Compare commits

...

145 Commits

Author SHA1 Message Date
Jocke 7de76376cf Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 05:16:30 +01:00
Tobias Dahl a20707739e Merge pull request #107 from teamfisk/CapturePointColorFix
ColorFix
2016-02-12 02:39:21 +01:00
Tleety 4f7a17ff62 ColorFix 2016-02-12 02:38:36 +01:00
Tobias Dahl 196469299f Merge pull request #106 from teamfisk/Transparancyfix
asdfsdaferf
2016-02-12 02:22:42 +01:00
Tleety e1196204eb asdfsdaferf 2016-02-12 02:20:40 +01:00
Jace 9f8b0f7aa9 Merge pull request #104 from teamfisk/AmmoPickup
Added AmmoPickupSystem with Component, Entity.
2016-02-12 02:08:29 +01:00
Jace 02253ea6e1 Merge pull request #105 from teamfisk/Respawning
Automatic respawning
2016-02-12 02:07:36 +01:00
antc13 2417175914 New Map with Meshes WIP. Probably final for Playtest. 2016-02-12 02:06:52 +01:00
antc13 baff8301b3 Merge branch 'master' of https://github.com/teamfisk/TacticalZ
# Conflicts:
#	resources/Schema/Entities/NewMap.xml
2016-02-12 01:43:52 +01:00
antc13 3e42c067ab New Map with meshes WIP Update. 2016-02-12 01:43:20 +01:00
Jocke 3b42f5dbf4 Fixed server so it now deletes. 2016-02-12 01:33:45 +01:00
William Moberg 40ae2b8cbb DefaultInput key 'K' to kill player, since we can't respawn when alive. Also moved TakeDamage InputCommand to HealthSystem. 2016-02-12 00:52:58 +01:00
William Moberg f1c2413cf9 Respawning and team picking seems to be working well. 2016-02-12 00:39:27 +01:00
William Moberg 11af6a3078 Merge branch 'master' into Respawning
# Conflicts:
#	resources/DefaultConfig.ini
#	resources/Schema/Entities/MovementTest.xml
#	src/Game/Systems/SoundSystem.cpp
2016-02-12 00:29:51 +01:00
verysecrethero af30e51564 Added AmmoPickupSystem with Component, Entity. Changed so PlayerDeathSystem gets updated after Health/Ammo systems, credits to William. 2016-02-11 23:56:40 +01:00
stiffly e24a84c52d Server now deletes the player on a new player spawn. 2016-02-11 23:52:55 +01:00
Viktor Ljung 04f77da6f1 Merge pull request #101 from teamfisk/Animations
Animations
2016-02-11 23:52:44 +01:00
viktorljung 648d864d6e Merge remote-tracking branch 'origin/master' into Animations 2016-02-11 23:48:30 +01:00
Jace e473194671 Merge branch 'WeaponSystem' 2016-02-11 23:46:23 +01:00
Jace b761439c84 Added config flag Debug.OutOfBodyExperience that allows you to spawn and view a player from a third person perspective, without the active camera being changed. 2016-02-11 23:45:30 +01:00
Jace 44a73ef883 fixup! Merge remote-tracking branch 'origin/master' into WeaponSystem 2016-02-11 23:44:20 +01:00
Jace c4c53944d9 Merge pull request #103 from teamfisk/WeaponSystem
Working weapon system
2016-02-11 23:16:44 +01:00
Tobias Dahl bdec4f9d16 Merge pull request #100 from teamfisk/Importer
Splatmap only using RGB channel and an importer bug fix
2016-02-11 23:13:10 +01:00
Jace 7cae84d4ee Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
#	include/Engine/Core/EPlayerDamage.h
#	src/Game/Game.cpp
#	src/Game/Systems/Weapon/WeaponSystem.cpp
2016-02-11 22:52:51 +01:00
Teejoon 4964e732ca Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 22:51:52 +01:00
Teejoon 1bb1a1445e Commit assets 2016-02-11 22:51:39 +01:00
Jace d1213f9f59 Working damage dealing, a super cool reload effect and hit markers! 2016-02-11 22:50:44 +01:00
William Moberg dd131e7652 Respawning may work, not been tested over network yet. 2016-02-11 22:49:31 +01:00
stiffly 70f4002d70 Merge remote-tracking branch 'origin/Animations' into TCPConnections 2016-02-11 22:15:59 +01:00
stiffly b66e3d3630 WIP trying to hot fix 2016-02-11 22:15:47 +01:00
William Moberg 06f614b3bb Merge pull request #102 from teamfisk/AssaultDash
AirFriction changed to 2.0 to fix the dash ability in the air
2016-02-11 21:46:30 +01:00
verysecrethero 4a17e3c8f3 airFriction changed to 2.0 to fix the dash ability in the air 2016-02-11 21:42:29 +01:00
verysecrethero 22e35489d7 Merge remote-tracking branch 'origin/master' into AssaultDash 2016-02-11 21:31:33 +01:00
stiffly 055f6517a1 Merge remote-tracking branch 'origin/master' into TCPConnections 2016-02-11 21:24:16 +01:00
stiffly afd9e24df6 Reverted last commit. Also testing to delay OnPlayerSpawn event for clients. No progress... 2016-02-11 21:23:53 +01:00
Tobias Dahl 5bcadd5b1a Merge pull request #95 from teamfisk/CapturePointTake
Fixed CapturePointTimer,Color
2016-02-11 21:10:30 +01:00
Tobias Dahl 42d810b198 Merge pull request #84 from teamfisk/DamageIndicator
Damage indicator
2016-02-11 21:08:59 +01:00
verysecrethero 3a15550b57 maybe a good commit 2016-02-11 21:07:47 +01:00
verysecrethero 8f500965d4 Changed DamageIndicator.xml to not use a glowmap and not a depthsort. 2016-02-11 20:34:25 +01:00
viktorljung bd385a0d59 new assets 2016-02-11 20:15:56 +01:00
Jace 5e05e51309 Fixed EntityFirstHitByRay not returning outDistance properly 2016-02-11 20:01:23 +01:00
Jace fee1ed6d6d FIXME: Temporarily removed glow from sprite shader to prevent transparent sprite from occluding other glow 2016-02-11 20:00:59 +01:00
Teejoon f79649cf9a Fixed material file reading bug 2016-02-11 19:38:43 +01:00
Teejoon 2096779eb6 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 18:48:21 +01:00
Teejoon 99747c518e commit assets 2016-02-11 18:48:07 +01:00
Teejoon f088aa1d85 Commit the files now.... 2016-02-11 18:45:48 +01:00
Teejoon 0af337bf39 Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 18:30:24 +01:00
Teejoon 6caa7e94a4 RGB is now the only channels thats beeing usesed in splatmap 2016-02-11 18:28:33 +01:00
Jace e2a8605101 Merge remote-tracking branch 'origin/master' into WeaponSystem 2016-02-11 17:25:37 +01:00
Jace c8c4879554 Merge pull request #93 from teamfisk/OctreeRaycasting
Entity in octree hit by ray
2016-02-11 17:25:02 +01:00
William Moberg 14054ad898 WIP respawning. 2016-02-11 17:08:45 +01:00
Jace e47201ff61 First person shoot animations 2016-02-11 17:06:34 +01:00
antc13 1d14094e90 NewMap Updated. Still WIP 2016-02-11 16:52:10 +01:00
verysecrethero 3301f66ad1 Merge remote-tracking branch 'origin/master' into DamageIndicator
# Conflicts:
#	resources/Shaders/Sprite.vert.glsl
2016-02-11 16:36:48 +01:00
Jocke 49d4a45ef8 Client crashed when connecting, this was a hot fix. 2016-02-11 16:27:33 +01:00
Jocke e0c3a32e66 Merge branch 'master' into TCPConnections
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/Server.h
#	include/Game/Game.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Game/Game.cpp
2016-02-11 16:26:42 +01:00
William Moberg 97b915f130 Merge branch 'master' into Respawning
# Conflicts:
#	src/Game/Game.cpp
#	src/Game/Systems/PlayerSpawnSystem.cpp
#	src/Game/Systems/SoundSystem.cpp
2016-02-11 16:15:47 +01:00
verysecrethero c9f815fd42 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	src/Game/Systems/CapturePointSystem.cpp
2016-02-11 16:09:05 +01:00
William Moberg 8eea0c8395 WIP respawning. 2016-02-11 16:08:19 +01:00
verysecrethero 38a3e88999 Merge pull request #87 from teamfisk/DoubleJumpEffect
Spawned DoubleJumpHexagon  as the player doublejumps
2016-02-11 16:00:09 +01:00
verysecrethero 4e23e7bf30 misc changes do the DoubleJumpHexagon.xml 2016-02-11 15:58:58 +01:00
Adam Byléhn 89cbc70177 Merge pull request #99 from teamfisk/Menu
Menu
2016-02-11 15:44:17 +01:00
Tleety 51e0b852d2 Adamfix 2016-02-11 15:43:41 +01:00
Tleety 7ccaf5b040 Removed commeted code 2016-02-11 15:42:27 +01:00
Tleety 66e20c3fd9 Merge remote-tracking branch 'origin/master' into Menu 2016-02-11 15:38:18 +01:00
Tleety 6ba1e95da7 Fixed depth sorting for HUD elements. 2016-02-11 15:27:07 +01:00
verysecrethero a8ab49f202 Merge remote-tracking branch 'origin/master' into DoubleJumpEffect
# Conflicts:
#	include/Game/Systems/PlayerMovementSystem.h
2016-02-11 15:19:01 +01:00
Adam Byléhn bef50ef96a Merge pull request #97 from teamfisk/Menu
Menu
2016-02-11 15:13:12 +01:00
Tleety 9f657ada4e merge fixes 2016-02-11 14:52:52 +01:00
Tleety f0ae365401 Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
#	src/Engine/Rendering/Texture.cpp
#	src/Game/Game.cpp
2016-02-11 14:43:30 +01:00
viktorljung 7d4a4ed7cf Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/Skeleton.cpp
2016-02-11 14:38:23 +01:00
Joachim Pettersson bbbab7b287 Merge pull request #96 from teamfisk/WeaponSystem
Network improvements and base weapon work
2016-02-11 14:26:17 +01:00
Jocke fa2e556ab2 fixed some error handling in TCPClient. 2016-02-11 14:07:51 +01:00
viktorljung 97de31be65 Fixed BoneAttachment component 2016-02-11 13:36:27 +01:00
Jace 95289f47d6 Merge branch 'master' into WeaponSystem 2016-02-11 12:58:09 +01:00
Jace ccf4cae74b Merge remote-tracking branch 'origin/Animations' 2016-02-11 12:54:42 +01:00
antc13 2f640d224c New Map with Meshes WIP 2016-02-11 12:23:20 +01:00
verysecrethero f11bd24d53 Added CapturePointMaxTimer in CapturePointComponent. Removed next-capturepoint Color. Modified captureTimer to +-captureTimeToTakeOver after a capture. 2016-02-11 11:46:34 +01:00
Jace 81943516a9 Protected inheritance, not even once. 2016-02-11 11:36:39 +01:00
Jace e350074cb5 Spawner now spawns with orientation 2016-02-11 11:36:15 +01:00
Tleety 350effd8eb New assets and some QA map stuff 2016-02-11 11:32:51 +01:00
viktorljung 607150189c Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy 2016-02-11 10:51:11 +01:00
Teejoon ecc473d520 Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 10:30:40 +01:00
Tleety 35e4935497 Some assets and HUD stuff 2016-02-11 10:01:11 +01:00
Jace 0394eacb6b Merge remote-tracking branch 'origin/Animations' into WeaponSystem 2016-02-11 00:18:36 +01:00
William Moberg 73f59b89cc Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray. 2016-02-11 00:11:37 +01:00
Jace 9d9c6bdf1e Third person animations and shoot effects base work 2016-02-11 00:08:50 +01:00
antc13 92e7d3ecf7 Merge remote-tracking branch 'origin/master' into Importer
# Conflicts:
#	assets
2016-02-11 00:08:17 +01:00
antc13 4b8f4981a3 New Map with Meshes, WIP. 2016-02-11 00:05:27 +01:00
Tleety 447f41dbff HUD for capture points now update with Capture point data. 2016-02-10 23:59:13 +01:00
viktorljung 9c08c351b8 fixed reverse Animation looping 2016-02-10 23:33:23 +01:00
Jocke eb244f87c4 Added disconnect functionality and removed some warnings. 2016-02-10 23:27:46 +01:00
viktorljung dded296cde Animation looping fix 2016-02-10 23:19:44 +01:00
Viktor Ljung c3cc5ae70b Merge pull request #92 from teamfisk/Importer
Importer
2016-02-10 22:51:46 +01:00
Tleety 64a2354b24 WIP with CapturePointHUDSystem 2016-02-10 22:22:09 +01:00
Teejoon 675a80e905 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-10 22:18:42 +01:00
Teejoon f05d0a1b0c assets 2016-02-10 22:18:27 +01:00
Jocke ec54b1298d Reconnect is now possible. 2016-02-10 21:02:46 +01:00
Tleety f5de267f25 Merge fixes and CapturePointHUD component skeleton added. 2016-02-10 20:58:10 +01:00
Jace 6396925b68 Merge remote-tracking branch 'origin/Animations' into WeaponSystem 2016-02-10 20:47:33 +01:00
verysecrethero a53ab7f745 A few fixes for DashAbility. Default DoubleTapToDash is now set to false. 2016-02-10 20:46:16 +01:00
viktorljung 224e95f34a Fixed BoneAttachment component and optimized animation code a bit 2016-02-10 20:45:24 +01:00
Jocke 95fa1f4bbd Connect Fix for TCP Client 2016-02-10 20:10:20 +01:00
Tleety 2cae4e3fb2 Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/RenderQueue.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/QualityAssurance.xml
#	resources/Schema/Entities/RenderingWorld.xml
#	resources/Shaders/Sprite.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/Model.cpp
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Jace 0825b10c75 Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
#	src/Game/Systems/SoundSystem.cpp
2016-02-10 19:24:35 +01:00
Jace ed06eacf6f Merge pull request #91 from teamfisk/Sound
Sound fix
2016-02-10 19:16:45 +01:00
Jace 3c3149b13e Merge pull request #90 from teamfisk/FrustumCulling
Correct bounding box for explosion effects
2016-02-10 19:16:36 +01:00
Tleety 53265bbc90 PNG is now a resource.
You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
Jocke 7cbdc33f84 Updated submodules 2016-02-10 17:39:23 +01:00
stiffly 8520192805 Merge remote-tracking branch 'origin/master' into Sound 2016-02-10 17:17:58 +01:00
stiffly 1ba9d97ab7 Fixed crash when trying to jump, when no player is spawned. 2016-02-10 17:17:41 +01:00
Teejoon fa781d5c88 Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-10 17:16:14 +01:00
Teejoon 97780395cf ... Now mipmaps and Splatmaps i comming :) 2016-02-10 17:15:54 +01:00
Teejoon b0bdca5cdd SplatMap räknas rätt ny och mitmaps i Texture.cpp 2016-02-10 17:15:08 +01:00
Jocke 9645169797 Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/Network.h
#	include/Engine/Network/Packet.h
#	include/Engine/Network/Server.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Packet.cpp
#	src/Engine/Network/Server.cpp
#	src/Tests/HealthSystemTest.cpp
2016-02-10 17:05:07 +01:00
Jace 2c0f66d9c7 Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
#	include/Engine/Collision/FillFrustumOctreeSystem.h
#	include/Engine/Core/Octree.h
#	include/Engine/Rendering/RenderSystem.h
#	include/Game/Game.h
#	resources/DefaultInput.ini
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Game/Game.cpp
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-10 17:02:00 +01:00
Jocke 4f2ad3ad00 Reliable message should now be working, further testing is to be done. 2016-02-10 16:16:56 +01:00
antc13 646806b50e New Map with meshes WIP 2016-02-10 15:40:59 +01:00
Tleety 04c23be136 Merge remote-tracking branch 'origin/master' into Menu 2016-02-10 15:01:51 +01:00
Jace d931660c56 WIP 2016-02-10 14:43:32 +01:00
verysecrethero b6b96c5f11 Added DoubleJumpHexagon entity. Spawned DoubleJumpHexagon as the player doublejumps. Fixed DoubleJumping bug where you couldnt doublejump on rocks (where velocity wasnt 0.0) 2016-02-10 11:51:58 +01:00
Jocke 2ec30fd2b2 Cleaned up code and fixed crash when closing client before server when using udp. 2016-02-10 11:28:03 +01:00
Jace 5cea3bed3a Work in progress weapon system 2016-02-09 23:27:04 +01:00
Jace d83190290f Server now broadcasts certain input commands to all other clients (for stuff like shooting) 2016-02-09 19:37:42 +01:00
Jace d5647ce89c Working 1-snapshot interpolation 2016-02-09 19:36:22 +01:00
Jocke d2ed293183 Network is now working as udp or tcp. Next step is making the hybrid. 2016-02-09 19:14:56 +01:00
verysecrethero e9f5a3d263 Renamed some files from temporary filenames to DamageIndicator filenames 2016-02-09 16:28:43 +01:00
verysecrethero 8bdf87da12 Some cleanup of the code 2016-02-09 16:15:19 +01:00
Jace e69864680d PlayerMovementSystem now only updates the velocity of the local player, as it should 2016-02-09 16:08:06 +01:00
Jace c69a80f5ba Added System::LocalPlayer that is always set to the entity which is the local player, available to all systems. 2016-02-09 16:06:39 +01:00
verysecrethero 971fee4a0c DamageIndicatorSystem code looking good. Test working well. Sprite display fixed by Viktor 2016-02-09 15:38:21 +01:00
Jace d3bc48f5f7 Major networking refactoring to allow for snapshot filtering outside of netcode 2016-02-09 13:22:21 +01:00
Jocke fccd8c64e7 WIP Clients are working properly, servers are not. 2016-02-09 11:43:16 +01:00
verysecrethero 0e9fb16399 Work started on DamageIndicatorSystem. Made some initial tests and test calculations 2016-02-08 17:58:07 +01:00
verysecrethero db5301ff2c Merge remote-tracking branch 'origin/Menu' into DamageIndicator 2016-02-08 15:03:45 +01:00
Jocke ba9419b342 Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts. 2016-02-08 14:32:00 +01:00
Jace 2b4e00e4b0 Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags. 2016-02-08 13:33:55 +01:00
Jocke 88d7b79cd3 TCP and UDP Client are working for 1 connected player, more players are not tested yet 2016-02-05 18:30:31 +01:00
viktorljung 8034b42c87 spriteComponent WIP 2016-02-05 16:43:57 +01:00
Jocke 9232b24a7b WIP Reliable message 2016-02-04 15:49:04 +01:00
Jace 3a2b124cae Replication flag in component definition. Component definitions should now inherit from Types/Component.xsd 2016-02-04 13:36:12 +01:00
Jace 02b69a86e7 Fixed DEBUG_IF 2016-02-04 13:36:11 +01:00
verysecrethero 774e17ffc9 Merge remote-tracking branch 'origin/master' into AssaultDash 2016-02-04 11:42:14 +01:00
Jocke 7bf4f5c30e Merge remote-tracking branch 'origin/master' into TCPConnections 2016-02-03 10:29:36 +01:00
Jocke e133791369 WIP Reliable Message 2016-02-03 10:28:15 +01:00
183 changed files with 14559 additions and 1524 deletions
+1 -1
Submodule assets updated: 7531e441fe...078e014f3d
+1 -1
Submodule deps updated: bf83f099ba...ed45883a44
+18 -5
View File
@@ -20,6 +20,9 @@
class World;
struct ComponentWrapper;
template<typename T>
class Octree;
namespace Collision
{
//Return true if the ray hits the box.
@@ -44,21 +47,24 @@ bool RayVsTriangle(const Ray& ray,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices);
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
float& outUCoord,
float& outVCoord);
@@ -81,6 +87,13 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
//Returns the first entity hit by the input ray that exists in the octree.
//outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
}
+2 -2
View File
@@ -13,8 +13,8 @@
class CollisionSystem : public PureSystem
{
public:
CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Collidable")
, m_Octree(octree)
{ }
@@ -9,8 +9,8 @@
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillFrustumOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Model")
, m_Octree(octree)
{ }
+2 -2
View File
@@ -9,8 +9,8 @@
class FillOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(world, eventBroker)
FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(params)
, PureSystem(fillComponentType)
, m_Octree(octree)
{ }
+2 -2
View File
@@ -15,8 +15,8 @@ class AABB;
class TriggerSystem : public PureSystem
{
public:
TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
TriggerSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Trigger")
, m_Octree(octree)
{
+1
View File
@@ -13,6 +13,7 @@ struct ComponentInfo
unsigned int Allocation = 0;
std::map<std::string, std::string> FieldAnnotations;
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
bool NetworkReplicated = true;
};
struct Field_t
+13
View File
@@ -1,6 +1,7 @@
#ifndef ComponentWrapper_h__
#define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include "../Common.h"
#include "Entity.h"
#include "ComponentInfo.h"
@@ -81,6 +82,18 @@ struct ComponentWrapper
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
};
// A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper
{
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get())
, m_DataReference(data)
{ }
private:
boost::shared_array<char> m_DataReference;
};
// TODO: Move this to Tests once entity importing is finished
class ComponentWrapperFactory
{
+18
View File
@@ -0,0 +1,18 @@
#ifndef EAmmoPickup_h__
#define EAmmoPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AmmoPickup : Event
{
EntityWrapper Player;
int AmmoGain;
};
}
#endif
+2 -2
View File
@@ -9,8 +9,8 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
EntityWrapper Inflictor;
EntityWrapper Victim;
double Damage;
};
+2 -1
View File
@@ -9,7 +9,8 @@ namespace Events
struct Shoot : Event
{
EntityWrapper Player;
EntityWrapper Inflictor;
double Damage;
};
}
@@ -3,6 +3,8 @@
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
+1 -1
View File
@@ -30,7 +30,7 @@ struct EntityWrapper
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
bool IsChildOf(EntityWrapper potentialParent);
bool Valid();
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
bool operator==(const EntityWrapper& e) const;
+2 -1
View File
@@ -5,6 +5,7 @@
#include <functional>
#include <list>
#include <tuple>
#include <set>
#include "../Common.h"
#include "Event.h"
@@ -107,7 +108,7 @@ private:
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
ContextRelays_t m_ContextRelays;
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
std::shared_ptr<EventQueue_t> m_EventQueueRead;
+76 -3
View File
@@ -6,9 +6,7 @@
#include "../Common.h"
#include "AABB.h"
#include "Frustum.h"
//Fwd declarations.
class Ray;
#include "Ray.h"
namespace OctSpace
{
@@ -43,6 +41,8 @@ public:
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -102,6 +102,8 @@ struct Child
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
template<typename T>
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
@@ -121,6 +123,15 @@ struct Child
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
//To be able to sort child nodes and contained objects based on distance to ray origin.
struct RaySorterInfo
{
int Index;
float Distance;
};
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
}
template<typename T>
@@ -166,6 +177,13 @@ void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObje
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
}
template<typename T>
void Octree<T>::ClearObjects()
{
@@ -284,4 +302,59 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
}
}
template<typename T>
void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
{
//If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) {
//If the ray shoots the tree, and it is a parent.
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<RaySorterInfo> childInfos;
childInfos.resize(8);
for (int i = 0; i < 8; ++i) {
childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const RaySorterInfo& info : childInfos) {
m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
}
} else {
//Check against boxes in the node.
bool intersected = false;
float dist;
//Sort all contained objects according to the distance from the ray origin to
//the intersection, if they are intersecting.
std::vector<RaySorterInfo> objectHitInfos;
objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (int i : m_StaticObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_StaticObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i, dist });
}
m_StaticObjectsRef[i].Checked = true;
}
for (int i : m_DynamicObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_DynamicObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
}
m_DynamicObjectsRef[i].Checked = true;
}
std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
int startSize = (int)outObjects.size();
outObjects.resize(startSize + objectHitInfos.size());
for (int i = 0; i < objectHitInfos.size(); ++i) {
outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
}
}
}
}
#endif
+40 -6
View File
@@ -5,21 +5,55 @@
#include "World.h"
#include "EntityWrapper.h"
#include "ComponentWrapper.h"
#include "EPlayerSpawned.h"
struct SystemParams
{
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
: World(World)
, EventBroker(EventBroker)
, IsClient(IsClient)
, IsServer(IsServer)
{ }
::World* World;
::EventBroker* EventBroker;
bool IsClient = false;
bool IsServer = false;
};
class System
{
friend class SystemPipeline;
protected:
System(World* world, EventBroker) { }
System(World* world, EventBroker* eventBroker)
: m_World(world)
, m_EventBroker(eventBroker)
{ }
System(SystemParams params)
: m_World(params.World)
, m_EventBroker(params.EventBroker)
, IsClient(params.IsClient)
, IsServer(params.IsServer)
{
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
}
}
virtual ~System() = default;
World* m_World;
EventBroker* m_EventBroker;
bool IsClient = false;
bool IsServer = false;
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
private:
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
LocalPlayer = e.Player;
}
return true;
}
};
class PureSystem : public virtual System
@@ -34,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
};
class ImpureSystem : public virtual System
+9 -2
View File
@@ -10,9 +10,11 @@
class SystemPipeline
{
public:
SystemPipeline(World* world, EventBroker* eventBroker)
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
: m_World(world)
, m_EventBroker(eventBroker)
, m_IsClient(isClient)
, m_IsServer(isServer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
@@ -35,7 +37,7 @@ public:
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
}
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(m_World, m_EventBroker, args...);
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
group.Systems[typeid(T).name()] = system;
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
@@ -59,6 +61,9 @@ public:
dt = 0.0;
}
// Process utility events for the System base class
m_EventBroker->Process<System>();
for (UnorderedSystems& group : m_OrderedSystemGroups) {
// Process events
for (auto& pair : group.Systems) {
@@ -88,6 +93,8 @@ public:
private:
World* m_World;
EventBroker* m_EventBroker;
bool m_IsClient = false;
bool m_IsServer = false;
bool m_Paused = false;
struct UnorderedSystems
+1 -1
View File
@@ -8,7 +8,7 @@
class UniformScaleSystem : public PureSystem
{
public:
UniformScaleSystem(World* world, EventBroker* eventBroker);
UniformScaleSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
+1 -1
View File
@@ -10,7 +10,7 @@
class EditorRenderSystem : public ImpureSystem
{
public:
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
+1 -1
View File
@@ -17,7 +17,7 @@
class EditorSystem : public ImpureSystem
{
public:
EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
~EditorSystem();
void Update(double dt);
+1 -1
View File
@@ -25,7 +25,7 @@ struct WidgetDelta : Event
class EditorWidgetSystem : public ImpureSystem, PureSystem
{
public:
EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
EditorWidgetSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
+3 -2
View File
@@ -3,6 +3,7 @@
#include "Frame.h"
#include "../Rendering/Texture.h"
#include "../Rendering/Util/CommonFunctions.h"
namespace GUI
{
@@ -55,10 +56,10 @@ public:
return;
}
m_Texture = ResourceManager::Load<Texture>(resourceName);
m_Texture = CommonFunctions::LoadTexture(resourceName, false);
m_TextureName = resourceName;
if (m_Texture == nullptr) {
m_Texture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_Texture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false);
}
SizeToTexture();
@@ -55,6 +55,7 @@ protected:
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -132,6 +133,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_NumberOfMovementKeysDown++;
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
@@ -139,10 +141,14 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
} else {
//== 0
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_NumberOfMovementKeysDown--;
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
@@ -202,12 +208,6 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
@@ -216,6 +216,11 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = false;
}
//dashing with doubletap - check if doubletap to dash enabled
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
+25 -18
View File
@@ -13,6 +13,8 @@
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
@@ -20,24 +22,28 @@
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
class Client : public Network
{
public:
Client(ConfigFile* config);
Client(World* world, EventBroker* eventBroker);
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Update() override;
private:
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
void Connect(std::string address, int port);
void Update() override;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
std::string m_Address;
int m_Port = 0;
// Sending message to server logic
size_t bytesRead = 0;
char readBuf[INPUTSIZE] = { 0 };
// Packet loss logic
PacketID m_PacketID = 0;
@@ -45,10 +51,8 @@ private:
PacketID m_SendPacketID = 0;
// Game logic
World* m_World;
std::string m_PlayerName;
PlayerID m_PlayerID = -1;
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
bool m_IsConnected = false;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Server Client Lookup map
@@ -68,14 +72,14 @@ private:
std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions
void readFromServer();
size_t receive(char* data);
void send(Packet& packet);
void connect();
void disconnect();
void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
void parseConnect(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseKick();
@@ -85,7 +89,7 @@ private:
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
bool hasServerTimedOut();
void hasServerTimedOut();
EntityID createPlayer();
void sendInputCommands();
void sendLocalPlayerTransform();
@@ -99,13 +103,16 @@ private:
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
};
#endif
+7 -2
View File
@@ -11,8 +11,13 @@ namespace Events
struct Interpolate : Event
{
EntityID Entity;
boost::shared_array<char> DataArray;
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
: Entity(Entity)
, Component(Component)
{ }
EntityWrapper Entity;
SharedComponentWrapper Component;
};
}
+13
View File
@@ -0,0 +1,13 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
+12
View File
@@ -0,0 +1,12 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+2 -1
View File
@@ -18,7 +18,8 @@ enum class MessageType
OnPlayerSpawned,
EntityDeleted,
ComponentDeleted,
PlayerTransform
PlayerTransform,
Invalid
};
#endif
+9 -3
View File
@@ -12,17 +12,22 @@
#include <fstream>
#include <iostream>
#define INPUTSIZE 32000
#define BUFFERSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class Network
{
public:
Network(World* world, EventBroker* eventBroker);
virtual ~Network() { };
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
virtual void Update() = 0;
protected:
World* m_World;
EventBroker* m_EventBroker;
// For Debug
bool isReadingData = false;
NetworkData m_NetworkData;
@@ -30,9 +35,10 @@ protected:
std::clock_t m_SaveDataTimer;
unsigned int m_MaxConnections;
double m_TimeoutMs;
void logSentData(int bytesSent);
void logReceivedData(int bytesReceived);
void saveToFile();
void updateNetworkData();
void initialize();
};
#endif
+21
View File
@@ -0,0 +1,21 @@
#ifndef NetworkClient_h__
#define NetworkClient_h__
#include "Network/Packet.h"
#define BUFFERSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkClient
{
public:
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+21
View File
@@ -0,0 +1,21 @@
#ifndef NetworkServer_h__
#define NetworkServer_h__
#include <boost/asio.hpp>
#include "Network/Packet.h"
#include "Network/PlayerDefinition.h"
#define BUFFERSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkServer
{
public:
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+6
View File
@@ -49,10 +49,15 @@ public:
void WriteData(char* data, int sizeOfData);
// Pops the first element as if it was a string.
std::string ReadString();
// Construct a packet
void ReconstructFromData(char* data, size_t SizeOfData);
// Update size of packet variable in header
void UpdateSize();
char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID);
size_t Size() { return m_Offset; };
char* Data() { return m_Data; };
MessageType GetMessageType();
size_t DataReadSize() { return m_ReturnDataOffset; }
size_t MaxSize() { return m_MaxPacketSize; }
size_t HeaderSize() { return m_HeaderSize; }
@@ -64,6 +69,7 @@ private:
size_t m_MaxPacketSize = 512;
size_t m_HeaderSize = 0;
void resizeData();
void resizeData(int size);
};
#endif
@@ -2,6 +2,7 @@
#define PlayerDefinition_h__
#include <string>
#include "../Core/Entity.h"
#include <boost/asio.hpp>
struct PlayerDefinition {
::EntityID EntityID = EntityID_Invalid;
@@ -9,6 +10,10 @@ struct PlayerDefinition {
boost::asio::ip::udp::endpoint Endpoint;
unsigned int PacketID;
std::clock_t StopTime;
boost::asio::ip::address TCPAddress;
unsigned short TCPPort;
// use for tcp connections
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
};
#endif
+29 -27
View File
@@ -5,8 +5,9 @@
#include <ctime>
#include <glm/common.hpp>
#include <boost/asio/ip/udp.hpp>
#include "Network/TCPServer.h"
#include "Network/UDPServer.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
@@ -22,63 +23,65 @@
class Server : public Network
{
public:
Server();
Server(World* world, EventBroker* eventBroker, int port);
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
private:
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
void Update() override;
private:
// Network channels
TCPServer m_Reliable;
UDPServer m_Unreliable;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
std::vector<PlayerID> m_PlayersToDisconnect;
// HACK: Fix INPUTSIZE
char readBuffer[INPUTSIZE] = { 0 };
char readBuffer[BUFFERSIZE] = { 0 };
size_t bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock();
// How often we send messages (milliseconds)
float pingIntervalMs;
float snapshotInterval;
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
// Private member functions
size_t receive(char* data);
void readFromClients();
void send(PlayerID player, Packet& packet);
void send(Packet& packet);
void broadcast(Packet& packet);
//int receive(char* data);
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
void checkForTimeOuts();
void disconnect(PlayerID playerID);
void parseMessageType(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();
void parsePing();
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
PlayerID GetPlayerIDFromEndpoint();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parseDisconnect();
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
@@ -88,7 +91,6 @@ private:
bool OnEntityDeleted(const Events::EntityDeleted& e);
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted& e);
void parsePlayerTransform(Packet& packet);
};
#endif
+19
View File
@@ -0,0 +1,19 @@
#ifndef SnapshotFilter_h__
#define SnapshotFilter_h__
#include "../Core/EntityWrapper.h"
#include "../Core/ComponentWrapper.h"
class SnapshotFilter
{
public:
// Filters an incoming snapshot.
// Modify the component and return true if the component snapshot should be applied.
// Otherwise return false and it will be ignored.
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
{
return true;
}
};
#endif
+28
View File
@@ -0,0 +1,28 @@
#ifndef TCPClient_h__
#define TCPClient_h__
#include <boost/asio.hpp>
#include "NetworkClient.h"
class TCPClient : public NetworkClient
{
public:
TCPClient();
~TCPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio TCP logic
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data);
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
#endif
+31
View File
@@ -0,0 +1,31 @@
#ifndef TCPServer_h__
#define TCPServer_h__
#include <boost/asio.hpp>
#include <boost/bind.hpp>
#include <map>
#include "NetworkServer.h"
class TCPServer : public NetworkServer
{
public:
TCPServer();
~TCPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
};
#endif
+27
View File
@@ -0,0 +1,27 @@
#ifndef UDPClient_h__
#define UDPClient_h__
#include <boost/asio.hpp>
#include "Network/NetworkClient.h"
class UDPClient : public NetworkClient
{
public:
UDPClient();
~UDPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
PacketID m_SendPacketID = 0;
};
#endif
+25
View File
@@ -0,0 +1,25 @@
#ifndef UDPServer_h__
#define UDPServer_h__
#include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp>
class UDPServer : public NetworkServer
{
public:
UDPServer();
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
};
#endif
+3 -5
View File
@@ -14,8 +14,8 @@
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
@@ -23,9 +23,7 @@ public:
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
float angle = 0.f;
bool b_forward = false;
char bone[100];
};
#endif
@@ -13,8 +13,8 @@
class BoneAttachmentSystem : public PureSystem
{
public:
BoneAttachmentSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
BoneAttachmentSystem(SystemParams params)
: System(params)
, PureSystem("BoneAttachment")
{
+2
View File
@@ -33,6 +33,8 @@ public:
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void SetViewMatrix(glm::mat4 val);
glm::mat4 BillboardMatrix();
float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val);
+4
View File
@@ -7,6 +7,7 @@
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
class DrawFinalPass
@@ -35,6 +36,7 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
@@ -50,6 +52,7 @@ private:
Texture* m_BlackTexture;
Texture* m_NeutralNormalTexture;
Texture* m_GreyTexture;
Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes;
@@ -69,6 +72,7 @@ private:
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
+3
View File
@@ -32,6 +32,8 @@ public:
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
std::string WindowTitle() const { return m_WindowTitle; }
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
//Returns screen size excluding window border and header
Rectangle GetViewportSize() const { return m_ViewportSize; }
virtual void Initialize() = 0;
@@ -47,6 +49,7 @@ protected:
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
std::string m_WindowTitle;
};
#endif // Renderer_h__
+1
View File
@@ -2,6 +2,7 @@
#define Model_h__
#include "Rendering/RawModelCustom.h"
#include "Util/CommonFunctions.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
#include "Core/AABB.h"
+25 -23
View File
@@ -117,33 +117,37 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
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;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
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 (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
};
unsigned int TextureID;
@@ -162,12 +166,10 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float AnimationTime = 0.f;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
+2 -1
View File
@@ -6,9 +6,10 @@
#include <png.h>
#include "../Common.h"
#include "../Core/ResourceManager.h"
#include "Image.h"
class PNG : public Image
class PNG : public Image, public Resource
{
public:
PNG(std::string path);
+1 -1
View File
@@ -50,7 +50,7 @@ public:
struct TextureProperties {
std::string TexturePath;
glm::vec2 UVRepeat;
std::shared_ptr<::Texture> Texture;
Texture* Texture;
};
struct MaterialBasic
+3 -1
View File
@@ -15,6 +15,7 @@
#include "PointLightJob.h"
#include "DirectionalLightJob.h"
#include "ExplosionEffectJob.h"
#include "SpriteJob.h"
struct RenderScene
{
@@ -25,6 +26,7 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight;
std::list<std::shared_ptr<RenderJob>> Text;
std::list<std::shared_ptr<RenderJob>> DirectionalLight;
@@ -41,7 +43,7 @@ struct RenderScene
Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear();
Jobs.Text.clear();
Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear();
}
};
+6 -2
View File
@@ -18,11 +18,12 @@
#include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
~RenderSystem();
virtual void Update(double dt) override;
@@ -31,7 +32,6 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
@@ -48,6 +48,10 @@ private:
void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool isEntityVisible(EntityWrapper& entity);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
+1
View File
@@ -22,6 +22,7 @@
#include "../Core/Transform.h"
#include "imgui/imgui.h"
#include "TextPass.h"
#include "Util/CommonFunctions.h"
class Renderer : public IRenderer
{
+9 -7
View File
@@ -100,19 +100,21 @@ public:
int GetBoneID(std::string name);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void 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);
private:
@@ -120,7 +122,7 @@ private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
};
#endif
+73
View File
@@ -0,0 +1,73 @@
#ifndef SpriteJob_h__
#define SpriteJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "Skeleton.h"
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
if (depthSorted) {
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
Depth = viewpos.z;
}
World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
};
unsigned int TextureID;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
glm::vec3 Position;
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
void CalculateHash() override
{
Hash = TextureID;
}
};
#endif
@@ -4,14 +4,11 @@
#include "../../Common.h"
#include "../../OpenGL.h"
#include "../../GLM.h"
#include "../Texture.h"
class CommonFuntions
{
public:
CommonFuntions() = delete;
private:
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
};
#endif
-24
View File
@@ -1,24 +0,0 @@
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
(double)component["TimeSinceDeath"] = 0.f;
}
(double&)component["TimeSinceDeath"] += dt;
//if ((bool)Component["Gravity"] == true) {
// (bool)Component["ExponentialAccelaration"] = false;
//}
}
};
+12 -17
View File
@@ -1,6 +1,8 @@
#ifndef Game_h__
#define Game_h__
#include <boost/program_options.hpp>
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
@@ -14,7 +16,7 @@
#include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "ExplosionEffectSystem.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
@@ -43,7 +45,9 @@ public:
void Tick();
private:
double m_LastTime;
std::string m_NetworkAddress;
int m_NetworkPort = 0;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
@@ -56,24 +60,15 @@ private:
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame;
// Network variables
boost::thread m_NetworkThread;
// Network methods
void networkFunction();
Network* m_ClientOrServer;
bool m_IsClientOrServer = false;
// Sound
Client* m_NetworkClient = nullptr;
Server* m_NetworkServer = nullptr;
SoundManager* m_SoundManager;
double m_LastTime;
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
//bool debugOnInputCommand(const Events::InputCommand& e);
void debugInitialize();
void debugTick(double dt);
EventRelay<Client, Events::KeyDown> m_EKeyDown;
bool m_IsClient = false;
bool m_IsServer = false;
int parseArgs(int argc, char* argv[]);
};
#endif
@@ -0,0 +1,25 @@
#ifndef MultiplayerSnapshotFilter_h__
#define MultiplayerSnapshotFilter_h__
#include "Core/EventBroker.h"
#include "Core/EPlayerSpawned.h"
#include "Network/SnapshotFilter.h"
#include "Network/EInterpolate.h"
class MultiplayerSnapshotFilter : public SnapshotFilter
{
public:
MultiplayerSnapshotFilter(EventBroker* eventBroker);
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
private:
EventBroker* m_EventBroker;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
};
#endif
+32
View File
@@ -0,0 +1,32 @@
#ifndef AmmoPickupSystem_h__
#define AmmoPickupSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
class AmmoPickupSystem : public ImpureSystem
{
public:
AmmoPickupSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewAmmoPickup {
glm::vec3 Pos;
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
#endif
@@ -0,0 +1,22 @@
#ifndef CapturePointHUDSystem_h__
#define CapturePointHUDSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
class CapturePointHUDSystem : public ImpureSystem
{
public:
CapturePointHUDSystem(SystemParams params);
virtual void Update(double dt) override;
private:
};
#endif
+1 -2
View File
@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(World* world, EventBroker* eventBroker);
CapturePointSystem(SystemParams params);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
@@ -44,7 +44,6 @@ private:
//std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
@@ -0,0 +1,33 @@
#ifndef DamageIndicatorSystem_h__
#define DamageIndicatorSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
#include <tuple>
#include "Rendering/ESetCamera.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
class DamageIndicatorSystem : public System
{
public:
DamageIndicatorSystem(SystemParams params);
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
};
#endif
@@ -0,0 +1,18 @@
#ifndef ExplosionEffectSystem_h__
#define ExplosionEffectSystem_h__
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(SystemParams params)
: System(params)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
};
#endif
+5 -2
View File
@@ -9,6 +9,7 @@
#include "Core/EPlayerDamage.h"
#include "Core/EPlayerHealthPickup.h"
#include "Core/EPlayerDeath.h"
#include "../Engine/Input/EInputCommand.h"
#include <tuple>
#include <vector>
@@ -17,7 +18,7 @@
class HealthSystem : public PureSystem
{
public:
HealthSystem(World* world, EventBroker* eventBroker);
HealthSystem(SystemParams params);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
@@ -28,7 +29,9 @@ private:
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
bool HealthSystem::OnInputCommand(Events::InputCommand& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
+31 -22
View File
@@ -16,38 +16,47 @@
#include "Network/EInterpolate.h"
class InterpolationSystem : public PureSystem
class InterpolationSystem : public ImpureSystem
{
struct Transform
{
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
float interpolationTime;
};
public:
InterpolationSystem(World* world, EventBroker* eventBroker);
InterpolationSystem(SystemParams params);
~InterpolationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
virtual void Update(double dt) override;
private:
template <typename T>
struct Interpolation
{
Interpolation(const ComponentWrapper& Component, const std::string& Field, const T& Start, const T& Goal)
: Component(Component)
, Field(Field)
, Start(Start)
, Goal(Goal)
{ }
ComponentWrapper Component;
std::string Field;
T Start;
T Goal;
double Alpha = 0.0;
};
float m_SnapshotInterval;
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolatePosition;
std::unordered_map<EntityWrapper, Interpolation<glm::quat>> m_InterpolateOrientation;
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolateVelocity;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
return vector;
}
float m_SnapshotInterval;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
#endif
+2 -2
View File
@@ -6,8 +6,8 @@
class LifetimeSystem : public ImpureSystem, PureSystem
{
public:
LifetimeSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
LifetimeSystem(SystemParams params)
: System(params)
, PureSystem("Lifetime")
{
LOG_INFO("ASDASDASSA");
+1 -1
View File
@@ -14,7 +14,7 @@
class PickupSpawnSystem : public ImpureSystem
{
public:
PickupSpawnSystem(World* world, EventBroker* eventBroker);
PickupSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
+1 -1
View File
@@ -15,7 +15,7 @@
class PlayerDeathSystem : public ImpureSystem
{
public:
PlayerDeathSystem(World* world, EventBroker* eventBroker);
PlayerDeathSystem(SystemParams params);
virtual void Update(double dt) override;
@@ -6,18 +6,14 @@
#include "../../Engine/Rendering/ESetCamera.h"
#include <imgui/imgui.h>
class PlayerHUD : public ImpureSystem
class PlayerHUDSystem : public ImpureSystem
{
public:
PlayerHUD(World* world, EventBroker* eventBrokerer);
~PlayerHUD();
PlayerHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
private:
World* m_World;
EventBroker* m_EventBroker;
};
#endif
+7 -3
View File
@@ -7,14 +7,16 @@
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
class PlayerMovementSystem : public ImpureSystem, PureSystem
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class PlayerMovementSystem : public ImpureSystem
{
public:
PlayerMovementSystem(World* world, EventBroker* eventBroker);
PlayerMovementSystem(SystemParams params);
~PlayerMovementSystem();
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
private:
// State
@@ -36,4 +38,6 @@ private:
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void updateMovementControllers(double dt);
void updateVelocity(double dt);
};
+13 -2
View File
@@ -10,9 +10,11 @@
class PlayerSpawnSystem : public ImpureSystem
{
public:
PlayerSpawnSystem(World* world, EventBroker* eventBroker);
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private:
struct SpawnRequest
@@ -23,10 +25,19 @@ private:
bool m_NetworkEnabled = false;
std::vector<SpawnRequest> m_SpawnRequests;
//Player ID -> EntityWrapper.
std::map<int, EntityWrapper> m_PlayerEntities;
//EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs;
static float m_RespawnTime;
float m_Timer;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
bool OnInputCommand(Events::InputCommand& e);
EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
};
+2 -2
View File
@@ -4,8 +4,8 @@
class RaptorCopterSystem : public PureSystem
{
public:
RaptorCopterSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
RaptorCopterSystem(SystemParams params)
: System(params)
, PureSystem("RaptorCopter")
{ }
+1 -7
View File
@@ -27,14 +27,10 @@
class SoundSystem : public PureSystem, ImpureSystem
{
public:
SoundSystem(World* world, EventBroker* eventbroker);
SoundSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
virtual void Update(double dt) override;
private:
EntityWrapper m_LocalPlayer = EntityWrapper();
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::string m_Announcer = "";
// Logic for playing a sound when a player jumps
void playerJumps();
@@ -56,8 +52,6 @@ private:
bool OnDashAbility(const Events::DashAbility &e);
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(const Events::TriggerTouch &e);
EventRelay<SoundSystem, Events::Shoot> m_EShoot;
bool OnShoot(const Events::Shoot &e);
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e);
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
+1 -1
View File
@@ -13,7 +13,7 @@
class SpawnerSystem : public System
{
public:
SpawnerSystem(World* world, EventBroker* eventBroker);
SpawnerSystem(SystemParams params);
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
@@ -0,0 +1,44 @@
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
virtual void Update(double dt) override;
private:
EntityWrapper m_FirstPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_ReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo();
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playSound();
void viewPunch();
void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
};
@@ -0,0 +1,34 @@
#ifndef WeaponBehaviour_h__
#define WeaponBehaviour_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Player(player)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Player;
};
#endif
@@ -0,0 +1,44 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "AssaultWeaponBehaviour.h"
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
#endif
-43
View File
@@ -1,43 +0,0 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
//#include <GLFW/glfw3.h>
//#include <glm/common.hpp>
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include <tuple>
#include <vector>
class WeaponSystem : public ImpureSystem
{
public:
WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
// State
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool WeaponSystem::OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
};
#endif
+3
View File
@@ -4,6 +4,9 @@ LoadMap=
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
; if false -> Use pool allocation.
DisableMemoryPool=false
RespawnTime = 8.0
EditorEnabled=false
OutOfBodyExperience=false
[Editor]
CameraSpeed=3
+7 -1
View File
@@ -2,6 +2,9 @@
Sensitivity=0.5
InvertPitch=false
[Keyboard]
DoubleTapToDash=false
[Bindings]
MouseLeft=PrimaryFire
MouseX=Yaw
@@ -15,8 +18,11 @@ Space=Jump
LeftControl=Crouch
RightShift=Sprint
LeftShift=SpecialAbility
1=SelectWeapon,1
2=SelectWeapon,2
F1=ToggleEditor
C=ConnectToServer
N=SwitchToServer
M=SwitchToClient
P=SwitchToPlayer
P=SwitchToPlayer
K=TakeDamage,1500
+4
View File
@@ -32,8 +32,12 @@
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
<xs:include schemaLocation="Components/Shield.xsd"/>
<xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
<xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AmmoPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmoPickup.xsd">
<RespawnTimer>3</RespawnTimer>
<AmmoGain>30</AmmoGain>
</AmmoPickup>
@@ -0,0 +1,21 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AmmoPickup">
<xs:annotation>
<xs:documentation>An Ammo Pickup</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The respawn timer for a ammo pickup</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="AmmoGain" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>How much percent ammo gain the player will get</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -22,6 +22,7 @@
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
</xs:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
+11
View File
@@ -0,0 +1,11 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
<MagazineAmmo>32</MagazineAmmo>
<MagazineSize>32</MagazineSize>
<Ammo>360</Ammo>
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
</AssaultWeapon>
+34
View File
@@ -0,0 +1,34 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AssaultWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -2,5 +2,6 @@
<CapturePoint xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePoint.xsd">
<CapturePointNumber>0</CapturePointNumber>
<CaptureTimer>0</CaptureTimer>
<CapturePointMaxTimer>15</CapturePointMaxTimer>
<HomePointForTeam><Spectator/></HomePointForTeam>
</CapturePoint>
+5 -1
View File
@@ -20,7 +20,11 @@
<xs:documentation>CapturePointNumber specify an int number for this</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="CapturePointMaxTimer" type="t:double" minOccurs="0">
<xs:annotation>
<xs:documentation>The time needed to take over a Capture Point</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="HomePointForTeam" type="TeamEnum" minOccurs="0">
<xs:annotation>
<xs:documentation>Specify if this is a HomePoint for either team</xs:documentation>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<CapturePointHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointHUD.xsd">
<CapturePointNumber>0</CapturePointNumber>
<Owner><Spectator/></Owner>
</CapturePointHUD>
@@ -0,0 +1,24 @@
<?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="CapturePointHUD">
<xs:annotation>
<xs:documentation>Hud element for tracking capture points.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CapturePointNumber" type="t:int" minOccurs="0">
<xs:annotation>
<xs:documentation>Corresponds to the number on the capture point it should track.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="Owner" type="TeamEnum" minOccurs="0">
<xs:annotation>
<xs:documentation>Specify the team that own this capturePoint.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1
View File
@@ -2,4 +2,5 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
</Player>
+2 -1
View File
@@ -5,12 +5,13 @@
<xs:element name="Player">
<xs:annotation>
<xs:documentation>The player charachter</xs:documentation>
<xs:documentation>The player entity</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+8
View File
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
<DiffuseTexture></DiffuseTexture>
<GlowMap></GlowMap>
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
<DepthSort>true</DepthSort>
</Sprite>
+30
View File
@@ -0,0 +1,30 @@
<?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="Sprite">
<xs:annotation>
<xs:documentation>A sprite that will be facing the camera</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="GlowMap" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Color" type="t:Color" minOccurs="0">
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Visible" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1 -3
View File
@@ -4,9 +4,6 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Transform">
<xs:annotation>
<xs:documentation>It's a transform thingy!</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Position" type="t:Vector" minOccurs="0">
@@ -15,6 +12,7 @@
<xs:element name="Orientation" type="t:Vector" minOccurs="0"/>
<xs:element name="Scale" type="t:Vector" minOccurs="0"/>
</xs:all>
<xs:attribute name="NetworkReplicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
+3
View File
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
</Trigger>
+17
View File
@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Weapon">
<xs:complexType>
<xs:all>
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+18
View File
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB/>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,294 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Scenemesh">
<Components>
<c:Model>
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:DirectionalLight>
<Intensity>2</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="61.9050903" Z="0"/>
<Scale X="50" Y="50" Z="50"/>
<Orientation X="4.42700005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="10.460474" Y="0" Z="-3.92580295"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
<Scale X="150" Y="1" Z="180"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BluSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="2.24403"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>1</RespawnTimer>
<AmmoGain>22</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="75"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>1</RespawnTimer>
<AmmoGain>22</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="77"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>4</RespawnTimer>
<AmmoGain>44</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="79"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+77 -11
View File
@@ -26,44 +26,73 @@
</Components>
<Children/>
</Entity>
<Entity name="Wave">
<Entity name="Running">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.23980116887997371</Time1>
<Speed1>1</Speed1>
<Time1>0.60188997954429357</Time1>
<Speed1>-1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>StrafeRight</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.42593105566437428</Time2>
<AnimationName3>ReloadSwitch</AnimationName3>
<Time3>0.68855715986371058</Time3>
<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>
<Color A="1" B="0.984313726" G="1" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
<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>
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="1.0823108" Z="0.738871336"/>
<Position X="-0.375567257" Y="2.13093901" Z="-0.718547285"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.70588237" R="0.70588237"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="-1.96873236" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
@@ -76,6 +105,43 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.056234247235838808</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>Idl</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>1.8308673495784191</Time2>
<AnimationName3>StrafeRigh</AnimationName3>
<Weight3>0.5</Weight3>
<Time3>0.32167823998061529</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>

Some files were not shown because too many files have changed in this diff Show More