include "Rendering/BlendTree.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "../Core/EntityWrapper.h"
#include "Rendering/AutoBlendQueue.h"
#include "../Input/EInputCommand.h"
#include "imgui/imgui.h"
class AnimationSystem : public PureSystem
class AnimationSystem : public ImpureSystem
{
public:
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
}
AnimationSystem(SystemParams params);
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
virtual void Update(double dt) override;
private:
void CreateBlendTrees();
void UpdateAnimations(double dt);
void UpdateWeights(double dt);
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
};
#endif
+46
View File
@@ -0,0 +1,46 @@
#ifndef AutoBlendQueue_h__
#define AutoBlendQueue_h__
#include "../Core/ResourceManager.h"
#include "Skeleton.h"
#include "Model.h"
#include "BlendTree.h"
#include "../Core/EntityWrapper.h"
class AutoBlendQueue
{
public:
struct AutoBlendJob
{
EntityWrapper RootNode = EntityWrapper::Invalid;
double Duration;
double CurrentTime = 0.0;
double Delay = 0.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
BlendTree::AutoBlendInfo BlendInfo;
};
struct AutoblendNode
{
AutoBlendJob BlendJob;
double StartTime;
double EndTime;
};
AutoBlendQueue() { };
void Insert(AutoBlendJob autoBlendJob);
void UpdateTime(double dt);
void PrintQueue();
bool HasActiveBlendJob();
std::shared_ptr<BlendTree> GetBlendTree();
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
private:
std::list<AutoblendNode> m_BlendQueue;
};
#endif
+100
View File
@@ -0,0 +1,100 @@
#ifndef BlendTree_h__
#define BlendTree_h__
#include "Common.h"
#include "../GLM.h"
#include "Skeleton.h"
#include "../Core/EntityWrapper.h"
#include "../Core/World.h"
#include <stack>
class BlendTree
{
public:
enum class NodeType
{
Additive,
Blend,
Override,
Animation,
};
struct Node
{
std::string Name;
EntityWrapper Entity;
Node* Parent = nullptr;
Node* Child[2] = { nullptr, nullptr };
NodeType Type;
std::map<int, Skeleton::PoseData> Pose;
bool SubTreeRoot = false;
double Weight = 0.0;
Node* Next() {
Node* next = this;
if (next->Child[1] == nullptr) {
// Node has no right child
next = this;
while (next->Parent != nullptr && next == next->Parent->Child[1]) {
next = next->Parent;
}
next = next->Parent;
} else {
// Find the leftmost node in the right subtree
next = next->Child[1];
while (next->Child[0] != nullptr) {
next = next->Child[0];
}
}
return next;
}
};
struct AutoBlendInfo
{
std::string NodeName;
double progress;
bool Start;
bool SingleBlend;
std::unordered_map<EntityWrapper, double> StartWeights;
};
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
~BlendTree();
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
glm::mat4 GetBoneTransform(int boneID);
bool IsValid() { return (m_Root == nullptr ? false : true); }
void PrintTree();
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
EntityWrapper GetSubTreeRoot(std::string nodeName);
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
std::vector<glm::mat4> m_FinalPose;
std::map<int, glm::mat4> m_FinalBoneTransforms;
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};
#endif
@@ -8,6 +8,7 @@
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
@@ -0,0 +1,27 @@
#ifndef Events_AutoAnimationBlend_h__
#define Events_AutoAnimationBlend_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AutoAnimationBlend : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Duration = 0.0;
double Delay = 0.0;
bool Start = false;
bool Reverse = false;
bool Restart = false;
bool SingleLevelBlend = false;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
};
}
#endif
+7 -28
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@@ -15,6 +15,7 @@
#include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "BlendTree.h"
struct ModelJob : RenderJob
{
@@ -123,32 +124,14 @@ struct ModelJob : RenderJob
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
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;
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
}
}
}
};
unsigned int TextureID;
@@ -164,13 +147,10 @@ struct ModelJob : RenderJob
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
float GlowIntensity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -182,7 +162,6 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
bool Wireframe = false;
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
-1
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@@ -25,7 +25,6 @@ public:
bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool PolygonMode(GLenum face, GLenum mode);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private:
+22 -55
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@@ -6,27 +6,9 @@
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
#include "../Core/EntityWrapper.h"
//struct Bone
//{
// Bone(std::string name, glm::mat4 offsetMatrix)
// : Name(name)
// , OffsetMatrix(offsetMatrix)
// { }
//
// ~Bone()
// {
// for (auto kv : Children) {
// delete kv.second;
// }
// }
//
// std::string Name;
// glm::mat4 OffsetMatrix;
// glm::mat4 LocalMatrix;
//
// std::map<std::string, Bone*> Children;
//};
class BlendTree;
class Skeleton
{
@@ -68,58 +50,43 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations;
};
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
struct PoseData {
glm::vec3 Translation;
glm::quat Orientation;
glm::vec3 Scale;
};
Skeleton() { }
~Skeleton();
Bone* RootBone;
std::map<int, Bone*> Bones;
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
// Attach a new bone to the skeleton
// Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
std::vector<glm::mat4> GetTPose();
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
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::map<std::string, Animation> Animations;
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
std::map<std::string, Bone*> m_BonesByName;
@@ -0,0 +1,17 @@
#ifndef AbilityCooldownHUDSystem_h__
#define AbilityCooldownHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AbilityCooldownHUDSystem : public ImpureSystem
{
public:
AbilityCooldownHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -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
@@ -0,0 +1,19 @@
#ifndef BoostIconsHUDSystem_h__
#define BoostIconsHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class BoostIconsHUDSystem : public PureSystem
{
public:
BoostIconsHUDSystem(SystemParams params)
: System(params)
, PureSystem("BoostIconsHUD")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
};
#endif
+1 -1
View File
@@ -10,7 +10,7 @@ public:
: System(params)
, PureSystem("Lifetime")
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
+19
View File
@@ -0,0 +1,19 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include <boost/lexical_cast.hpp>
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class TextFieldReader : public PureSystem
{
public:
TextFieldReader(SystemParams params)
: System(params)
, PureSystem("TextFieldReader")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cTextFieldReader, double dt) override;
};
#endif
@@ -1,47 +1,40 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Sound/EPlaySoundOnEntity.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
protected:
virtual void OnPrimaryFire(WeaponInfo& wi) override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
virtual void OnReload(WeaponInfo& wi) override;
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private:
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
double m_TimeSinceLastFire = 0.0;
EntityWrapper m_FirstPersonReloadImpostor;
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
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();
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility
//Camera cameraFromEntity(EntityWrapper camera);
};
#endif
@@ -1,7 +1,10 @@
#ifndef DefenderWeaponBehaviour_h__
#define DefenderWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
#include "Sound/EPlaySoundOnEntity.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
@@ -10,29 +13,27 @@ public:
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
};
#endif
@@ -0,0 +1,38 @@
#ifndef SidearmWeaponBehaviour_h__
#define SidearmWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
{
public:
SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
bool canFire(ComponentWrapper cWeapon);
bool playerInFirstPerson(EntityWrapper player);
//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
};
#endif
+103 -32
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@@ -7,6 +7,8 @@
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
@@ -20,42 +22,85 @@ public:
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_ConfigAutoReload = config->Get<bool>("Gameplay.AutoReload", true);
}
virtual ~WeaponBehaviour() = default;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
{
auto weapon = getActiveWeapon(entity);
if (!weapon) {
return;
} else {
UpdateWeapon(*weapon, dt);
UpdateWeapon(cWeapon, *weapon, dt);
}
}
protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer;
EntityWrapper m_CurrentCamera;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
bool m_ConfigAutoReload;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
bool isPlayerInFirstPerson(EntityWrapper player)
{
if (!m_CurrentCamera.Valid()) {
return false;
} else {
return m_CurrentCamera == player || m_CurrentCamera.IsChildOf(player);
}
}
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
// if the player is in first person mode or not.
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
{
if (isPlayerInFirstPerson(wi.Player)) {
return wi.FirstPersonEntity;
} else {
return wi.ThirdPersonEntity;
}
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
private:
EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
bool _OnSetCamera(const Events::SetCamera& e)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
@@ -70,15 +115,19 @@ private:
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
auto cWeapon = getWeaponComponent(player);
if (!cWeapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
if (e.Value > 0) {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) {
selectWeapon(*cWeapon, player);
} else {
holsterWeapon(*cWeapon, player);
}
}
}
@@ -91,18 +140,18 @@ private:
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
OnPrimaryFire(*cWeapon, *activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
OnCeasePrimaryFire(*cWeapon, *activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
OnReload(*cWeapon, *activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
return OnInputCommand(*cWeapon, *activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
@@ -129,8 +178,13 @@ private:
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
// Don't reselect weapon if it's already active
if (getActiveWeapon(player)) {
return;
}
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
@@ -152,14 +206,6 @@ private:
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
@@ -170,11 +216,36 @@ private:
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
WeaponInfo& wi = m_ActiveWeapons[player];
wi.Player = player;
wi.WeaponEntity = player;
wi.FirstPersonEntity = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
OnEquip(cWeapon, wi);
}
void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return;
}
WeaponInfo& wi = *activeWeapon;
// Send holster event
OnHolster(cWeapon, wi);
// Delete weapon entities
if (wi.FirstPersonEntity.Valid()) {
m_World->DeleteEntity(wi.FirstPersonEntity.ID);
}
if (wi.ThirdPersonEntity.Valid()) {
m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
}
// Make weapon inactive
m_ActiveWeapons.erase(player);
}
};
+3
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@@ -1,3 +1,6 @@
[Gameplay]
AutoReload=true
[Debug]
LogLevel=1
LoadMap=
+2 -1
View File
@@ -27,4 +27,5 @@ M=SwitchToClient
P=SwitchToPlayer
K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
F3=PerformanceTimingCreateExcelData
F4=SwapToClassPick
+8 -2
View File
@@ -33,7 +33,6 @@
<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/ShieldAbility.xsd"/>
<xs:include schemaLocation="Components/SprintAbility.xsd"/>
@@ -45,16 +44,23 @@
<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/TextFieldReader.xsd"/>
<xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/BlendOverride.xsd"/>
<xs:include schemaLocation="Components/Blend.xsd"/>
<xs:include schemaLocation="Components/BlendAdditive.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/AbilityCooldownHUD.xsd"/>
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
<xs:include schemaLocation="Components/SidearmWeapon.xsd"/>
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
<xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/>
<xs:include schemaLocation="Components/FloatingEffect.xsd"/>
<xs:include schemaLocation="Components/BoostIconsHUD.xsd"/>
<xs:include schemaLocation="Components/InputCmdButton.xsd"/>
</xs:schema>
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AbilityCooldownHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AbilityCooldownHUD.xsd">
</AbilityCooldownHUD>
@@ -0,0 +1,9 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AbilityCooldownHUD">
<xs:annotation>
<xs:documentation>HUD element for tracking ability cooldown. If it has a sprite and fill component it will fill the sprite with chosen color depending on the cooldown.\n A child with text component named "Cooldown"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -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>
+7 -15
View File
@@ -1,18 +1,10 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<AnimationName1></AnimationName1>
<Weight1>1.0</Weight1>
<Time1>0</Time1>
<Speed1>0</Speed1>
<Loop1>true</Loop1>
<AnimationName2></AnimationName2>
<Weight2>1.0</Weight2>
<Time2>0</Time2>
<Speed2>0</Speed2>
<Loop2>true</Loop2>
<AnimationName3></AnimationName3>
<Weight3>1.0</Weight3>
<Time3>0</Time3>
<Speed3>0</Speed3>
<Loop3>true</Loop3>
<AnimationName></AnimationName>
<Time>0</Time>
<Play>false</Play>
<Reverse>false</Reverse>
<Speed>0</Speed>
<Loop>true</Loop>
<Additive>false</Additive>
</Animation>
+7 -17
View File
@@ -2,27 +2,17 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Animation">
<xs:complexType>
<xs:all>
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
<xs:element name="Time1" type="t:double" minOccurs="0"/>
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
<xs:element name="Time2" type="t:double" minOccurs="0"/>
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
<xs:element name="Time3" type="t:double" minOccurs="0"/>
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Play" type="t:bool" minOccurs="0"/>
<xs:element name="Reverse" type="t:bool" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
<xs:element name="Additive" type="t:bool" minOccurs="0"/>
</xs:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
</AnimationOffset>
@@ -1,17 +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="AnimationOffset">
<xs:annotation>
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+15 -6
View File
@@ -1,12 +1,21 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
<Slot><Primary/></Slot>
<MagazineAmmo>32</MagazineAmmo>
<MagazineSize>32</MagazineSize>
<Ammo>360</Ammo>
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<Ammo>320</Ammo>
<MaxAmmo>320</MaxAmmo>
<BaseDamage>15</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<MaxTravelAngle>0.10</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<RPM>420</RPM>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.18</ViewReturnSpeed>
<ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
<EquipTime>0.5</EquipTime>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</AssaultWeapon>
+20 -3
View File
@@ -7,6 +7,7 @@
<xs:element name="AssaultWeapon">
<xs:complexType>
<xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
@@ -20,16 +21,32 @@
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0"/>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs: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:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
</xs:element>
<xs:element 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:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="EquipTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+7
View File
@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Blend xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Blend.xsd">
<Pose1></Pose1>
<Pose2></Pose2>
<Weight>0.5</Weight>
<SubTreeRoot>false</SubTreeRoot>
</Blend>
+15
View File
@@ -0,0 +1,15 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Blend">
<xs:complexType>
<xs:all>
<xs:element name="Pose1" type="t:string" minOccurs="0"/>
<xs:element name="Pose2" type="t:string" minOccurs="0"/>
<xs:element name="Weight" type="t:double" minOccurs="0"/>
<xs:element name="SubTreeRoot" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BlendAdditive xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendAdditive.xsd">
<Adder></Adder>
<Receiver></Receiver>
</BlendAdditive>
@@ -0,0 +1,13 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BlendAdditive">
<xs:complexType>
<xs:all>
<xs:element name="Adder" type="t:string" minOccurs="0"/>
<xs:element name="Receiver" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BlendOverride xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendOverride.xsd">
<Master></Master>
<Slave></Slave>
</BlendOverride>
@@ -0,0 +1,13 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BlendOverride">
<xs:complexType>
<xs:all>
<xs:element name="Master" type="t:string" minOccurs="0"/>
<xs:element name="Slave" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostIconsHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostIconsHUD.xsd"/>
@@ -0,0 +1,10 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostIconsHUD">
<xs:annotation>
<xs:documentation>Origin for the 3 boost states. Create 3 children with Sprite and Fill components, name them "Sprint", "Defender", "Assault"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -1,16 +1,21 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<Slot><Primary/></Slot>
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.2</ViewReturnSpeed>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</DefenderWeapon>
+24 -3
View File
@@ -4,9 +4,22 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:complexType name="WeaponStateEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
@@ -25,6 +38,9 @@
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
@@ -32,12 +48,17 @@
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<InputCmdButton xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="InputCmdButton.xsd">
<Command></Command>
<PressValue>0.0</PressValue>
</InputCmdButton>
@@ -0,0 +1,19 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="InputCmdButton">
<xs:annotation><xs:documentation>Used with a Button component, the button will send an inputCommand event instead of ButtonPressed/Released event.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Command" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The command name for the inputCommand.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="PressValue" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The value in inputCommand.Value that will be sent on button press.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SidearmWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SidearmWeapon.xsd">
<Slot><Secondary/></Slot>
<MagazineAmmo>16</MagazineAmmo>
<MagazineSize>16</MagazineSize>
<BaseDamage>20</BaseDamage>
<RPM>500</RPM>
<Automatic>false</Automatic>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<EquipTime>0.5</EquipTime>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
</SidearmWeapon>
@@ -0,0 +1,52 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:complexType name="WeaponStateEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="SidearmWeapon">
<xs:complexType>
<xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Automatic" type="t:bool" minOccurs="0"/>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="EquipTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
<StrengthOfEffect>2.0</StrengthOfEffect>
</SprintAbility>
@@ -9,8 +9,8 @@
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on sprint</xs:documentation></xs:annotation>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
+1 -1
View File
@@ -1,7 +1,7 @@
<?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>
<Resource></Resource>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
<Alignment><Center/></Alignment>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<TextFieldReader xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="TextFieldReader.xsd">
<ParentEntityName></ParentEntityName>
<ComponentType></ComponentType>
<Field></Field>
</TextFieldReader>
@@ -0,0 +1,21 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="TextFieldReader">
<xs:annotation><xs:documentation>Reads a value from a specific field of a compoent of parent entity and writes it to the Text component on this entity.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="ParentEntityName" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The name of the parent entity to read the component field from. Leave empty to read from this entity.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ComponentType" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The component type to read the field value from.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Field" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The field name to read the value from.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+499 -91
View File
@@ -2,6 +2,10 @@
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/>
</Components>
@@ -9,138 +13,542 @@
<Entity>
<Components>
<c:Transform>
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/>
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</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight/>
<c:DirectionalLight>
<Intensity>0</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
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<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
<Orientation X="5.60000038" Y="3.14159203" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Running">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.60188997954429357</Time1>
<Speed1>-1</Speed1>
<Speed2>1</Speed2>
<Weight2>0.5</Weight2>
<Time2>0.96957233017255007</Time2>
<Time3>0.093923612201312068</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="R_Arm_Weapon_Joint">
<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>
</c:Model>
<c:Transform>
<Position X="0.161975682" Y="1.06281972" Z="-0.216630161"/>
<Orientation X="-0.064812161" Y="-0.0739696771" Z="0.143780142"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>10</Radius>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.375567257" Y="2.13093901" Z="-0.718547285"/>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Assault">
<Components>
<c:BlendAdditive>
<Adder>AimBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Entity name="WeaponAttachment">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.70588237" R="0.70588237"/>
<Radius>10</Radius>
</c:PointLight>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.96873236" Y="0" Z="0"/>
<Position X="0.154985309" Y="1.07679462" Z="-0.201120675"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
<Orientation X="-0.0289514996" Y="-0.119508959" Z="0.18072544"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.49999979138374329</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.89967686078176468</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.33219857512804407</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.86553330718370836</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.86721706215490468</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.19605135393254369</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity>
<Entity name="Plane">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="10" Y="1" Z="10"/>
<Scale X="5" Y="1" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Entity name="Light">
<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/>
<c:PointLight>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/>
</c:Transform>
</Components>
<Children>
<Entity>
<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>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,513 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Assault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>AimBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.156333789" Y="1.03861308" Z="-0.236426264"/>
<Orientation X="-0.004295466" Y="-0.0313791931" Z="0.138012439"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0.012867419418159054</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1.2938206818383024e-24</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.2564968854355536</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.52851038945945739</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.43808950646909217</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.4616050363492068</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.0053995709937186831</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.045646808897594759</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.97296827084837822</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.75134225602578031</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0.014621149736541383</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>0.014363533804961248</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>4.3244885367500671e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.00030848838797092881</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>0.68071957047806109</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
<Time>0.68424461076784837</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.12914212153428517</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+16 -12
View File
@@ -1,17 +1,11 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
@@ -21,7 +15,8 @@
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
<Position X="0.00800000038" Y="0.0920000076" Z="-0.416000009"/>
<Orientation X="6.2760005" Y="0.00500000035" Z="0.00600000005"/>
</c:Transform>
</Components>
<Children/>
@@ -37,9 +32,8 @@
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Position X="-0.0440000035" Y="0.136000007" Z="-0.119000003"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
@@ -70,6 +64,11 @@
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
@@ -79,10 +78,15 @@
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Content>320</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
@@ -1,17 +1,11 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
+598
View File
@@ -0,0 +1,598 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/>
<Orientation X="0" Y="2.41300011" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.60000038" Y="3.14159203" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Assault">
<Components>
<c:BlendAdditive>
<Adder>AimBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.157041892" Y="1.0375092" Z="-0.236085728"/>
<Orientation X="-0.00432149554" Y="-0.0343661793" Z="0.138000518"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0.012867419418159054</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1.2938206818383024e-24</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.28642783708275554</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.55844134110665933</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.46802045811629411</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.49153598799640874</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>1.9353306180083529</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.075577760544797146</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.0028992224955801671</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.78127320767298225</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0.014621149736541383</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>0.014363533804961248</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>4.3244885367500671e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.00030848838797092881</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>0.71065052212526325</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
<Time>0.71417556241505054</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.12914212153428517</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Plane">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="5" Y="1" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -2,16 +2,15 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.25</Lifetime>
</c:Lifetime>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Effects/CylinderShot.mesh</Resource>
<Color A="0.149019614" B="0" G="0" R="39.2156868"/>
<Transparent>true</Transparent>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="0.0690000057" Y="0.0690000057" Z="100"/>
<Position X="0.136586398" Y="0.92942369" Z="-0.139760047"/>
<Orientation X="-0.601206124" Y="0.132410824" Z="-0.129014626"/>
</c:Transform>
</Components>
@@ -1,16 +1,12 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Entity name="DefenderWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
<Position X="0" Y="0.0350000001" Z="-0.295000017"/>
</c:Transform>
</Components>
@@ -37,7 +33,6 @@
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
@@ -65,8 +60,13 @@
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>DefenderWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Text>
<Content>32</Content>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
@@ -78,8 +78,13 @@
</Entity>
<Entity name="Ammo">
<Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>DefenderWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Text>
<Content>360</Content>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
+6 -6
View File
@@ -26,7 +26,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
@@ -39,7 +39,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
<Color A="1" B="0.0117647061" G="0" R="1"/>
</c:Model>
<c:Transform>
@@ -94,11 +94,11 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="0.800000012" Y="0" Z="0"/>
<Position X="-0.600000024" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -107,11 +107,11 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/>
<Position X="0.800000012" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,308 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="OverwatchCamera" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:RaptorCopter>
<Speed>0.049999997019767761</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="-4" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="CameraAnchor">
<Components>
<c:Transform>
<Position X="66" Y="59.2180023" Z="0"/>
<Orientation X="5.89000034" Y="1.57079637" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="SpectatorCamera">
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children>
<Entity name="SpectatorHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="CapturePointHUD">
<Components>
<c:Transform>
<Position X="0" Y="0.190541431" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.811270177" Y="0.440691769" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="1.62788737" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-0.820431828" Y="0.441878349" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>0.10332605343919568</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="RespawnTimer">
<Components>
<c:Text>
<Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0.178199276" Z="0"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="PickClassCamera">
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children>
<Entity name="PickClassHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="DefenderClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>2</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.349999994" Y="0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AssaultClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitRaptor.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.349999994" Y="0.149504215" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SniperClassPick">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Test/aM4ME4GR.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:InputCmdButton>
<Command>PickClass</Command>
<PressValue>3</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.349999994" Y="-0.0500000007" Z="0"/>
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+169 -71
View File
@@ -12,9 +12,7 @@
</Slot>
</c:AssaultWeapon>
<c:Collidable/>
<c:DefenderWeapon>
<TimeSinceLastFire>52.867678870419283</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DashAbility/>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
@@ -30,7 +28,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
<Position X="0" Y="0.0288832188" Z="2.64144421"/>
</c:Transform>
</Components>
@@ -70,8 +68,8 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
@@ -94,42 +92,105 @@
<c:Transform/>
</Components>
<Children>
<Entity name="HealthText">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="1" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Text>
<Content>100/100</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="0.505882382" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="-0.355000019" Y="-0.203000009" Z="0.0410000011"/>
<Scale X="0.0350000001" Y="0.0350000001" Z="0.0350000001"/>
<Orientation X="0" Y="0.410000026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.301960796" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:HealthHUD/>
<c:Transform>
<Position X="-0.263000011" Y="-0.185000002" Z="0"/>
<Scale X="0.106000006" Y="0.333000004" Z="0.150000006"/>
<Orientation X="5.87300014" Y="0" Z="4.71200037"/>
<Scale X="0.106000006" Y="0.333000004" Z="0.150000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="BoostIcons">
<Components>
<c:BoostIconsHUD/>
<c:Transform/>
</Components>
<Children>
<Entity name="Assault">
<Components>
<c:Fill>
<Color A="1" B="0.533333361" G="1" R="0.329411775"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.0392156877" G="0.184313729" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.168000013" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Defender">
<Components>
<c:Fill>
<Color A="1" B="1" G="0.58431375" R="0.105882354"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.34117648" G="0.192156866" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.224999994" Y="0.27700001" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Sniper">
<Components>
<c:Fill>
<Color A="1" B="0.345098048" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.121568628" G="0" R="0.443137258"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.38500002" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="HealthText">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="1" B="1" G="0" R="0"/>
</c:Fill>
<c:Text>
<Content>100/100</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="0.505882382" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:HealthHUD/>
<c:Transform>
<Position X="-0.355000019" Y="-0.203000009" Z="0.0410000011"/>
<Orientation X="0" Y="0.410000026" Z="0"/>
<Scale X="0.0350000001" Y="0.0350000001" Z="0.0350000001"/>
</c:Transform>
</Components>
<Children/>
@@ -170,8 +231,8 @@
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -196,7 +257,6 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>0.80222018197612788</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
@@ -205,8 +265,8 @@
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -231,6 +291,7 @@
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
@@ -239,8 +300,8 @@
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -273,8 +334,8 @@
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -286,7 +347,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
@@ -297,7 +358,8 @@
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
<Percentage>1</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
@@ -305,8 +367,8 @@
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform>
</Components>
<Children/>
@@ -369,19 +431,38 @@
</Entity>
</Children>
</Entity>
<Entity name="CapturePointArrow">
<Components>
<c:CapturePointArrowHUD/>
<c:Model>
<Resource>Models/Widgets/Arrows/Arrow5.mesh</Resource>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.714000046" Z="-1.30000007"/>
<Orientation X="0.405680239" Y="0.369605929" Z="0"/>
<Scale X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9408570429715581</Time1>
<Time1>1.8348644854054612</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Resource>Models/Characters/Assault/Test/FirstPerson.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model>
<c:Transform/>
@@ -389,25 +470,37 @@
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -435,8 +528,7 @@
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.5631122524686134</Time1>
<AnimationName1>IdleF</AnimationName1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -448,28 +540,13 @@
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.952941179" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
@@ -484,6 +561,27 @@
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
@@ -522,8 +620,8 @@
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
@@ -532,8 +630,8 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
@@ -0,0 +1,695 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Player" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon/>
<c:Collidable/>
<c:DashAbility/>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832188" Z="2.64144421"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HitMarkerSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/HitMarker.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="HealthHUD">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.301960796" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="-0.263000011" Y="-0.185000002" Z="0"/>
<Orientation X="5.87300014" Y="0" Z="4.71200037"/>
<Scale X="0.106000006" Y="0.333000004" Z="0.150000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="BoostIcons">
<Components>
<c:BoostIconsHUD/>
<c:Transform/>
</Components>
<Children>
<Entity name="Assault">
<Components>
<c:Fill>
<Color A="1" B="0.533333361" G="1" R="0.329411775"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.0392156877" G="0.184313729" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.168000013" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Defender">
<Components>
<c:Fill>
<Color A="1" B="1" G="0.58431375" R="0.105882354"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.34117648" G="0.192156866" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0.224999994" Y="0.27700001" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Sniper">
<Components>
<c:Fill>
<Color A="1" B="0.345098048" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0.121568628" G="0" R="0.443137258"/>
</c:Sprite>
<c:Transform>
<Position X="0.225000009" Y="0.38500002" Z="0"/>
<Scale X="0.27700001" Y="0.100000001" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="HealthText">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="1" B="1" G="0" R="0"/>
</c:Fill>
<c:Text>
<Content>100/100</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="0.505882382" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:HealthHUD/>
<c:Transform>
<Position X="-0.355000019" Y="-0.203000009" Z="0.0410000011"/>
<Orientation X="0" Y="0.410000026" Z="0"/>
<Scale X="0.0350000001" Y="0.0350000001" Z="0.0350000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CapturePointHUD">
<Components>
<c:Transform>
<Position X="0" Y="0.190541431" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.811270177" Y="0.440691769" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="1.62788737" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-0.820431828" Y="0.441878349" Z="-0.100000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="KillFeed">
<Components>
<c:KillFeed/>
<c:Transform>
<Position X="0.486000031" Y="0.26000002" Z="0"/>
<Scale X="0.0149999997" Y="0.0149999997" Z="0.0149999997"/>
</c:Transform>
</Components>
<Children>
<Entity name="KillFeed1">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="KillFeed2">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0" Y="-1" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="KillFeed3">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0" Y="-2" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CapturePointArrow">
<Components>
<c:CapturePointArrowHUD/>
<c:Model>
<Resource>Models/Widgets/Arrows/Arrow5.mesh</Resource>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.714000046" Z="-1.30000007"/>
<Orientation X="0.405680239" Y="0.369605929" Z="0"/>
<Scale X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8348644854054612</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/Test/FirstPerson.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.120430619" Y="-0.229639441" Z="-0.181454554"/>
<Orientation X="0.0104045719" Y="-0.00268170005" Z="0.0428441055"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera>
<NearClip>0.10000000149011612</NearClip>
<FarClip>300</FarClip>
</c:Camera>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>IdleF</AnimationName1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.952941179" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultWeapon">
<Components>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00624208851" Y="0.0957332104" Z="-0.159257293"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
<c:Spawner>
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerName">
<Components>
<c:Text>
<Content>Insert name here</Content>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Indicator">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
<MinScale>50</MinScale>
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84019077" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
-17
View File
@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="0" B="0" G="0" R="39.2156868"/>
</c:Model>
<c:Transform>
<Scale X="0.0400000028" Y="26.2000008" Z="0.0400000028"/>
<Orientation X="1.57070005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+35 -9
View File
@@ -1,20 +1,46 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Entity name="RayRed" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.25</Lifetime>
<Lifetime>0.10000000149011612</Lifetime>
</c:Lifetime>
<c:Model>
<Resource>Models/Effects/CylinderShot.mesh</Resource>
<Color A="0.149019614" B="39.2156868" G="39.2156868" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Scale X="0.0690000057" Y="0.0690000057" Z="100"/>
<Scale X="0" Y="1" Z="1"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity>
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0260000005" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0260000005" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
-17
View File
@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="0" B="0" G="0" R="39.2156868"/>
</c:Model>
<c:Transform>
<Scale X="0.0400000028" Y="26.2000008" Z="0.0400000028"/>
<Orientation X="1.57070005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,97 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.00200000009" Y="0.0600000024" Z="-0.297000021"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/Ray2Red.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.105000004" Z="-0.256000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType></ComponentType>
<Field></Field>
</c:TextFieldReader>
<c:Transform>
<Position X="-0.0300000012" Y="0.077000007" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00300000003"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>SidearmWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Text>
<Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="0" Y="-0.00600000005" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Infinity!">
<Components>
<c:Text>
<Content>8</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.0150000006" Y="-0.029000001" Z="0"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,27 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0160000008" Y="0.0800000057" Z="-0.275000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0123999491" Y="0.102453232" Z="-0.273824364"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+130 -103
View File
@@ -18,9 +18,9 @@
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.47420007" Y="0.928898275" Z="0.0299553983"/>
<Position X="0.155832842" Y="1.12994993" Z="-0.201626897"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.100000001"/>
<Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
<Orientation X="0.195066273" Y="-0.0870126858" Z="0.148657113"/>
</c:Transform>
</Components>
<Children/>
@@ -29,16 +29,17 @@
<Components>
<c:BoneAttachment>
<BoneName>R_Hand</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.448672563" Y="0.992614031" Z="0.0575723015"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
<Position X="0.202149346" Y="1.12270021" Z="-0.144635201"/>
<Scale X="0.0500000231" Y="0.0500000305" Z="0.0500000119"/>
<Orientation X="1.41306889" Y="0.0776072815" Z="-0.744222522"/>
</c:Transform>
</Components>
<Children/>
@@ -47,16 +48,17 @@
<Components>
<c:BoneAttachment>
<BoneName>R_Arm</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.12972948" Y="1.28044498" Z="-0.0855199769"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.178462029" Y="-0.240202308" Z="-0.227051333"/>
<Position X="0.0609518476" Y="1.16432548" Z="0.0783129707"/>
<Scale X="0.0500000194" Y="0.0500000082" Z="0.0500000194"/>
<Orientation X="0.311971247" Y="0.199406415" Z="0.162320927"/>
</c:Transform>
</Components>
<Children/>
@@ -65,16 +67,17 @@
<Components>
<c:BoneAttachment>
<BoneName>R_Shoulder</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0566707924" Y="1.22090316" Z="-0.110467494"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
<Position X="0.0742288083" Y="1.12503755" Z="-0.00992172211"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/>
</c:Transform>
</Components>
<Children/>
@@ -83,16 +86,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Neck</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="6.88049477e-05" Y="1.29971886" Z="-0.151777163"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-1.03466523" Y="-0.0017389874" Z="0.00627749134"/>
<Position X="0.0288712904" Y="1.20688999" Z="-0.0585537553"/>
<Scale X="0.0500000194" Y="0.0500000082" Z="0.0500000082"/>
<Orientation X="-0.0778672397" Y="-0.380205482" Z="-0.116210334"/>
</c:Transform>
</Components>
<Children/>
@@ -101,16 +105,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Spine_3</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000299328996" Y="1.2487011" Z="-0.0936965123"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
<Position X="0.0190485716" Y="1.13146138" Z="-0.0447565243"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/>
</c:Transform>
</Components>
<Children/>
@@ -119,16 +124,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Spine_2</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000528411241" Y="1.1669693" Z="0.000368326902"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
<Position X="0.00282198261" Y="1.01004541" Z="-0.0218831152"/>
<Scale X="0.0500000119" Y="0.0500000082" Z="0.0500000119"/>
<Orientation X="-0.295679808" Y="-1.03809071" Z="-0.158694059"/>
</c:Transform>
</Components>
<Children/>
@@ -137,16 +143,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Spine_1</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000317580998" Y="1.03476369" Z="7.06899816e-17"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.168994248" Y="-0.000270629855" Z="-6.74916964e-06"/>
<Position X="-0.00298201409" Y="0.878305078" Z="-0.0124331526"/>
<Scale X="0.0500000082" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.478212297" Y="-1.01566339" Z="-0.374480605"/>
</c:Transform>
</Components>
<Children/>
@@ -155,15 +162,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Hip</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.901226044" Z="0"/>
<Scale X="0.100000001" Y="0.0500000007" Z="0.0500000007"/>
<Position X="0" Y="0.745380521" Z="0"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.0850669593" Y="-0.351720452" Z="0.0214110892"/>
</c:Transform>
</Components>
<Children/>
@@ -172,16 +181,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0735318959" Y="0.86343354" Z="0.00186898722"/>
<Position X="-0.0688988566" Y="0.704185605" Z="-0.0198653266"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.431212306" Y="-0.0456388369" Z="-0.00236316444"/>
<Orientation X="-0.124463096" Y="0.178934589" Z="0.0281526987"/>
</c:Transform>
</Components>
<Children/>
@@ -190,16 +200,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0971027464" Y="0.534537971" Z="-0.158307418"/>
<Position X="-0.0895988718" Y="0.340622783" Z="0.022300493"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.435873091" Y="0.0584642813" Z="-0.0526505522"/>
<Orientation X="-0.634849846" Y="0.204822823" Z="0.0869619399"/>
</c:Transform>
</Components>
<Children/>
@@ -208,16 +219,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<ScaleOffset X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<InheritScale>true</InheritScale>
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@@ -226,16 +238,17 @@
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<c:BoneAttachment>
<BoneName>L_Toe</BoneName>
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@@ -244,16 +257,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Shoulder</BoneName>
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@@ -262,16 +276,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Arm</BoneName>
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@@ -280,16 +295,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Hand</BoneName>
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@@ -298,16 +314,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Shoulder_Armor_Joint</BoneName>
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@@ -316,16 +333,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Chin</BoneName>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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@@ -334,16 +352,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Head</BoneName>
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@@ -352,16 +371,17 @@
<Components>
<c:BoneAttachment>
<BoneName>Perietal</BoneName>
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@@ -370,16 +390,17 @@
<Components>
<c:BoneAttachment>
<BoneName>L_Elbow</BoneName>
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@@ -388,16 +409,17 @@
<Components>
<c:BoneAttachment>
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@@ -406,16 +428,17 @@
<Components>
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@@ -424,16 +447,17 @@
<Components>
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@@ -442,16 +466,17 @@
<Components>
<c:BoneAttachment>
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@@ -460,16 +485,17 @@
<Components>
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@@ -478,16 +504,17 @@
<Components>
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@@ -1,219 +0,0 @@
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<Entity name="SpectatorHUD">
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<Entity name="RespawnTimer">
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<c:Sprite>
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<GlowMap></GlowMap>
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<c:CapturePointHUD>
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</Children>
</Entity>
<Entity name="BackgroundHexagon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-1.58304751" Y="0.919596612" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+145
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@@ -0,0 +1,145 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/>
<Orientation X="0" Y="2.41300011" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.60000038" Y="3.14159203" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Assault">
<Components>
<c:BlendAdditive>
<Adder></Adder>
<Receiver></Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Defender/DefenderBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName></AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimSecondary">
<Components>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Plane">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="5" Y="1" Z="5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+298
View File
@@ -0,0 +1,298 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Assault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>Aim</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<GlowIntensity>4</GlowIntensity>
<Resource>Models/Characters/Sniper/SniperBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.161506474" Y="1.12409711" Z="-0.197195739"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
<Orientation X="0.185420558" Y="-0.0891536027" Z="0.122916825"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>3</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="0.100000001" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Aim">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.60000038146972656</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>WeaponBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponBlend">
<Components>
<c:Blend>
<Pose1>ShootBlend</Pose1>
<Pose2>Reload</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootFast</Pose1>
<Pose2>ShootSlow</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootFast">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.19319528378127959</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSlow">
<Components>
<c:Animation>
<AnimationName>ShootRifleU</AnimationName>
<Time>0.59328474141239074</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>Jump</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="StrafeBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Run</Pose1>
<Pose2>Walk</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.35684875796278082</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+122
View File
@@ -0,0 +1,122 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Assault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>AimAdditive</Adder>
<Receiver>BlendOverride</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimAdditive">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>1</Time>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="BlendOverride">
<Components>
<c:BlendOverride>
<Master>ShootRifleAnimation</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootRifleAnimation">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.11937709655124218</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>BlendWalkRun</Pose1>
<Pose2>StrafeAnimation</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeAnimation">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.37772682263908042</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="BlendWalkRun">
<Components>
<c:Blend>
<Pose1>RunAnimtaion</Pose1>
<Pose2>WalkAnimation</Pose2>
<Weight>0.43000054359436035</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunAnimtaion">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.13674529278927716</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WalkAnimation">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.36615803446482609</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+8 -2
View File
@@ -43,16 +43,21 @@
<xs:element ref="c:Shield" minOccurs="0"/>
<xs:element ref="c:Shielded" minOccurs="0"/>
<xs:element ref="c:CapturePointHUD" minOccurs="0"/>
<xs:element ref="c:AmmunitionHUD" minOccurs="0"/>
<xs:element ref="c:BlendOverride" minOccurs="0"/>
<xs:element ref="c:TextFieldReader" minOccurs="0"/>
<xs:element ref="c:Blend" minOccurs="0"/>
<xs:element ref="c:BlendAdditive" minOccurs="0"/>
<xs:element ref="c:KillFeed" minOccurs="0"/>
<xs:element ref="c:Sprite" minOccurs="0"/>
<xs:element ref="c:AnimationOffset" minOccurs="0"/>
<xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
<xs:element ref="c:AbilityCooldownHUD" minOccurs="0"/>
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
<xs:element ref="c:SidearmWeapon" minOccurs="0"/>
<xs:element ref="c:CapturePointArrowHUD" minOccurs="0"/>
<xs:element ref="c:BoostIconsHUD" minOccurs="0"/>
<xs:element ref="c:FloatingEffect" minOccurs="0"/>
<xs:element ref="c:AmmoPickup" minOccurs="0"/>
<xs:element ref="c:HealthPickup" minOccurs="0"/>
@@ -60,6 +65,7 @@
<xs:element ref="c:DoubleJump" minOccurs="0"/>
<xs:element ref="c:HealthHUD" minOccurs="0"/>
<xs:element ref="c:SpriteIndicator" minOccurs="0"/>
<xs:element ref="c:InputCmdButton" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+84 -82
View File
@@ -17,105 +17,107 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = prevPosIt->second;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
if (rayLength > diameter) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
if (entity == LocalPlayer) {
auto prevPosIt = m_PrevPositions.find(entity);
if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 size = boxA.Size();
float diameter = std::min(size.x, size.z);
glm::vec3 prevOrigin = prevPosIt->second;
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//If the entity has moved farther than the size of its box, we need to handle it specially.
if (rayLength > diameter) {
Ray ray(prevOrigin, toCurrentPos);
m_OctreeResult.clear();
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
if (boxA.Entity == boxB.Entity) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
}
break;
}
}
}
}
// Collide against octree items
m_OctreeResult.clear();
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
glm::vec3 resolutionVector;
if (boxA.Entity == boxB.Entity) {
continue;
}
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
// Collide against octree items
m_OctreeResult.clear();
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
glm::vec3 resolutionVector;
if (boxA.Entity == boxB.Entity) {
continue;
}
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
}
}
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
}
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
}
}
//This should apply air friction and such, iff zero models were hit.
if (!everHitTheGround) {
(bool)cPhysics["IsOnGround"] = false;
}
//This should apply air friction and such, iff zero models were hit.
if (!everHitTheGround) {
(bool)cPhysics["IsOnGround"] = false;
}
m_PrevPositions[entity] = boxA.Origin();
m_PrevPositions[entity] = boxA.Origin();
}
}
+37
View File
@@ -34,11 +34,48 @@ EntityWrapper EntityWrapper::Parent()
}
}
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
{
EntityWrapper entity = *this;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity.Name() == parentEntityName) {
return entity;
}
}
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
{
return firstChildByNameRecursive(name, this->ID);
}
EntityWrapper EntityWrapper::FirstLevelChildByName(const std::string& name)
{
EntityID parent = this->ID;
if (!this->World->ValidEntity(parent)) {
return EntityWrapper::Invalid;
}
auto itPair = this->World->GetDirectChildren(parent);
if (itPair.first == itPair.second) {
return EntityWrapper::Invalid;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
std::string itName = this->World->GetName(it->second);
if (itName == name) {
return EntityWrapper(this->World, it->second);
} else if (it->second != EntityID_Invalid) {
continue;
}
}
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
{
EntityWrapper entity = *this;
+55 -11
View File
@@ -157,7 +157,7 @@ void EditorGUI::drawEntitiesRecursive(World* world, EntityID parent)
auto entityChildren = world->GetEntityChildren();
auto range = entityChildren.equal_range(parent);
for (auto it = range.first; it != range.second; it++) {
if (drawEntityNode(EntityWrapper(world, it->second))) {
if (EditorGUI::drawEntityNode(EntityWrapper(world, it->second))) {
drawEntitiesRecursive(world, it->second);
ImGui::TreePop();
}
@@ -217,7 +217,6 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
ImGui::EndPopup();
}
ImGui::PushID(("EntityNode" + std::to_string(entity.ID)).c_str());
ImGui::SetNextTreeNodeOpened(true, ImGuiSetCond_Once);
if (ImGui::TreeNode(formatEntityName(entity).c_str())) {
// Handle drop events for reparenting
@@ -225,10 +224,8 @@ bool EditorGUI::drawEntityNode(EntityWrapper entity)
entityChangeParent(m_CurrentlyDragging, entity);
m_CurrentlyDragging = EntityWrapper::Invalid;
}
ImGui::PopID();
return true;
} else {
ImGui::PopID();
return false;
}
}
@@ -341,6 +338,15 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
}
}
if (ci.Name == "Spawner") {
if (ImGui::Button("Activate")) {
Events::SpawnerSpawn e;
e.Spawner = entity;
e.Parent = entity;
m_EventBroker->Publish(e);
}
}
return true;
}
@@ -384,14 +390,52 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
// Limit scale values to a minimum of 0
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
} else if (field.Name == "Orientation") {
// Make orentations have a period of 2*Pi
glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
val = tempVal;
return true;
} else {
return false;
//glm::vec3 tempVal = val;
glm::vec3 originalVal = val;
ImVec2 cursorPos = ImGui::GetCursorScreenPos();
glm::tvec3<bool> isSnapping(false, false, false);
bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
if (changed) {
// Make orentations have a period of 2*Pi
val = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
for (int i = 0; i < 3; i++) {
if (val[i] < 0) {
val[i] += glm::two_pi<float>();
}
}
}
// Snap to angle
//float snapRange = glm::pi<float>() / 15.f;
//float snapAngle = glm::quarter_pi<float>();
//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
//for (int i = 0; i < 3; i++) {
// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
//}
//if (changed && ImGui::IsMouseDown(0)) {
// glm::vec3 change = val - originalVal;
// for (int i = 0; i < 3; i++) {
// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
// val[i] -= snap[i] - snapRange;
// }
// }
//}
// Draw snapping outline
float width = ImGui::CalcItemWidth() / 3.f;;
float spacing = GImGui->Style.ItemInnerSpacing.x;
for (int i = 0; i < 3; i++) {
if (isSnapping[i]) {
ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
auto window = ImGui::GetCurrentWindow();
const ImU32 col = window->Color(ImGuiCol_HeaderActive);
window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
}
}
return changed;
} else {
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
}
+64 -59
View File
@@ -1,44 +1,81 @@
#include "Editor/EditorRenderSystem.h"
EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
auto resolution = renderer->Resolution();
m_Camera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
auto resolution = Rectangle::Rectangle(1280, 720);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
}
void EditorRenderSystem::Update(double dt)
{
if (m_CurrentCamera.Valid()) {
m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
m_EditorCamera->SetPosition(cameraTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
}
RenderScene scene;
scene.Camera = m_Camera;
scene.ClearDepth = true;
scene.Camera = m_EditorCamera;
scene.Viewport = Rectangle(1920, 1080);
auto cameras = m_World->GetComponents("Camera");
if (cameras != nullptr) {
for (auto& cCamera : *cameras) {
EntityWrapper entity(m_World, cCamera.EntityID);
entity["Model"]["Resource"] = "Models/Widgets/Camera.mesh";
glm::mat4 modelMatrix = Transform::ModelMatrix(entity);
enqueueModel(scene, entity, modelMatrix, "Models/Widgets/Camera.mesh", entity["Model"], false);
auto cSceneLight = m_World->GetComponents("SceneLight");
if (cSceneLight != nullptr) {
//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
}
auto models = m_World->GetComponents("Model");
if (models != nullptr) {
for (auto& cModel : *models) {
if (!(bool)cModel["Visible"]) {
continue;
}
const std::string& resource = cModel["Resource"];
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
continue;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
continue;
}
}
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
}
}
auto aabbs = m_World->GetComponents("AABB");
if (aabbs != nullptr) {
for (auto& cAABB : *aabbs) {
EntityWrapper entity(m_World, cAABB.EntityID);
glm::vec3 absPosition = Transform::AbsolutePosition(entity) + (glm::vec3)cAABB["Origin"];
glm::vec3 absScale = Transform::AbsoluteScale(entity) * (glm::vec3)cAABB["Size"];
glm::mat4 modelMatrix = glm::translate(absPosition) * glm::scale(absScale);
entity["Model"]["Resource"] = "Models/Core/UnitCube.mesh";
enqueueModel(scene, entity, modelMatrix, "Models/Core/UnitCube.mesh", entity["Model"], true);
auto pointLights = m_World->GetComponents("PointLight");
if (pointLights != nullptr) {
for (auto& cPointLight : *pointLights) {
bool visible = cPointLight["Visible"];
if (!visible) {
continue;
}
EntityWrapper entity(m_World, cPointLight.EntityID);
ComponentWrapper& cTransform = entity["Transform"];
std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
scene.Jobs.PointLight.push_back(pointLightJob);
}
}
@@ -49,44 +86,12 @@ bool EditorRenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_Camera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_Camera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_Camera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_Camera->SetPosition(cTransform["Position"]);
m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_EditorCamera->SetPosition(cTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity;
return true;
}
void EditorRenderSystem::enqueueModel(RenderScene& scene, EntityWrapper entity, const glm::mat4& modelMatrix, const std::string& modelResource, ComponentWrapper cModel, bool wireframe)
{
Model* model;
try {
model = ResourceManager::Load<::Model, true>(modelResource);
} catch (const Resource::StillLoadingException&) {
return;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
return;
}
}
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
model,
m_Camera,
modelMatrix,
matGroup,
cModel,
m_World,
glm::vec4(1.f, 1.f, 1.f, 1.f),
0.f,
false
));
modelJob->Wireframe = wireframe;
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
+2 -2
View File
@@ -1,6 +1,6 @@
#include "Editor/EditorSystem.h"
#include "Core/UniformScaleSystem.h"
#include "Editor/EditorWidgetRenderSystem.h"
#include "Editor/EditorRenderSystem.h"
#include "Editor/EditorWidgetSystem.h"
#include "Core/EntityFile.h"
@@ -13,7 +13,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer);
m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
m_EditorWorldSystemPipeline->AddSystem<EditorWidgetRenderSystem>(2, m_Renderer, m_RenderFrame);
m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame);
m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml");
m_ActualCamera = m_EditorCamera;
@@ -1,97 +0,0 @@
#include "Editor/EditorWidgetRenderSystem.h"
EditorWidgetRenderSystem::EditorWidgetRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
: System(params)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorWidgetRenderSystem::OnSetCamera);
auto resolution = Rectangle::Rectangle(1280, 720);
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
}
void EditorWidgetRenderSystem::Update(double dt)
{
if (m_CurrentCamera.Valid()) {
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
m_EditorCamera->SetPosition(cameraTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
}
RenderScene scene;
scene.ClearDepth = true;
scene.Camera = m_EditorCamera;
scene.Viewport = Rectangle(1920, 1080);
auto cSceneLight = m_World->GetComponents("SceneLight");
if (cSceneLight != nullptr) {
//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
}
auto models = m_World->GetComponents("Model");
if (models != nullptr) {
for (auto& cModel : *models) {
if (!(bool)cModel["Visible"]) {
continue;
}
const std::string& resource = cModel["Resource"];
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
continue;
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
continue;
}
}
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
if (cModel["Transparent"]) {
scene.Jobs.TransparentObjects.push_back(modelJob);
} else {
scene.Jobs.OpaqueObjects.push_back(modelJob);
}
}
}
}
auto pointLights = m_World->GetComponents("PointLight");
if (pointLights != nullptr) {
for (auto& cPointLight : *pointLights) {
bool visible = cPointLight["Visible"];
if (!visible) {
continue;
}
EntityWrapper entity(m_World, cPointLight.EntityID);
ComponentWrapper& cTransform = entity["Transform"];
std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
scene.Jobs.PointLight.push_back(pointLightJob);
}
}
m_RenderFrame->Add(scene);
}
bool EditorWidgetRenderSystem::OnSetCamera(Events::SetCamera& e)
{
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_EditorCamera->SetFOV(static_cast<float>((double)cCamera["FOV"]));
m_EditorCamera->SetNearClip(static_cast<float>((double)cCamera["NearClip"]));
m_EditorCamera->SetFarClip(static_cast<float>((double)cCamera["FarClip"]));
m_EditorCamera->SetPosition(cTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity;
return true;
}
+29 -8
View File
@@ -1,4 +1,5 @@
#include "GUI/ButtonSystem.h"
#include "Input/EInputCommand.h"
ButtonSystem::ButtonSystem(SystemParams params, IRenderer* renderer)
: System(params)
@@ -37,10 +38,20 @@ bool ButtonSystem::OnMousePress(const Events::MousePress& e)
m_PickEntity = EntityWrapper(m_World, m_PickData.Entity);
//You have clicked on a button entity, send pressed event.
Events::ButtonPressed ePressed;
ePressed.Entity = m_PickEntity;
ePressed.EntityName = m_PickEntity.Name();
m_EventBroker->Publish(ePressed);
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
Events::InputCommand eInputCmd;
eInputCmd.PlayerID = LocalPlayer.ID;
eInputCmd.Player = LocalPlayer;
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
eInputCmd.Value = (float)button["InputCmdButton"]["PressValue"];
m_EventBroker->Publish(eInputCmd);
} else {
Events::ButtonPressed ePressed;
ePressed.Entity = m_PickEntity;
ePressed.EntityName = m_PickEntity.Name();
m_EventBroker->Publish(ePressed);
}
}
}
}
@@ -55,10 +66,20 @@ bool ButtonSystem::OnMouseRelease(const Events::MouseRelease& e)
if(m_PickData.Entity != EntityID_Invalid && m_PickData.World == m_World) {
EntityWrapper ent = EntityWrapper(m_World, m_PickData.Entity);
Events::ButtonReleased eReleased;
eReleased.EntityName = m_PickEntity.Name();
eReleased.Entity = m_PickEntity;
m_EventBroker->Publish(eReleased);
if (m_World->HasComponent(m_PickData.Entity, "InputCmdButton")) {
Events::InputCommand eInputCmd;
eInputCmd.PlayerID = LocalPlayer.ID;
eInputCmd.Player = LocalPlayer;
EntityWrapper button = EntityWrapper(m_World, m_PickData.Entity);
eInputCmd.Command = (std::string)button["InputCmdButton"]["Command"];
eInputCmd.Value = 0;
m_EventBroker->Publish(eInputCmd);
} else {
Events::ButtonReleased eReleased;
eReleased.EntityName = m_PickEntity.Name();
eReleased.Entity = m_PickEntity;
m_EventBroker->Publish(eReleased);
}
if(m_World->HasComponent(m_PickData.Entity, "Button")) {
if (ent == m_PickEntity) {
+10 -4
View File
@@ -49,18 +49,24 @@ void Packet::WriteString(const std::string& str)
// Message, add one extra byte for null terminator
size_t sizeOfString = str.size() + 1;
if (m_Offset + sizeOfString > m_MaxPacketSize) {
//LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
if (m_MaxPacketSize >= 32000) {
LOG_WARNING("Package::WriteString(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
resizeData();
}
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
m_Offset += sizeOfString * sizeof(char);
memcpy(m_Data + m_Offset, str.data(), str.size() * sizeof(char));
m_Offset += str.size() * sizeof(char);
m_Data[m_Offset] = '\0';
m_Offset += 1;
}
void Packet::WriteData(char * data, int sizeOfData)
{
if (m_Offset + sizeOfData > m_MaxPacketSize) {
//LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
if (m_MaxPacketSize >= 32000) {
LOG_WARNING("Package::WriteData(): New size is huge %i bytes\n", m_MaxPacketSize*2);
}
while (m_Offset + sizeOfData > m_MaxPacketSize) {
resizeData();
}
+4 -1
View File
@@ -74,7 +74,10 @@ size_t TCPClient::readBuffer()
boost::asio::ip::tcp::socket::message_peek, error);
unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("TCPClient::readBuffer(): We haven't got the whole packet yet.");
return 0;
}
// if the buffer is to small increase the size of it
// TODO if message is huge 1 time the buffer will not decrease.
if (sizeOfPacket > m_BufferSize) {
+4 -1
View File
@@ -106,7 +106,10 @@ int TCPServer::readBuffer(PlayerDefinition & playerDefinition)
boost::asio::ip::tcp::socket::message_peek, error);
unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > playerDefinition.TCPSocket->available()) {
LOG_WARNING("TCPServer::readBuffer(): We haven't got the whole packet yet.");
return 0;
}
// if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
+4 -1
View File
@@ -45,7 +45,10 @@ int UDPClient::readBuffer()
boost::asio::ip::udp::socket::message_peek, error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet.");
//return 0;
}
// if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
+5
View File
@@ -92,6 +92,11 @@ int UDPServer::readBuffer()
unsigned int sizeOfPacket = 0;
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPServer::readBuffer(): We haven't got the whole packet yet.");
//return 0;
}
// if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) {
delete[] m_ReadBuffer;
+191 -40
View File
@@ -1,71 +1,222 @@
#include "Rendering/AnimationSystem.h"
void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
AnimationSystem::AnimationSystem(SystemParams params)
: System(params)
{
if(!entity.HasComponent("Model")) {
EVENT_SUBSCRIBE_MEMBER(m_EAutoAnimationBlend, &AnimationSystem::OnAutoAnimationBlend);
}
void AnimationSystem::Update(double dt)
{
UpdateAnimations(dt);
CreateBlendTrees();
UpdateWeights(dt);
for(auto& autoBlendQueue : m_AutoBlendQueues) {
autoBlendQueue.second.UpdateTime(dt);
}
}
void AnimationSystem::CreateBlendTrees()
{
auto modelComponents = m_World->GetComponents("Model");
if (modelComponents == nullptr) {
return;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
return;
for (auto& modelC : *modelComponents) {
EntityWrapper entity = EntityWrapper(m_World, modelC.EntityID);
Model* model;
try {
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
if (entity.HasComponent("Blend") || entity.HasComponent("BlendOverride") ||
entity.HasComponent("BlendAdditive") || entity.HasComponent("Animation"))
{
std::shared_ptr<BlendTree> blendTree = std::shared_ptr<BlendTree>(new BlendTree(entity, skeleton));
if(blendTree->IsValid()) {
skeleton->BlendTrees[entity] = blendTree;
}
}
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if(skeleton == nullptr) {
}
void AnimationSystem::UpdateAnimations(double dt)
{
auto animationComponents = m_World->GetComponents("Animation");
if(animationComponents == nullptr) {
return;
}
for (int i = 1; i <= 3; i++) {
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
for (auto& animationC : *animationComponents) {
EntityWrapper entity = EntityWrapper(m_World, animationC.EntityID);
EntityWrapper modelEntity;
if(!entity.HasComponent("Model")) {
modelEntity = entity.FirstParentWithComponent("Model");
} else {
modelEntity = entity;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(modelEntity["Model"]["Resource"]);
} catch (const std::exception&) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return;
}
const Skeleton::Animation* animation = skeleton->GetAnimation(animationC["AnimationName"]);
if (animation == nullptr) {
continue;;
}
double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
double animationSpeed = (double)animationC["Speed"];
if (animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
if((bool)animationC["Reverse"]) {
animationSpeed *= -1;
}
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
if ((bool)animationC["Play"]) {
double nextTime = (double)animationC["Time"] + animationSpeed * dt;
if (!(bool)animationC["Loop"]) {
if (nextTime > animation->Duration) {
nextTime = animation->Duration;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
(bool&)animationC["Play"] = false;
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime = 0;
(bool&)animationC["Play"] = false;
}
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
} else {
if (nextTime > animation->Duration) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime -= animation->Duration;
while (nextTime > animation->Duration) {
nextTime -= animation->Duration;
}
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime += animation->Duration;
while (nextTime < 0) {
nextTime += animation->Duration;
}
}
}
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
(double&)animationC["Time"] = nextTime;
}
}
}
}
void AnimationSystem::UpdateWeights(double dt)
{
for (auto& autoBlendQueue : m_AutoBlendQueues) {
if(autoBlendQueue.second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = autoBlendQueue.second.GetActiveBlendJob();
std::shared_ptr<BlendTree> blendTree = autoBlendQueue.second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
blendJob.BlendInfo.progress = glm::clamp(blendJob.CurrentTime / blendJob.Duration, 0.0, 1.0);
} else {
blendJob.BlendInfo.progress = 1.0;
}
blendJob.BlendInfo = blendTree->AutoBlendStep(blendJob.BlendInfo);
}
}
}
}
bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
{
if (!e.RootNode.Valid()) {
return false;
}
if (!e.RootNode.HasComponent("Model")) {
return false;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>((std::string)e.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
std::shared_ptr<BlendTree> blendTree;
if (skeleton->BlendTrees.find(e.RootNode) != skeleton->BlendTrees.end()) {
blendTree = skeleton->BlendTrees.at(e.RootNode);
} else {
return false;
}
EntityWrapper subTreeRoot = blendTree->GetSubTreeRoot(e.NodeName);
if (!subTreeRoot.Valid()) {
return false;
}
AutoBlendQueue::AutoBlendJob abj;
abj.AnimationEntity = e.AnimationEntity;
abj.CurrentTime = 0.0;
abj.Delay = e.Delay;
abj.Duration = e.Duration;
abj.RootNode = e.RootNode;
abj.BlendInfo.NodeName = e.NodeName;
abj.BlendInfo.progress = 0.0;
abj.BlendInfo.Start = e.Start;
abj.BlendInfo.SingleBlend = e.SingleLevelBlend;
EntityWrapper nodeEntity = subTreeRoot.FirstChildByName(e.NodeName); // more than one
if (nodeEntity.Valid()) {
if (nodeEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(nodeEntity["Animation"]["AnimationName"]);
(bool&)nodeEntity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)nodeEntity["Animation"]["Time"] = animation->Duration;
} else {
(double&)nodeEntity["Animation"]["Time"] = 0.0;
}
}
}
}
}
}
m_AutoBlendQueues[subTreeRoot].Insert(abj);
return true;
}
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#include "Rendering/AutoBlendQueue.h"
void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
{
if(!autoBlendJob.RootNode.HasComponent("Model")) {
return;
}
AutoblendNode blendNode;
blendNode.BlendJob = autoBlendJob;
blendNode.StartTime = autoBlendJob.Delay;
blendNode.EndTime = autoBlendJob.Delay + autoBlendJob.Duration;
if (autoBlendJob.AnimationEntity.Valid()) {
if (autoBlendJob.AnimationEntity.HasComponent("Animation")) {
Model* model;
try {
model = ResourceManager::Load<::Model, true>((std::string)autoBlendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return;
}
const Skeleton::Animation* animation = skeleton->GetAnimation((std::string)autoBlendJob.AnimationEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
return;
}
double AnimationDuration = 0.0;
double animationSpeed = (double)autoBlendJob.AnimationEntity["Animation"]["Speed"];
double animationTime = (double)autoBlendJob.AnimationEntity["Animation"]["Time"];
if ((bool)autoBlendJob.AnimationEntity["Animation"]["Reverse"]) {
AnimationDuration = (animation->Duration * animationSpeed) - (animation->Duration - animationTime);
} else {
AnimationDuration = (animation->Duration * animationSpeed) - animationTime;
}
blendNode.StartTime += AnimationDuration;
blendNode.EndTime += AnimationDuration;
if (m_BlendQueue.size() == 0) {
m_BlendQueue.push_back(blendNode);
} else {
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end(); it++) {
auto next = std::next(it, 1);
if (it->BlendJob.BlendInfo.NodeName == autoBlendJob.BlendInfo.NodeName) {
(*it) = blendNode;
}
if (next != m_BlendQueue.end()) {
if (it->StartTime >= blendNode.StartTime && next->StartTime <= blendNode.StartTime) {
m_BlendQueue.insert(next, blendNode);
return;
}
} else if(it->StartTime > blendNode.StartTime){
m_BlendQueue.push_front(blendNode);
return;
} else if (it->StartTime <= blendNode.StartTime) {
m_BlendQueue.push_back(blendNode);
return;
}
}
}
}
}
m_BlendQueue.clear();
m_BlendQueue.push_back(blendNode);
}
void AutoBlendQueue::UpdateTime(double dt)
{
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end();) {
if (it->EndTime <= 0) {
it = m_BlendQueue.erase(it);
} else {
it->EndTime -= dt;
it->StartTime -= dt;
it++;
}
}
}
void AutoBlendQueue::PrintQueue()
{
for (auto it = m_BlendQueue.begin(); it != m_BlendQueue.end(); it++) {
LOG_INFO("Start: %f End: %f \t %s", it->StartTime, it->EndTime, it->BlendJob.BlendInfo.NodeName.c_str());
}
}
bool AutoBlendQueue::HasActiveBlendJob()
{
if(m_BlendQueue.empty()) {
return false;
} else {
AutoblendNode blendNode = m_BlendQueue.front();
if (blendNode.StartTime <= 0) {
AutoBlendJob blendJob = blendNode.BlendJob;
if (!blendJob.RootNode.Valid()) {
m_BlendQueue.pop_front();
return false;
}
if (!blendJob.RootNode.HasComponent("Model")) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
if (skeleton->BlendTrees.find(blendJob.RootNode) != skeleton->BlendTrees.end()) {
return true;
} else {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
}
} else {
return false;
}
}
}
std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
{
AutoblendNode blendNode = m_BlendQueue.front();
AutoBlendJob blendJob = blendNode.BlendJob;
if (!blendJob.RootNode.Valid()) {
m_BlendQueue.pop_front();
return false;
}
if (!blendJob.RootNode.HasComponent("Model")) {
return nullptr;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(blendJob.RootNode["Model"]["Resource"]);
} catch (const std::exception&) {
return nullptr;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if (skeleton == nullptr) {
return nullptr;
}
if (skeleton->BlendTrees.find(blendJob.RootNode) != skeleton->BlendTrees.end()) {
return skeleton->BlendTrees.at(blendJob.RootNode);
} else {
return nullptr;
}
}
AutoBlendQueue::AutoBlendJob& AutoBlendQueue::GetActiveBlendJob()
{
AutoblendNode& blendNode = m_BlendQueue.front();
blendNode.BlendJob.CurrentTime = -blendNode.StartTime;
return blendNode.BlendJob;
}
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#include "Rendering/BlendTree.h"
BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
{
m_Skeleton = skeleton;
if (ModelEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
return;
}
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Pose = m_Skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Animation;
} else if (ModelEntity.HasComponent("Blend")) {
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Blend;
m_Root->Weight = (double)ModelEntity["Blend"]["Weight"];
m_Root->SubTreeRoot = (bool)ModelEntity["Blend"]["SubTreeRoot"];
(double&)ModelEntity["Blend"]["Weight"] = glm::clamp((double)ModelEntity["Blend"]["Weight"], 0.0, 1.0);
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity);
} else if (ModelEntity.HasComponent("BlendOverride")) {
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Override;
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Master"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Slave"], ModelEntity);
} else if (ModelEntity.HasComponent("BlendAdditive")) {
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Additive;
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Adder"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Receiver"], ModelEntity);
}
m_FinalPose = AccumulateFinalPose();
// PrintTree();
}
BlendTree::~BlendTree()
{
Node* currentNode = m_Root;
if (currentNode != nullptr) {
while (currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
std::list<Node*> m_NodesToRemove;
while (currentNode != nullptr) {
m_NodesToRemove.push_back(currentNode);
currentNode = currentNode->Next();
}
for (auto it = m_NodesToRemove.begin(); it != m_NodesToRemove.end(); it++) {
delete (*it);
}
}
}
glm::mat4 BlendTree::GetBoneTransform(int boneID)
{
if(m_FinalBoneTransforms.find(boneID) != m_FinalBoneTransforms.end()) {
return m_FinalBoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
void BlendTree::PrintTree()
{
Node* currentNode = m_Root;
LOG_INFO("\n\n");
while(currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
while (currentNode != nullptr)
{
LOG_INFO("%s", currentNode->Name.c_str());
currentNode = currentNode->Next();
}
}
BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity)
{
EntityWrapper childEntity = parentEntity.FirstLevelChildByName(name); // Make first level child by name
if (!childEntity.Valid()) {
return nullptr;
}
if (childEntity.HasComponent("Animation")) {
const Skeleton::Animation* animation = m_Skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
if (animation == nullptr) {
return nullptr;
}
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Pose = m_Skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
node->Parent = parentNode;
node->Type = NodeType::Animation;
return node;
} else if (childEntity.HasComponent("Blend")) {
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Blend;
(double&)childEntity["Blend"]["Weight"] = glm::clamp((double)childEntity["Blend"]["Weight"], 0.0, 1.0);
node->Weight = (double)childEntity["Blend"]["Weight"];
node->SubTreeRoot = (bool)childEntity["Blend"]["SubTreeRoot"];
//if (node->Weight < 1.f && node->Weight > 0.f) {
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
/* } else if (node->Weight == 1.f) {
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
} else if (node->Weight == 0.f) {
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
}*/
if(node->Child[0] == nullptr && node->Child[1] == nullptr) {
return nullptr;
} else {
return node;
}
} else if (childEntity.HasComponent("BlendOverride")) {
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Override;
node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Master"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Slave"], childEntity);
if (node->Child[0] == nullptr && node->Child[1] == nullptr) {
return nullptr;
} else {
return node;
}
} else if (childEntity.HasComponent("BlendAdditive")) {
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Additive;
node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Adder"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Receiver"], childEntity);
if(node->Child[0] == nullptr && node->Child[1] == nullptr) {
return nullptr;
} else {
return node;
}
}
return nullptr;
}
std::vector<BlendTree::Node*> BlendTree::FindNodesByName(std::string name)
{
std::vector<Node*> Nodes;
Node* currentNode = m_Root;
while (currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
while (currentNode != nullptr) {
if(currentNode->Name == name) {
Nodes.push_back(currentNode);
}
currentNode = currentNode->Next();
}
return Nodes;
}
BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
{
std::vector<Node*> goalNodes = FindNodesByName(blendInfo.NodeName);
if (blendInfo.Start) {
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
EntityWrapper entity = (*it)->Entity;
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
(bool&)entity["Animation"]["Play"] = true;
}
}
}
}
if(goalNodes.size() == 0) {
return blendInfo;
} else if(goalNodes.size() == 1) {
Node* currentNode = goalNodes[0]->Parent;
Node* lastNode = goalNodes[0];
while (currentNode != nullptr)
{
if(!currentNode->Entity.HasComponent("Blend")) {
return blendInfo;
}
double startWeight;
if(blendInfo.StartWeights.find(currentNode->Entity) != blendInfo.StartWeights.end()) {
startWeight = blendInfo.StartWeights.at(currentNode->Entity);
} else {
startWeight = currentNode->Weight;
blendInfo.StartWeights[currentNode->Entity] = startWeight;
}
double goalWeight;
if(currentNode->Child[0] == lastNode) {
goalWeight = 0.0;
} else if (currentNode->Child[1] == lastNode) {
goalWeight = 1.0;
}
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Weight = weight;
lastNode = currentNode;
currentNode = currentNode->Parent;
if (blendInfo.SingleBlend) {
break;
}
}
} else if(goalNodes.size() >= 2) {
std::vector<Node*> sharedParents;
std::vector<Node*> nodes = goalNodes;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
auto next = std::next(it, 1);
if (next != nodes.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
sharedParents.push_back(commonParent);
(*next) = commonParent;
nodes.erase(it);
it = nodes.begin();
}
}
for (auto it = goalNodes.begin(); it != goalNodes.end(); it++) {
Node* currentNode = (*it)->Parent;
Node* lastNode = (*it);
while (currentNode != nullptr) {
if (!currentNode->Entity.HasComponent("Blend")) {
return blendInfo;
}
bool ShouldBreak = false;
for (auto it = sharedParents.begin(); it != sharedParents.end(); it++) {
if(currentNode == (*it)) {
ShouldBreak = true;
}
}
if(ShouldBreak) {
break;
}
double startWeight;
if (blendInfo.StartWeights.find(currentNode->Entity) != blendInfo.StartWeights.end()) {
startWeight = blendInfo.StartWeights.at(currentNode->Entity);
} else {
startWeight = currentNode->Weight;
blendInfo.StartWeights[currentNode->Entity] = startWeight;
}
double goalWeight;
if (currentNode->Child[0] == lastNode) {
goalWeight = 0.0;
} else if (currentNode->Child[1] == lastNode) {
goalWeight = 1.0;
}
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Weight = weight;
lastNode = currentNode;
currentNode = currentNode->Parent;
}
}
}
return blendInfo;
}
BlendTree::Node* BlendTree::GetCommonParent(std::string NodeName1, std::string NodeName2)
{
std::vector<Node*> nodes1 = FindNodesByName(NodeName1);
std::vector<Node*> nodes2 = FindNodesByName(NodeName2);
for (auto it = nodes1.begin(); it != nodes1.end(); it++) {
auto next = std::next(it, 1);
if(next != nodes1.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
(*next) = commonParent;
nodes1.erase(it);
it = nodes1.begin();
}
}
for (auto it = nodes2.begin(); it != nodes2.end(); it++) {
auto next = std::next(it, 1);
if (next != nodes2.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
(*next) = commonParent;
nodes2.erase(it);
it = nodes2.begin();
}
}
return FirstCommonParent(nodes1.front(), nodes2.front());;
}
BlendTree::Node* BlendTree::FirstCommonParent(Node* node1, Node* node2)
{
std::list<Node*> node1Parents;
Node* currentNode = node1;
while (currentNode != nullptr) {
node1Parents.push_back(currentNode);
currentNode = currentNode->Parent;
}
currentNode = node2;
while (currentNode != nullptr) {
for (auto it = node1Parents.begin(); it != node1Parents.end(); it++) {
if (currentNode == (*it)) {
return currentNode;
}
}
currentNode = currentNode->Parent;
}
return nullptr;
}
EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
{
std::vector<Node*> nodes = FindNodesByName(nodeName);
if (nodes.size() == 0) {
return EntityWrapper::Invalid;
}
std::vector<Node*> subTreeRoots;
for (auto it = nodes.begin(); it != nodes.end(); it++) {
Node* currentNode = (*it)->Parent;
while (!currentNode->SubTreeRoot) {
currentNode = currentNode->Parent;
}
subTreeRoots.push_back(currentNode);
}
for (auto it = subTreeRoots.begin(); it != subTreeRoots.end(); it++) {
auto next = std::next(it, 1);
if (next != subTreeRoots.end()) {
Node* commonParent = FirstCommonParent((*it), (*next));
(*next) = commonParent;
subTreeRoots.erase(it);
it = subTreeRoots.begin();
}
}
return subTreeRoots.front()->Entity;
}
void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
{
Node* currentNode;
Node* start = m_Root;
while (start->Child[0] != nullptr) {
start = start->Child[0];
}
currentNode = start;
while (m_Root->Pose.size() == 0) {
if(currentNode->Pose.size() == 0) {
if (currentNode->Child[0] != nullptr && currentNode->Child[1] != nullptr) {
if (currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
switch (currentNode->Type) {
case BlendTree::NodeType::Additive:
currentNode->Pose = m_Skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
break;
case BlendTree::NodeType::Blend:
currentNode->Pose = m_Skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
break;
case BlendTree::NodeType::Override:
currentNode->Pose = m_Skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
break;
case BlendTree::NodeType::Animation:
// do nothing
break;
}
}
} else if (currentNode->Child[0] != nullptr) {
if (currentNode->Child[0]->Pose.size() != 0) {
currentNode->Pose = currentNode->Child[0]->Pose;
}
} else if (currentNode->Child[1] != nullptr) {
if (currentNode->Child[1]->Pose.size() != 0) {
currentNode->Pose = currentNode->Child[1]->Pose;
}
}
}
currentNode = currentNode->Next();
if (currentNode == nullptr) {
currentNode = start;
}
}
pose = m_Root->Pose;
}
std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
{
std::vector<glm::mat4> finalPose;
if (m_Skeleton == nullptr || m_Root == nullptr || (m_Root->Child[0] == nullptr && m_Root->Child[1] == nullptr)) {
for (int i = 0; i < m_Skeleton->Bones.size(); i++) {
finalPose.push_back(glm::mat4(1));
}
return finalPose;
}
std::map<int, Skeleton::PoseData> pose;
Blend(pose);
m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);
return finalPose;
}
+23 -57
View File
@@ -8,10 +8,13 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
auto parent = entity.FirstParentWithComponent("Animation");
if (!parent.HasComponent("Model")) {
auto parent = entity.FirstParentWithComponent("Model");
if(!parent.Valid()) {
return;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
@@ -35,66 +38,29 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::mat4 boneTransform;
if (skeleton->BlendTrees.find(parent) != skeleton->BlendTrees.end()) {
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
glm::mat4 boneTransform = skeleton->BlendTrees.at(parent)->GetBoneTransform(id);
if (parent.HasComponent("AnimationOffset")) {
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
if(AnimationOffset.animation != nullptr) {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
}
}
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
/*
angles.y = asin(-boneTransform[0][2]);
if (cos(angles.y) != 0) {
angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
} else {
angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
angles.z = 0;
}*/
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
}
}
+2
View File
@@ -45,6 +45,7 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_horiz->Link();
}
@@ -53,6 +54,7 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_vert->Link();
}
}
+124 -136
View File
@@ -350,27 +350,28 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::Basic:
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
}
else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
@@ -386,23 +387,23 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
}
case RawModel::MaterialType::SplatMapping:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
}
else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSplatMapSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMapSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSplatMapSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
GLERROR("Bind ExplosionEffectSplatMap program");
@@ -429,12 +430,6 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
if (modelJob) {
//bind forward program
//TODO: JOHAN/TOBIAS: Bind shader based on ModelJob->ShaderID;
RenderState jobState;
if (modelJob->Wireframe) {
jobState.Disable(GL_CULL_FACE);
jobState.PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
switch (modelJob->Type) {
case RawModel::MaterialType::Basic:
case RawModel::MaterialType::SingleTextures:
@@ -449,17 +444,15 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
}
else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusProgram->Bind();
GLERROR("Bind ForwardPlusProgram");
@@ -483,14 +476,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
}
else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
@@ -567,14 +559,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
}
else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectShieldCheckProgram->Bind();
@@ -600,14 +592,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures
BindExplosionTextures(explosionSplatMapSkinnedShieldCheckHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
}
else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
@@ -640,15 +632,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
}
else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectProgram->Bind();
GLERROR("Bind ExplosionEffect program");
@@ -672,14 +663,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
}
else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ExplosionEffectSplatMapProgram->Bind();
@@ -724,14 +715,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
}
else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
@@ -757,15 +747,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures
BindModelTextures(forwardSplatMapSkinnedShieldCheckHandle, modelJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
}
else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedShieldCheckHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapShieldCheckProgram->Bind();
@@ -795,14 +784,13 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
}
else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
@@ -828,15 +816,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
//bind textures
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
}
else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
m_ForwardPlusSplatMapProgram->Bind();
@@ -895,10 +882,10 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
}
std::vector<glm::mat4> frameBones;
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
if (explosionEffectJob->BlendTree != nullptr) {
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
frameBones = explosionEffectJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -934,11 +921,12 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
BindModelTextures(forwardHandle ,modelJob);
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -970,10 +958,10 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+18 -26
View File
@@ -104,16 +104,15 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
@@ -162,13 +161,11 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
@@ -218,11 +215,12 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -322,16 +320,10 @@ void PickingPass::Draw(RenderScene& scene)
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
m_PickingProgram->Bind();
-14
View File
@@ -155,20 +155,6 @@ bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
return !GLERROR("AlphaFunc");
}
bool RenderState::PolygonMode(GLenum face, GLenum mode)
{
GLint originalMode[2];
glGetIntegerv(GL_POLYGON_MODE, &originalMode[0]);
if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_FRONT, originalMode[0]));
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
m_ResetFunctions.push_back(std::bind(glPolygonMode, GL_BACK, originalMode[1]));
}
glPolygonMode(face, mode);
return !GLERROR("RenderState::PolygonMode");
}
RenderState::~RenderState()
{
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {

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