Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c5e0a1566e | |||
| 167f78951e | |||
| 4b6d4e581f | |||
| 123fbf5633 | |||
| 4c054d5b8c |
@@ -2,14 +2,14 @@
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#define EEntityDeleted_h__
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#include "Event.h"
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#include "Entity.h"
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#include "EntityWrapper.h"
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namespace Events
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{
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struct EntityDeleted : Event
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{
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EntityID DeletedEntity;
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EntityWrapper DeletedEntity;
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// True if the entity deletion was triggered because the entity's parent was deleted before it
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bool Cascaded;
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};
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@@ -0,0 +1,28 @@
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#ifndef RespawnSystem_h__
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#define RespawnSystem_h__
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#include "System.h"
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#include "SpawnerSystem.h"
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#include "EEntityDeleted.h"
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#include "EPause.h"
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class RespawnSystem : public PureSystem
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{
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public:
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RespawnSystem(SystemParams params);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt) override;
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private:
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std::unordered_map<EntityWrapper, EntityWrapper> m_LastRespawnedEntity;
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bool m_Paused = false;
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EventRelay<RespawnSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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EventRelay<RespawnSystem, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause& e);
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EventRelay<RespawnSystem, Events::Resume> m_EResume;
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bool OnResume(const Events::Resume& e);
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};
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#endif
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@@ -5,7 +5,7 @@
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/ESpawnerSpawn.h"
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#include "Core/Transform.h"
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#include "Core/EntityFile.h"
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -22,7 +22,7 @@
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#include "../Core/ELockMouse.h"
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#include "../Core/EFileDropped.h"
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#include "../Rendering/Texture.h"
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#include "Game/Events/ESpawnerSpawn.h"
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#include "../Core/ESpawnerSpawn.h"
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class EditorGUI
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{
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@@ -27,8 +27,6 @@ struct ExplosionEffectJob : ModelJob
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -40,14 +38,12 @@ struct ExplosionEffectJob : ModelJob
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glm::vec4 EndColor;
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bool Randomness = false;
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double RandomnessScalar = 1.f;
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float RandomnessScalar = 1.f;
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glm::vec2 Velocity;
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bool ColorByDistance = false;
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//bool ReverseAnimation = false;
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//bool Wireframe = false;
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bool ExponentialAccelaration = false;
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bool Reverse = false;
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double ColorDistanceScalar = 1.f;
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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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@@ -63,8 +63,7 @@ private:
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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ShaderProgram* m_ShadowProgram;
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std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
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std::array<glm::mat4, MAX_SPLITS> m_LightView;
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@@ -3,7 +3,6 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/GLM.h"
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class ExplosionEffectSystem : public PureSystem
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{
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@@ -5,7 +5,7 @@
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#include "Rendering/IRenderer.h"
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#include "Core/ResourceManager.h"
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#include "Core/Event.h"
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#include "Systems/SpawnerSystem.h"
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#include "Core/SpawnerSystem.h"
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#include "GUI/EButtonClicked.h"
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@@ -1,7 +1,7 @@
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/SpawnerSystem.h"
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#include "Core/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerDeath.h"
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#include "Rendering/ESetCamera.h"
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@@ -5,7 +5,7 @@
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#include "Rendering/IRenderer.h"
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#include "Core/ResourceManager.h"
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#include "Core/Event.h"
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#include "Systems/SpawnerSystem.h"
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#include "Core/SpawnerSystem.h"
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#include "Core/EventBroker.h"
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#include "Network/ESearchForServers.h"
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@@ -6,7 +6,7 @@
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Core/SpawnerSystem.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Rendering/EAutoAnimationBlend.h"
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@@ -68,4 +68,5 @@
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<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
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<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
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<xs:include schemaLocation="Components/ServerList.xsd"/>
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<xs:include schemaLocation="Components/Respawn.xsd"/>
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</xs:schema>
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@@ -1,21 +1,19 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd">
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0.0</TimeSinceDeath>
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<ExplosionDuration>2.0</ExplosionDuration>
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<TimeSinceDeath>0</TimeSinceDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<Speed>1</Speed>
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<Delay>0</Delay>
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<!--<Gravity>1</Gravity>-->
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<!--<GravityForce>1</GravityForce>-->
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<!--<ObjectRadius>2</ObjectRadius>-->
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<EndColor R="0" G="0" B="0" A="0"/>
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<Randomness>false</Randomness>
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<RandomnessScalar>1.0</RandomnessScalar>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Velocity X="2" Y="2"/>
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<ColorByDistance>false</ColorByDistance>
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<ColorByDistance>0</ColorByDistance>
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>false</ExponentialAccelaration>
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<Pulsate>false</Pulsate>
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<Reverse>false</Reverse>
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<ColorDistanceScalar>1.0</ColorDistanceScalar>
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<ExponentialAccelaration>0</ExponentialAccelaration>
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</ExplosionEffect>
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@@ -44,21 +44,15 @@
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<xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
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</xs:element>
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<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
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</xs:element>-->
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<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
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</xs:element>-->
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<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Pulsate" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ColorDistanceScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Scale the distance of the color change</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Respawn xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Respawn.xsd">
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<Delay>0</Delay>
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<_RespawnCountdown>0</_RespawnCountdown>
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</Respawn>
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@@ -0,0 +1,17 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Respawn">
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<xs:annotation>
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<xs:documentation>Triggers a Spawner component after its last spawned entity is destroyed with an optional delay.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Delay" type="t:double" minOccurs="0"/>
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<xs:element name="_RespawnCountdown" type="t:double" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -2,19 +2,13 @@
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:NetworkComponent/>
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<c:HealthPickup/>
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<c:Model>
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<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
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</c:Model>
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<c:RaptorCopter>
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<Speed>8</Speed>
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<Axis X="0" Y="0.100000001" Z="0"/>
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</c:RaptorCopter>
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<c:NetworkComponent/>
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<c:Transform>
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<Position X="0" Y="2.36784196" Z="0"/>
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<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
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<Orientation X="0" Y="18767.0273" Z="0"/>
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<Scale X="0.25" Y="0.25" Z="0.25"/>
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</c:Transform>
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<c:Trigger/>
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</Components>
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@@ -0,0 +1,58 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform>
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<Position X="0" Y="-0.871185362" Z="1.77631724"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Props/PickUps/PickUpHolder.mesh</Resource>
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<Shadow>false</Shadow>
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</c:Model>
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<c:Transform>
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<Scale X="0.479999989" Y="0.479999989" Z="0.479999989"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="1.41138339" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Respawn>
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<Delay>3</Delay>
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</c:Respawn>
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<c:RaptorCopter>
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<Speed>1</Speed>
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:FloatingEffect>
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<Period>2</Period>
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<Time>75.797556530109119</Time>
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<Axis X="0" Y="0.200000003" Z="0"/>
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</c:FloatingEffect>
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<c:Spawner>
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<EntityFile>Schema/Entities/HealthPickup.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="-0" Y="-0.118795805" Z="-0"/>
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<Orientation X="0" Y="13.0735149" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -71,6 +71,7 @@
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<xs:element ref="c:NetworkComponent" minOccurs="0"/>
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<xs:element ref="c:ServerIdentity" minOccurs="0"/>
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<xs:element ref="c:ServerList" minOccurs="0"/>
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<xs:element ref="c:Respawn" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -15,11 +15,6 @@ uniform float RandomnessScalar;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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uniform bool ExponentialAccelaration;
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uniform bool Reverse;
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uniform float ColorDistanceScalar;
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//uniform bool Gravity;
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//uniform bool Rotation;
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//uniform bool MaxRadius;
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in VertexData{
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vec3 Position;
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@@ -46,136 +41,169 @@ out VertexData{
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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float EqualTo(float x, float y) {
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return 1.0 - abs(sign(x - y));
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}
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|
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float NotEqualTo(float x, float y) {
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return abs(sign(x - y));
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}
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float GreaterThan(float x, float y) {
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return max(sign(x - y), 0.0);
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}
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|
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float LessThan(float x, float y) {
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return max(sign(y - x), 0.0);
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}
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|
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float GreaterEqualTo(float x, float y) {
|
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return 1.0 - LessThan(x, y);
|
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}
|
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|
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float LessEqualTo(float x, float y) {
|
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return 1.0 - GreaterThan(x, y);
|
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}
|
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|
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// returns a "random" number based on input parameter
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float GetRandomNumber(int polygon_index)
|
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{
|
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return RandomNumbers[int(mod(polygon_index, 50))];
|
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int randomIndex = int(mod(polygon_index, 50));
|
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|
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return RandomNumbers[randomIndex];
|
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}
|
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|
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vec3 CalcCenterOfTriangle(vec3 vertex0, vec3 vertex1, vec3 vertex2)
|
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float randomNumber = 0.0;
|
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float randomDistance = 0.0;
|
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|
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void main()
|
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{
|
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// calculate middle of vectors
|
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vec3 dir1 = normalize(vertex1 - vertex0);
|
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vec3 dir2 = normalize(vertex2 - vertex0);
|
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vec3 v1 = Input[1].Position - Input[0].Position;
|
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vec3 v2 = Input[2].Position - Input[0].Position;
|
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vec3 v3 = Input[2].Position - (v1 / 2);
|
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vec3 v4 = Input[1].Position - (v2 / 2);
|
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|
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vec3 vecA = vertex2 - vertex1; //o2 - o1
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// calculate intersection
|
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|
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// normalize direction
|
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vec3 dir1 = normalize(v1);
|
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vec3 dir2 = normalize(v2);
|
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|
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vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
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vec3 vecB = cross(dir1, dir2);
|
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|
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mat3 matrisA = mat3(vecA, dir2, vecB);
|
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|
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float lengthA = length(vecB);
|
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lengthA = lengthA * lengthA;
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|
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|
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float s = determinant(matrisA) / lengthA;
|
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|
||||
// center position of triangle
|
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return vertex1 + (s * dir1);
|
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}
|
||||
|
||||
void PassThingsThrough(int index)
|
||||
{
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[index].Normal;
|
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Output.Position = Input[index].Position;
|
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Output.TextureCoordinate = Input[index].TextureCoordinate;
|
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Output.Tangent = Input[index].Tangent;
|
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Output.BiTangent = Input[index].BiTangent;
|
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Output.ExplosionColor = EndColor;
|
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}
|
||||
|
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void main()
|
||||
{
|
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vec3 centerOfTriangle = CalcCenterOfTriangle(Input[0].Position, Input[1].Position, Input[2].Position);
|
||||
|
||||
vec3 centerOfTriangle = Input[1].Position + (s * dir1);
|
||||
|
||||
// center position of triangle to origin vector
|
||||
vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
|
||||
vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
|
||||
|
||||
// distance between origin and the center of the current triangle
|
||||
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
|
||||
|
||||
// time percentage until end of explosion (0.0-1.0)
|
||||
float timePercetage = TimeSinceDeath / ExplosionDuration;
|
||||
|
||||
// get a random number if randomness is enabled, otherwise the random distance will be zero and won't affect the other algorithms
|
||||
float randomDistance = float(Randomness) * GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
|
||||
// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
|
||||
if (Randomness == true)
|
||||
{
|
||||
randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
|
||||
}
|
||||
|
||||
vec2 randomVelocity = Velocity * (randomDistance + 1.0);
|
||||
|
||||
// accelaration to use on current frame. is a interpolation between start and end value
|
||||
float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
|
||||
|
||||
// if the accelaration should be exponential
|
||||
currentVelocity = currentVelocity * max(currentVelocity * float(ExponentialAccelaration), 1.0);
|
||||
if (ExponentialAccelaration == true)
|
||||
{
|
||||
currentVelocity = pow(currentVelocity, 2) / 2.0;
|
||||
}
|
||||
|
||||
// the distance the blast has moved since the beginning, i.e. its radius
|
||||
float blastWave = TimeSinceDeath * currentVelocity;
|
||||
// distance between origin and the center of the current triangle
|
||||
float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
|
||||
|
||||
// the distance from origin to the triangle center with eventual randomness added
|
||||
float origin2TriangleCenterDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
|
||||
|
||||
vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * blastWave) - (normalizedOrigin2TriangleCenterVector * origin2TriangleCenterDistanceWithRandomness);
|
||||
float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
|
||||
|
||||
// if the triangle is inside the blast's radius...
|
||||
float isInsideBlastRadius = LessEqualTo(origin2TriangleCenterDistanceWithRandomness, blastWave);
|
||||
// vector from the triangle center to the explosion's shockwave
|
||||
vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
|
||||
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float accelaration = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
|
||||
float maxDistance = (randomVelocity.x * ExplosionDuration) + (0.5 * accelaration * ExplosionDuration * ExplosionDuration);
|
||||
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
// if the triangle is inside the blast radius...
|
||||
if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
|
||||
{
|
||||
Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
|
||||
float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
|
||||
|
||||
float a = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
|
||||
//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
|
||||
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
|
||||
float te = (length(triangleCenter2ExplosionRadius) / s);
|
||||
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = te;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// move the triangle to the blast radius
|
||||
vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
|
||||
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// convert to model space for the gravity to always be in -y
|
||||
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
||||
|
||||
// if there is gravity, apply it
|
||||
//if (Gravity == true)
|
||||
//{
|
||||
// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
|
||||
//
|
||||
// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
|
||||
//}
|
||||
|
||||
// convert to screen space
|
||||
gl_Position = P*V * ExplodedPositionInModelSpace;
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// pass through vertex data
|
||||
Output.Normal = Input[i].Normal;
|
||||
Output.Position = Input[i].Position;
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// no change in position, pass through vertex
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
|
||||
vec3 ExplodedPosition;
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// move the triangle to the blast radius
|
||||
ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
|
||||
|
||||
// pass through vertex data
|
||||
PassThingsThrough(i);
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// convert to window space
|
||||
gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
//EndPrimitive();
|
||||
}
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 4) in vec2 TextureCoords;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
layout(location = 6) in vec4 BoneWeights;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if(BoneWeights[0] > 0.0f){
|
||||
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
|
||||
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
|
||||
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#include "Core/RespawnSystem.h"
|
||||
|
||||
RespawnSystem::RespawnSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("Respawn")
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &RespawnSystem::OnEntityDeleted);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &RespawnSystem::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResume, &RespawnSystem::OnResume);
|
||||
}
|
||||
|
||||
void RespawnSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt)
|
||||
{
|
||||
if (m_Paused) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!entity.HasComponent("Spawner")) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper& lastRespawnedEntity = m_LastRespawnedEntity[entity];
|
||||
if (!lastRespawnedEntity.Valid()) {
|
||||
double& _respawnCountdown = cRespawn["_RespawnCountdown"];
|
||||
_respawnCountdown -= dt;
|
||||
if (_respawnCountdown <= 0) {
|
||||
lastRespawnedEntity = SpawnerSystem::Spawn(entity, entity);
|
||||
_respawnCountdown = cRespawn["Delay"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool RespawnSystem::OnEntityDeleted(const Events::EntityDeleted& e)
|
||||
{
|
||||
m_LastRespawnedEntity.erase(e.DeletedEntity);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RespawnSystem::OnPause(const Events::Pause& e)
|
||||
{
|
||||
if (e.World == m_World) {
|
||||
m_Paused = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RespawnSystem::OnResume(const Events::Resume& e)
|
||||
{
|
||||
if (e.World == m_World) {
|
||||
m_Paused = false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Core/SpawnerSystem.h"
|
||||
#include "Collision/Collision.h"
|
||||
|
||||
SpawnerSystem::SpawnerSystem(SystemParams params)
|
||||
@@ -223,7 +223,7 @@ void World::deleteEntityRecursive(EntityID entity, bool cascaded /*= false*/)
|
||||
|
||||
if (m_EventBroker != nullptr) {
|
||||
Events::EntityDeleted e;
|
||||
e.DeletedEntity = entity;
|
||||
e.DeletedEntity = EntityWrapper(this, entity);
|
||||
e.Cascaded = cascaded;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
@@ -494,7 +494,7 @@ bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
|
||||
{
|
||||
if (!e.Cascaded) {
|
||||
Packet packet = Packet(MessageType::EntityDeleted);
|
||||
packet.WritePrimitive<EntityID>(e.DeletedEntity);
|
||||
packet.WritePrimitive<EntityID>(e.DeletedEntity.ID);
|
||||
reliableBroadcast(packet);
|
||||
}
|
||||
return false;
|
||||
|
||||
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
|
||||
void AnimationSystem::UpdateWeights(double dt)
|
||||
{
|
||||
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
|
||||
/* LOG_INFO("%s", it->first.Name().c_str());
|
||||
it->second.PrintQueue();*/
|
||||
LOG_INFO("%s", it->first.Name().c_str());
|
||||
it->second.PrintQueue();
|
||||
|
||||
if(it->second.HasActiveBlendJob()) {
|
||||
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
|
||||
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
||||
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
|
||||
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
|
||||
if (blendTree != nullptr) {
|
||||
if (blendJob.Duration != 0.0) {
|
||||
@@ -283,7 +283,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
|
||||
|
||||
bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
|
||||
{
|
||||
EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
|
||||
EntityWrapper entity = e.DeletedEntity;
|
||||
|
||||
if (entity.HasComponent("Model")) {
|
||||
Model* model;
|
||||
|
||||
@@ -1319,12 +1319,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
|
||||
GLERROR("Bind 6 uniform");
|
||||
if (job->Reverse == false) {
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
}
|
||||
else {
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
|
||||
}
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
|
||||
GLERROR("Bind 7 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
|
||||
GLERROR("Bind 8 uniform");
|
||||
@@ -1342,10 +1337,6 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
||||
GLERROR("Bind 14 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
|
||||
GLERROR("Bind 15 uniform");
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
|
||||
GLERROR("Bind 15-2 uniform");
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
|
||||
GLERROR("Bind 15-3 uniform");
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
|
||||
GLERROR("Bind 16 uniform");
|
||||
|
||||
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
lastShader = m_PickingSkinnedProgram->GetHandle();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
|
||||
@@ -156,12 +156,7 @@ void ShadowPass::InitializeShaderPrograms()
|
||||
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgram->Link();
|
||||
|
||||
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgramSkinned->Compile();
|
||||
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgramSkinned->Link();
|
||||
|
||||
}
|
||||
|
||||
void ShadowPass::ClearBuffer()
|
||||
@@ -217,7 +212,8 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
@@ -225,11 +221,7 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
|
||||
GLuint shaderHandle;
|
||||
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
|
||||
if (directionalLightJob) {
|
||||
@@ -240,19 +232,9 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
|
||||
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
|
||||
|
||||
|
||||
GLERROR("ShadowLight ERROR");
|
||||
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
@@ -263,23 +245,6 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
continue;
|
||||
}
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
@@ -300,23 +265,6 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
|
||||
+3
-1
@@ -7,7 +7,7 @@
|
||||
#include "Systems/RaptorCopterSystem.h"
|
||||
#include "Systems/HealthSystem.h"
|
||||
#include "Systems/PlayerMovementSystem.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Core/SpawnerSystem.h"
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
#include "Systems/PlayerDeathSystem.h"
|
||||
#include "Systems/FloatingEffectSystem.h"
|
||||
@@ -40,6 +40,7 @@
|
||||
#include "Game/Systems/MainMenuSystem.h"
|
||||
#include "Game/Systems/ServerListSystem.h"
|
||||
#include "Game/Systems/StartSystem.h"
|
||||
#include "Core/RespawnSystem.h"
|
||||
#include "Rendering/TextureSprite.h"
|
||||
|
||||
|
||||
@@ -135,6 +136,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RespawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AssaultWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
|
||||
@@ -7,15 +7,12 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrap
|
||||
delay = std::max(0.0, delay - dt);
|
||||
}
|
||||
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
else if (timeSinceDeath >(double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = (double)component["ExplosionDuration"];
|
||||
}
|
||||
}
|
||||
if (delay <= 0) {
|
||||
double& timeSinceDeath = component["TimeSinceDeath"];
|
||||
timeSinceDeath += (double)component["Speed"] * dt;
|
||||
if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) {
|
||||
timeSinceDeath = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -67,7 +67,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
|
||||
{
|
||||
// We only care about when the local players death effect is removed.
|
||||
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
|
||||
if (m_LocalPlayerDeathEffect != e.DeletedEntity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user