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23 Commits

Author SHA1 Message Date
William Moberg 407149fbb0 Merge branch 'master' into Importer 2016-03-14 03:23:08 +01:00
William Moberg 4c52f55bf0 Any collision meshes we have should be working, and RawModels should be released after being loaded. 2016-03-14 03:20:36 +01:00
maqu14 94a10c3a8f New polished map 2016-03-14 03:07:58 +01:00
Jace cbb2eee003 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 02:53:18 +01:00
Jace f6d85c86c4 Added new team pick 2016-03-14 02:53:02 +01:00
maqu14 8a24a16232 Merge branch 'master' of github.com:teamfisk/TacticalZ
# Conflicts:
#	resources/DefaultConfig.ini
#	resources/Schema/Entities/CP_Rocky2.xml
2016-03-14 02:51:09 +01:00
maqu14 d850e116fb New map, Some new assets 2016-03-14 02:50:24 +01:00
Teejoon a4c35e5908 Lower Glow intensity on players 2016-03-14 02:38:26 +01:00
Teejoon ff881e1f78 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-14 02:16:07 +01:00
Teejoon eb2e79e4cb Players now got lights on them 2016-03-14 02:15:56 +01:00
William Moberg f632b45c9b Merge branch 'MemoryOptimization' into Importer
# Conflicts:
#	include/Engine/Rendering/Model.h
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Collision/TriggerSystem.cpp
#	src/Game/Systems/SpawnerSystem.cpp
2016-03-14 02:06:53 +01:00
Tleety 788d80f721 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 01:59:41 +01:00
Tleety 0b485163c9 Changes to menu 2016-03-14 01:59:33 +01:00
Jace e527badab4 Executable name updated to "Axyz" 2016-03-14 01:53:20 +01:00
William Moberg 7e6830af35 Merge branch 'master' into Importer 2016-03-14 01:09:18 +01:00
William Moberg dea57b4872 Fixes after merge. 2016-03-14 01:00:58 +01:00
William Moberg 562afac9d1 Merge branch 'master' into Importer
# Conflicts:
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Game/Systems/SpawnerSystem.cpp
2016-03-14 00:42:07 +01:00
Jace 0516794db6 Separating RawModel from Model 2016-03-13 14:47:11 +01:00
Teejoon 7b32d92170 Merge with master 2016-03-02 13:45:56 +01:00
Teejoon 46eaedb186 Merge remote-tracking branch 'origin/master' into Importer
Conflicts:
	resources/Schema/Entities/Player.xml
	src/Engine/Collision/CollisionSystem.cpp
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:19:40 +01:00
Teejoon bb6e491eed Fix for GLERROR in DrawModelRenderQueues 2016-02-25 16:00:27 +01:00
Teejoon 669a7d13cf We can now export and import collision meshes :D 2016-02-25 15:39:42 +01:00
Teejoon 9229b77893 Export Collision mesh 2016-02-25 13:19:35 +01:00
36 changed files with 52873 additions and 12041 deletions
+1 -1
Submodule assets updated: b6027bf49f...9e9d799f11
+6 -6
View File
@@ -48,13 +48,13 @@ bool RayVsTriangle(const Ray& ray,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& 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 RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition);
@@ -62,7 +62,7 @@ bool RayVsModel(const Ray& ray,
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -70,7 +70,7 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -80,7 +80,7 @@ bool AABBvsTriangles(const AABB& box,
//Detects collision, but does not resolve.
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
@@ -92,7 +92,7 @@ enum Output
};
//Detects intersection and containment.
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
+12 -6
View File
@@ -16,15 +16,18 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_Materials; }
unsigned int NumberOfVertices() const { return m_Vertices.size(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
bool IsSkinned() const { return m_IsSkinned; }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
//RawModel* m_RawModel;
Skeleton* m_Skeleton = nullptr;
std::vector<glm::vec3> m_Vertices;
std::vector<unsigned int> m_Indices;
private:
AABB m_Box;
@@ -34,6 +37,9 @@ private:
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
GLuint TextureCoordBuffer;
std::vector<RawModel::MaterialProperties> m_Materials;
bool m_IsSkinned;
};
#endif
+1 -1
View File
@@ -110,7 +110,7 @@ struct ModelJob : RenderJob
}
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
Skeleton = Model->m_Skeleton;
if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
+39 -16
View File
@@ -13,6 +13,7 @@
#include <boost/filesystem/path.hpp>
#include <boost/endian/buffers.hpp>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ResourceManager.h"
@@ -20,22 +21,17 @@
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "boost\endian\buffers.hpp"
class RawModelCustom : public Resource
{
friend class ResourceManager;
friend class Model;
protected:
RawModelCustom(std::string fileName);
public:
~RawModelCustom();
struct Vertex
{
struct RenderVertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
@@ -43,7 +39,7 @@ public:
glm::vec2 TextureCoords;
};
struct SkinedVertex : public Vertex {
struct SkinedVertex : public RenderVertex {
glm::vec4 BoneIndices;
glm::vec4 BoneWeights;
};
@@ -91,7 +87,7 @@ public:
unsigned int ShaderID = 0;
};
const Vertex* Vertices() const {
const RenderVertex* Vertices() const {
if (hasSkin) {
return m_SkinedVertices.data();
} else {
@@ -99,16 +95,16 @@ public:
}
};
unsigned int VertexSize() const {
unsigned int VertexSize() const {
if (hasSkin) {
return sizeof(SkinedVertex);
}
else {
return sizeof(Vertex);
return sizeof(RenderVertex);
}
};
unsigned int NumVertices() const {
size_t NumVertices() const {
if (hasSkin) {
return m_SkinedVertices.size();
} else {
@@ -116,17 +112,39 @@ public:
}
};
const std::vector<unsigned int>& Indices() const {
return m_Indices;
}
bool IsSkinned() const { return hasSkin; };
const std::vector<glm::vec3>& CollisionVertices();
size_t NumCollisionVertices() const {
return m_CollisionVertices.size();
};
const std::vector<unsigned int>& CollisionIndices() const {
if (hasCollisionMesh) {
return m_CollisionIndices;
} else {
return m_Indices;
}
};
std::vector<MaterialProperties> m_Materials;
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
bool hasSkin;
std::vector<Vertex> m_Vertices;
bool hasCollisionMesh = false;
std::vector<unsigned int> m_Indices;
std::vector<unsigned int> m_CollisionIndices;
std::vector<glm::vec3> m_CollisionVertices;
std::vector<RenderVertex> m_Vertices;
std::vector<SkinedVertex> m_SkinedVertices;
void ReadMeshFile(std::string filePath);
@@ -149,7 +167,12 @@ private:
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
void ReadCollisionFile(std::string filePath);
void ReadCollisionFileData(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
const std::vector<glm::vec3>& ConstructCollisionList();
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};
+1
View File
@@ -8,6 +8,7 @@
#include "Events/ESpawnerSpawn.h"
#include "Core/TransformSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/Model.h"
class SpawnerSystem : public System
{
+1 -3
View File
@@ -29,6 +29,4 @@ K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
Comma=SwapToClassPick
Period=SwapToTeamPick
Enter=PickClass,1
F5=DisconnectFromServer
Period=SwapToTeamPick
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+265 -159
View File
@@ -3,7 +3,7 @@
<Components>
<c:CapturePointGameMode>
<RespawnTime>0.35657206405745967</RespawnTime>
<RespawnTime>0.10012471663946698</RespawnTime>
<MaxRespawnTime>0.5</MaxRespawnTime>
</c:CapturePointGameMode>
<c:Transform>
@@ -19,7 +19,11 @@
<Red/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:PlayerSpawn>
<AssaultFile>Schema/Entities/PlayerAssaultBlue.xml</AssaultFile>
<DefenderFile>Schema/Entities/PlayerDefenderBlue.xml</DefenderFile>
<SniperFile></SniperFile>
</c:PlayerSpawn>
<c:Spawner>
<EntityFile>Schema/Entities/PlayerDefenderBlue.xml</EntityFile>
</c:Spawner>
@@ -90,7 +94,11 @@
<Blue/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:PlayerSpawn>
<AssaultFile>Schema/Entities/PlayerAssaultBlue.xml</AssaultFile>
<DefenderFile>Schema/Entities/PlayerDefenderBlue.xml</DefenderFile>
<SniperFile></SniperFile>
</c:PlayerSpawn>
<c:Spawner>
<EntityFile>Schema/Entities/PlayerAssaultBlue.xml</EntityFile>
</c:Spawner>
@@ -107,7 +115,7 @@
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="0.800000012" Y="0" Z="0"/>
<Position X="-0.600000024" Y="0" Z="0.549540162"/>
</c:Transform>
</Components>
<Children/>
@@ -120,7 +128,7 @@
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0.549540162"/>
<Position X="0.800000012" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -269,7 +277,7 @@
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="-30.6910019" Z="0"/>
<Orientation X="0" Y="39.1253624" Z="0"/>
<Orientation X="0" Y="43.4443054" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -417,7 +425,7 @@
<Components>
<c:Animation>
<AnimationName>AssaultPoseF</AnimationName>
<Time>2.2728534617500387</Time>
<Time>0.65905298965262915</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -433,7 +441,7 @@
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.160869107" Y="1.21713078" Z="-0.151224568"/>
<Position X="0.160869107" Y="1.21468747" Z="-0.151224568"/>
<Orientation X="1.90465617" Y="-0.166544378" Z="0.0701896623"/>
</c:Transform>
</Components>
@@ -816,7 +824,7 @@
<Components>
<c:Animation>
<AnimationName>DefenderPoseF</AnimationName>
<Time>1.4396916405947664</Time>
<Time>2.3258911684973569</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -832,8 +840,8 @@
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.196064115" Y="0.705373585" Z="0.0272535309"/>
<Orientation X="-1.3924278" Y="-0.0973875821" Z="0.332219422"/>
<Position X="0.195810497" Y="0.711551607" Z="0.0388058722"/>
<Orientation X="-1.3924278" Y="-0.0973876044" Z="0.332219511"/>
</c:Transform>
</Components>
<Children/>
@@ -1089,22 +1097,6 @@
<c:Transform/>
</Components>
<Children>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.142000005" Y="-0.21800001" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopRight">
<Components>
<c:Sprite>
@@ -1136,6 +1128,22 @@
</Components>
<Children/>
</Entity>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.142000005" Y="-0.21800001" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopLeft">
<Components>
<c:Sprite>
@@ -1177,7 +1185,7 @@
<Components>
<c:Animation>
<AnimationName>SniperPoseF</AnimationName>
<Time>1.6727845840185651</Time>
<Time>0.058984111921155602</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -1193,8 +1201,8 @@
<Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0454485044" Y="1.06437671" Z="-0.125484675"/>
<Orientation X="-1.50533736" Y="1.34000039" Z="-1.34724414"/>
<Position X="-0.0454485416" Y="1.07162762" Z="-0.12548463"/>
<Orientation X="-1.50533807" Y="1.34000039" Z="-1.34724486"/>
</c:Transform>
</Components>
<Children/>
@@ -1428,14 +1436,14 @@
<Entity name="PickTeamHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.63500005"/>
<Position X="0" Y="0.0200000014" Z="-0.63500005"/>
</c:Transform>
</Components>
<Children>
<Entity name="TeamBluePick">
<Components>
<c:Transform>
<Position X="-0.114000008" Y="0.0190000013" Z="0"/>
<Position X="-0.131000012" Y="0.0190000013" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1447,14 +1455,14 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<Color A="0.392156869" B="0.349019617" G="0" R="0"/>
<Color A="0.392156869" B="0.768627465" G="0" R="0"/>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<PressValue>3</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.207000017" Y="0.249000013" Z="1"/>
<Scale X="0.24000001" Y="0.307000011" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1471,9 +1479,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Position X="0.118000008" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1487,9 +1496,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="0.120000005" Z="0.00499999989"/>
<Position X="0.118000008" Y="0.150000006" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
@@ -1502,9 +1512,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Position X="-0.117000006" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1518,9 +1529,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="0.121000007" Z="0.00499999989"/>
<Position X="-0.117000006" Y="0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1534,6 +1546,7 @@
<c:Text>
<Content>Blue</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Visible>false</Visible>
<Alignment>
<Left/>
</Alignment>
@@ -1545,127 +1558,27 @@
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="TeamRedPick">
<Components>
<c:Transform>
<Position X="0.114" Y="0.0189999994" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_1">
<Entity>
<Components>
<c:Button/>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<Color A="0.392156869" B="0" G="0" R="0.556862772"/>
<DiffuseTexture>Textures/HUD/BlueTeam.png</DiffuseTexture>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<PressValue>2</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.207000017" Y="0.249000013" Z="1"/>
<Position X="0" Y="-0.00900000054" Z="0.00600000005"/>
<Scale X="0.340000004" Y="0.340000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Red</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.0890000015" Y="-0.105000004" Z="0.00499999989"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ButtonCorner_Origin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="0.120000005" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="0.121000007" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="TeamSpectatorPick">
<Components>
<c:Transform>
<Position X="0" Y="-0.153000012" Z="0"/>
<Position X="0" Y="-0.184000015" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1680,11 +1593,11 @@
<Color A="0.392156869" B="0" G="0" R="0"/>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<Command>PickTeam_</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.435000032" Y="0.0520000011" Z="1"/>
<Scale X="0.502000034" Y="0.0530000031" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1693,7 +1606,7 @@
<Components>
<c:Text>
<Content>Spectator</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="-0.00800000038" Z="0.00499999989"/>
@@ -1714,9 +1627,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.214000016" Y="-0.0230000019" Z="0.00499999989"/>
<Position X="0.248000011" Y="-0.0230000019" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1730,9 +1644,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.214000002" Y="0.0240000002" Z="0.00499999989"/>
<Position X="0.247000009" Y="0.0240000002" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
@@ -1745,9 +1660,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.214000002" Y="-0.023" Z="0.00499999989"/>
<Position X="-0.247000009" Y="-0.023" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1761,9 +1677,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.214000002" Y="0.0240000002" Z="0.00499999989"/>
<Position X="-0.247000009" Y="0.0240000002" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1774,6 +1691,141 @@
</Entity>
</Children>
</Entity>
<Entity name="TeamRedPick">
<Components>
<c:Transform>
<Position X="0.130999997" Y="0.0190000013" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_1">
<Components>
<c:Button/>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<Color A="0.392156869" B="0" G="0" R="0.90196079"/>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<PressValue>2</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.24000001" Y="0.307000011" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ButtonCorner_Origin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.118000008" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.118000008" Y="0.150000006" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.117000006" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.117000006" Y="0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Blue</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Visible>false</Visible>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.00900000054" Y="-0.105000004" Z="0.00499999989"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/RedTeam.png</DiffuseTexture>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0" Y="-0.00900000054" Z="0.00600000005"/>
<Scale X="0.340000004" Y="0.340000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
@@ -2182,6 +2234,60 @@
</Entity>
</Children>
</Entity>
<Entity name="KillFeed">
<Components>
<c:KillFeed/>
<c:Transform>
<Position X="0.494000018" Y="0.252000004" Z="0"/>
<Scale X="0.0149999997" Y="0.0149999997" Z="0.0149999997"/>
</c:Transform>
</Components>
<Children>
<Entity name="KillFeed1">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="KillFeed2">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0" Y="-1" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="KillFeed3">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0" Y="-2" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
@@ -2322,7 +2428,7 @@
<Components>
<c:Animation>
<AnimationName>AssaultPoseF</AnimationName>
<Time>0.9949657277747761</Time>
<Time>1.8811652556773666</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -2338,7 +2444,7 @@
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.160869107" Y="1.21340287" Z="-0.151224568"/>
<Position X="0.160869107" Y="1.21425688" Z="-0.151224568"/>
<Orientation X="1.90465617" Y="-0.166544378" Z="0.0701896623"/>
</c:Transform>
</Components>
@@ -2721,7 +2827,7 @@
<Components>
<c:Animation>
<AnimationName>DefenderPoseF</AnimationName>
<Time>1.0951743489513674</Time>
<Time>1.9813738768539579</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -2737,8 +2843,8 @@
<Resource>Models/Weapons/Red/DefenderWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.195622981" Y="0.70677036" Z="0.0300085638"/>
<Orientation X="-1.39242733" Y="-0.0973875821" Z="0.332219303"/>
<Position X="0.195940435" Y="0.708098531" Z="0.0331460983"/>
<Orientation X="-1.39242768" Y="-0.0973874852" Z="0.332219243"/>
</c:Transform>
</Components>
<Children/>
@@ -3082,7 +3188,7 @@
<Components>
<c:Animation>
<AnimationName>SniperPoseF</AnimationName>
<Time>1.0119983488063795</Time>
<Time>1.89819787670897</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -3098,8 +3204,8 @@
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.045448523" Y="1.06568146" Z="-0.125484601"/>
<Orientation X="-1.50533819" Y="1.34000111" Z="-1.3472451"/>
<Position X="-0.0454485491" Y="1.06597364" Z="-0.125484616"/>
<Orientation X="-1.50533819" Y="1.34000039" Z="-1.34724486"/>
</c:Transform>
</Components>
<Children/>
+214 -170
View File
@@ -8,7 +8,7 @@
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="-30.6910019" Z="0"/>
<Orientation X="0" Y="43.1977272" Z="0"/>
<Orientation X="0" Y="43.2517357" Z="0"/>
</c:Transform>
</Components>
@@ -69,6 +69,21 @@
<c:Transform/>
</Components>
<Children>
<Entity name="TopRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.142000005" Y="0.217999995" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomRight">
<Components>
<c:Sprite>
@@ -85,21 +100,6 @@
</Components>
<Children/>
</Entity>
<Entity name="TopRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.142000005" Y="0.217999995" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
@@ -157,7 +157,7 @@
<Components>
<c:Animation>
<AnimationName>AssaultPoseF</AnimationName>
<Time>1.725669683907423</Time>
<Time>0.32571926651889171</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -173,7 +173,7 @@
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.160869107" Y="1.21322453" Z="-0.151224568"/>
<Position X="0.160869107" Y="1.21624839" Z="-0.151224568"/>
<Orientation X="1.90465617" Y="-0.166544378" Z="0.0701896623"/>
</c:Transform>
</Components>
@@ -556,7 +556,7 @@
<Components>
<c:Animation>
<AnimationName>DefenderPoseF</AnimationName>
<Time>0.89250786275215077</Time>
<Time>1.9925574453636195</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -572,8 +572,8 @@
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.195243329" Y="0.708130419" Z="0.0326478258"/>
<Orientation X="-1.39242756" Y="-0.0973875225" Z="0.332219273"/>
<Position X="0.195935503" Y="0.708206475" Z="0.0333581194"/>
<Orientation X="-1.39242768" Y="-0.0973875299" Z="0.332219183"/>
</c:Transform>
</Components>
<Children/>
@@ -829,6 +829,22 @@
<c:Transform/>
</Components>
<Children>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="-0.142000005" Y="-0.217999995" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomRight">
<Components>
<c:Sprite>
@@ -860,22 +876,6 @@
</Components>
<Children/>
</Entity>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="-0.142000005" Y="-0.217999995" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopLeft">
<Components>
<c:Sprite>
@@ -917,7 +917,7 @@
<Components>
<c:Animation>
<AnimationName>SniperPoseF</AnimationName>
<Time>1.1256008061759495</Time>
<Time>2.2256503887874182</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -933,8 +933,8 @@
<Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0454485789" Y="1.06511343" Z="-0.125484645"/>
<Orientation X="-1.50533736" Y="1.34000039" Z="-1.34724438"/>
<Position X="-0.0454485565" Y="1.06937242" Z="-0.125484601"/>
<Orientation X="-1.50533795" Y="1.34000087" Z="-1.34724462"/>
</c:Transform>
</Components>
<Children/>
@@ -1168,14 +1168,14 @@
<Entity name="PickTeamHUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.63500005"/>
<Position X="0" Y="0.0200000014" Z="-0.63500005"/>
</c:Transform>
</Components>
<Children>
<Entity name="TeamBluePick">
<Components>
<c:Transform>
<Position X="-0.114000008" Y="0.0190000013" Z="0"/>
<Position X="-0.131000012" Y="0.0190000013" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1187,14 +1187,14 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<Color A="0.392156869" B="0.349019617" G="0" R="0"/>
<Color A="0.392156869" B="0.768627465" G="0" R="0"/>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<PressValue>3</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.207000017" Y="0.249000013" Z="1"/>
<Scale X="0.24000001" Y="0.307000011" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1211,9 +1211,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Position X="0.118000008" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1227,9 +1228,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="0.120000005" Z="0.00499999989"/>
<Position X="0.118000008" Y="0.150000006" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
@@ -1242,9 +1244,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Position X="-0.117000006" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1258,9 +1261,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="0.121000007" Z="0.00499999989"/>
<Position X="-0.117000006" Y="0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1274,6 +1278,7 @@
<c:Text>
<Content>Blue</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Visible>false</Visible>
<Alignment>
<Left/>
</Alignment>
@@ -1285,127 +1290,27 @@
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="TeamRedPick">
<Components>
<c:Transform>
<Position X="0.114" Y="0.0189999994" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_1">
<Entity>
<Components>
<c:Button/>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<Color A="0.392156869" B="0" G="0" R="0.556862772"/>
<DiffuseTexture>Textures/HUD/BlueTeam.png</DiffuseTexture>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<PressValue>2</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.207000017" Y="0.249000013" Z="1"/>
<Position X="0" Y="-0.00900000054" Z="0.00600000005"/>
<Scale X="0.340000004" Y="0.340000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Red</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.0890000015" Y="-0.105000004" Z="0.00499999989"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ButtonCorner_Origin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="0.120000005" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="-0.121000007" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
</c:Sprite>
<c:Transform>
<Position X="-0.100000001" Y="0.121000007" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="TeamSpectatorPick">
<Components>
<c:Transform>
<Position X="0" Y="-0.153000012" Z="0"/>
<Position X="0" Y="-0.184000015" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1420,11 +1325,11 @@
<Color A="0.392156869" B="0" G="0" R="0"/>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<Command>PickTeam_</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.435000032" Y="0.0520000011" Z="1"/>
<Scale X="0.502000034" Y="0.0530000031" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1433,7 +1338,7 @@
<Components>
<c:Text>
<Content>Spectator</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="-0.00800000038" Z="0.00499999989"/>
@@ -1454,9 +1359,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.214000016" Y="-0.0230000019" Z="0.00499999989"/>
<Position X="0.248000011" Y="-0.0230000019" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1470,9 +1376,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.214000002" Y="0.0240000002" Z="0.00499999989"/>
<Position X="0.247000009" Y="0.0240000002" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
@@ -1485,9 +1392,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.214000002" Y="-0.023" Z="0.00499999989"/>
<Position X="-0.247000009" Y="-0.023" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1501,9 +1409,10 @@
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.214000002" Y="0.0240000002" Z="0.00499999989"/>
<Position X="-0.247000009" Y="0.0240000002" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
@@ -1514,6 +1423,141 @@
</Entity>
</Children>
</Entity>
<Entity name="TeamRedPick">
<Components>
<c:Transform>
<Position X="0.130999997" Y="0.0190000013" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_1">
<Components>
<c:Button/>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<Color A="0.392156869" B="0" G="0" R="0.90196079"/>
</c:Sprite>
<c:InputCmdButton>
<Command>PickTeam</Command>
<PressValue>2</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.24000001" Y="0.307000011" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ButtonCorner_Origin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="BottomRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.118000008" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="4.71199989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopRight">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0.118000008" Y="0.150000006" Z="0.00499999989"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BottomLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.117000006" Y="-0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="3.14900017"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="TopLeft">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
<Linear>false</Linear>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="-0.117000006" Y="0.150000006" Z="0.00499999989"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Blue</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Visible>false</Visible>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.00900000054" Y="-0.105000004" Z="0.00499999989"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/HUD/RedTeam.png</DiffuseTexture>
<ClampToBorder>true</ClampToBorder>
</c:Sprite>
<c:Transform>
<Position X="0" Y="-0.00900000054" Z="0.00600000005"/>
<Scale X="0.340000004" Y="0.340000004" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
@@ -1534,7 +1578,7 @@
<Entity name="RespawnTimer">
<Components>
<c:Text>
<Content>2</Content>
<Content>1</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="1" R="0.784313738"/>
</c:Text>
@@ -2116,7 +2160,7 @@
<Components>
<c:Animation>
<AnimationName>AssaultPoseF</AnimationName>
<Time>0.44778194993216047</Time>
<Time>1.5478315325436292</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -2132,7 +2176,7 @@
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.160869107" Y="1.21565855" Z="-0.151224568"/>
<Position X="0.160869107" Y="1.21257317" Z="-0.151224568"/>
<Orientation X="1.90465617" Y="-0.166544378" Z="0.0701896623"/>
</c:Transform>
</Components>
@@ -2515,7 +2559,7 @@
<Components>
<c:Animation>
<AnimationName>DefenderPoseF</AnimationName>
<Time>0.54799057110875182</Time>
<Time>1.6480401537202205</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -2531,8 +2575,8 @@
<Resource>Models/Weapons/Red/DefenderWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.194819659" Y="0.710372686" Z="0.0368246883"/>
<Orientation X="-1.39242768" Y="-0.0973874852" Z="0.332219452"/>
<Position X="0.196060285" Y="0.705655158" Z="0.0279245265"/>
<Orientation X="-1.3924278" Y="-0.0973875448" Z="0.332219273"/>
</c:Transform>
</Components>
<Children/>
@@ -2876,7 +2920,7 @@
<Components>
<c:Animation>
<AnimationName>SniperPoseF</AnimationName>
<Time>0.46481457096376388</Time>
<Time>1.5648641535752326</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -2892,8 +2936,8 @@
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0454485677" Y="1.06916106" Z="-0.125484571"/>
<Orientation X="-1.50533819" Y="1.34000111" Z="-1.3472451"/>
<Position X="-0.0454485565" Y="1.06404948" Z="-0.12548466"/>
<Orientation X="-1.5053376" Y="1.34000039" Z="-1.34724426"/>
</c:Transform>
</Components>
<Children/>
+242 -15
View File
@@ -572,6 +572,7 @@
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<GlowIntensity>2.2000000476837158</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
@@ -586,8 +587,8 @@
<EntityFile>Schema/Entities/WeaponAssaultBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.128669813" Y="1.08486295" Z="-0.361068189"/>
<Orientation X="-0.0353792347" Y="-0.0854677409" Z="0.133094937"/>
<Position X="0.165036291" Y="1.03316653" Z="-0.230842277"/>
<Orientation X="-0.0310075935" Y="-0.0666775182" Z="0.132169068"/>
</c:Transform>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
@@ -607,8 +608,8 @@
<EntityFile>Schema/Entities/SidearmWeaponBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.128669813" Y="1.08486295" Z="-0.361068189"/>
<Orientation X="-0.0353792347" Y="-0.0854677409" Z="0.133094937"/>
<Position X="0.165036291" Y="1.03316653" Z="-0.230842277"/>
<Orientation X="-0.0310075935" Y="-0.0666775182" Z="0.132169068"/>
</c:Transform>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
@@ -675,7 +676,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.14513013667773755</Time>
<Time>0.47961568648540975</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -686,7 +687,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.072451598628520131</Time>
<Time>0.40693714843619233</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -699,7 +700,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.8508255838059231</Time>
<Time>0.1853111336135953</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -712,7 +713,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>1.5240530807526143</Time>
<Time>1.8585386305602865</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -755,7 +756,7 @@
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.35598021321569639</Time>
<Time>0.87165493950985962</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -766,7 +767,7 @@
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.3084600556940007</Time>
<Time>0.33980950828232714</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
@@ -790,7 +791,7 @@
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.91116869109547771</Time>
<Time>0.94251814368380415</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
@@ -802,7 +803,7 @@
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.98857969993144401</Time>
<Time>0.019929152519770454</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
@@ -818,7 +819,7 @@
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.85485929533452953</Time>
<Time>0.55386718012173475</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -944,7 +945,7 @@
<c:Blend>
<Pose1>AssaultWeapon</Pose1>
<Pose2>SidearmWeapon</Pose2>
<Weight>1</Weight>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
@@ -1005,7 +1006,7 @@
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>1.9871198993639698</Time>
<Time>1.502794625658133</Time>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
@@ -1108,6 +1109,232 @@
</Entity>
</Children>
</Entity>
<Entity name="Lights">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Elbow_Left">
<Components>
<c:BoneAttachment>
<BoneName>L_Elbow</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="-0.0546795987" Y="0.970895708" Z="-0.395071507"/>
<Orientation X="-2.67347836" Y="-1.14967656" Z="-2.35179591"/>
</c:Transform>
</Components>
<Children>
<Entity name="Upper">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.119805202" Y="0.0187246669" Z="-0.0205985513"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Lower">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.0430894755" Y="-0.0822322816" Z="0.0446314402"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Elbow_Right">
<Components>
<c:BoneAttachment>
<BoneName>R_Elbow</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.311819345" Y="1.00506735" Z="-0.00708915293"/>
<Orientation X="1.66802835" Y="1.3856616" Z="0.553554595"/>
</c:Transform>
</Components>
<Children>
<Entity name="Upper">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.119999997" Y="0.0187246669" Z="-0.0205985513"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Lower">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.0430000015" Y="-0.0822322816" Z="0.0446314402"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Head">
<Components>
<c:BoneAttachment>
<BoneName>Head</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0847049356" Y="1.25094736" Z="-0.146904141"/>
<Orientation X="-0.270355761" Y="-0.134028792" Z="-0.181556195"/>
</c:Transform>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.117407471" Y="0.0664995536" Z="-0.00829757564"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.116999999" Y="0.0664995536" Z="-0.00829757564"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Leg_top_left">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Top</BoneName>
<PositionOffset X="-0.116000004" Y="0.0500000007" Z="0.0360000022"/>
</c:BoneAttachment>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.187708378" Y="0.720764816" Z="0.0189282075"/>
<Orientation X="0.690089703" Y="-0.0030452935" Z="-0.0742322952"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Leg_top_Right">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Top</BoneName>
<PositionOffset X="0.0800000057" Y="0.0730000064" Z="0.064000003"/>
</c:BoneAttachment>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.149033397" Y="0.743774891" Z="0.0911710933"/>
<Orientation X="0.00418904377" Y="-0.590482414" Z="0.240698725"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Leg_bottom_Left">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Bottomdw</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="-0.121549807" Y="0.396206558" Z="-0.258821368"/>
<Orientation X="0.0123701356" Y="0.0872921124" Z="-0.0923962742"/>
</c:Transform>
</Components>
<Children>
<Entity name="Outside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.0752567574" Y="-0.0357234403" Z="0.0396512263"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Inside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.075000003" Y="-0.0357234403" Z="0.0396512263"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Leg_bottom_Right">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Bottom</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.184887171" Y="0.323244393" Z="0.0367886424"/>
<Orientation X="-0.714135528" Y="-0.644820809" Z="0.337111086"/>
</c:Transform>
</Components>
<Children>
<Entity name="Inside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.0752567574" Y="-0.0357234403" Z="0.0396512263"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Outside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.075000003" Y="-0.0357234403" Z="0.0396512263"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
+297 -15
View File
@@ -579,6 +579,7 @@
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<GlowIntensity>2.2000000476837158</GlowIntensity>
<Resource>Models/Characters/Defender/DefenderBlue.mesh</Resource>
</c:Model>
<c:Transform/>
@@ -593,8 +594,8 @@
<EntityFile>Schema/Entities/WeaponDefenderBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.160437703" Y="1.04422736" Z="-0.295565188"/>
<Orientation X="-0.105441377" Y="-0.0721141845" Z="0.143959135"/>
<Position X="0.150445178" Y="1.04946244" Z="-0.300744236"/>
<Orientation X="-0.100557618" Y="-0.0389867723" Z="0.143711939"/>
</c:Transform>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
@@ -614,8 +615,8 @@
<EntityFile>Schema/Entities/SidearmWeaponBlueWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.160437703" Y="1.04422736" Z="-0.295565188"/>
<Orientation X="-0.105441377" Y="-0.0721141845" Z="0.143959135"/>
<Position X="0.150445178" Y="1.04946244" Z="-0.300744236"/>
<Orientation X="-0.100557618" Y="-0.0389867723" Z="0.143711939"/>
</c:Transform>
<c:WeaponAttachment>
<Weapon>SidearmWeapon</Weapon>
@@ -682,7 +683,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.89884525886057709</Time>
<Time>0.75511438140459752</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -693,7 +694,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.82616672081135967</Time>
<Time>0.6824358433553801</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -706,7 +707,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.60454070598876264</Time>
<Time>0.46080982853278307</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -719,7 +720,7 @@
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.27776820293545335</Time>
<Time>1.1340373254794738</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -762,7 +763,7 @@
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.10969533539853593</Time>
<Time>0.080924354358268502</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -773,7 +774,7 @@
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.81589030005967977</Time>
<Time>0.75834833797914492</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
@@ -797,7 +798,7 @@
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.41859893546115678</Time>
<Time>0.36105697338062193</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
@@ -809,7 +810,7 @@
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.49600994429712308</Time>
<Time>0.43846798221658823</Time>
<Speed>2</Speed>
<Play>true</Play>
</c:Animation>
@@ -825,7 +826,7 @@
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>1.1919024261691025</Time>
<Time>0.29646465130559285</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -914,7 +915,7 @@
<Components>
<c:Animation>
<AnimationName>ShieldFrontU</AnimationName>
<Time>0.41969766243472861</Time>
<Time>0.39092668139446118</Time>
<Play>true</Play>
</c:Animation>
<c:Transform/>
@@ -963,7 +964,7 @@
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>0.74083502154680936</Time>
<Time>1.7120640405065419</Time>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
@@ -1064,6 +1065,287 @@
</Entity>
</Children>
</Entity>
<Entity name="Lights">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Head">
<Components>
<c:BoneAttachment>
<BoneName>Head</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0811523944" Y="1.25871587" Z="-0.135778293"/>
<Orientation X="-0.242026433" Y="-0.103642859" Z="-0.186734527"/>
</c:Transform>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Radius>0.5</Radius>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.0938162878" Y="0.0610048659" Z="-0.00614821212"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Radius>0.5</Radius>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.0939999968" Y="0.0610048659" Z="-0.00614821212"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Back">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.00160108448" Y="0.112655103" Z="0.116904415"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Armor_Left">
<Components>
<c:BoneAttachment>
<BoneName>L_Shoulder_Armor_Joint</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="-0.0336125046" Y="1.14461756" Z="-0.198084712"/>
<Orientation X="-0.123359792" Y="-1.02261281" Z="-0.192506254"/>
</c:Transform>
</Components>
<Children>
<Entity name="light">
<Components>
<c:PointLight>
<Color A="1" B="0.701960802" G="0" R="0.188235298"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.259081453" Y="0.0924699008" Z="0.0193806943"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Armor_Right">
<Components>
<c:BoneAttachment>
<BoneName>R_Shoulder_Armor_Joint</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.124662042" Y="1.18803668" Z="0.0253864676"/>
<Orientation X="-0.350490361" Y="-0.987647295" Z="0.0760278776"/>
</c:Transform>
</Components>
<Children>
<Entity name="light">
<Components>
<c:PointLight>
<Color A="1" B="0.701960802" G="0" R="0.188235298"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.259000003" Y="0.0924699008" Z="0.0193806943"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Elbow_Left">
<Components>
<c:BoneAttachment>
<BoneName>L_Elbow</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="-0.0963651165" Y="0.979782283" Z="-0.387918979"/>
<Orientation X="-2.3728857" Y="-0.868270874" Z="-2.74759817"/>
</c:Transform>
</Components>
<Children>
<Entity name="Upper">
<Components>
<c:PointLight>
<Color A="1" B="0.701960802" G="0" R="0.188235298"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.0530259758" Y="0.0710293874" Z="-0.0176120717"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Lower">
<Components>
<c:PointLight>
<Color A="1" B="0.701960802" G="0" R="0.188235298"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.0404068455" Y="-0.0798887387" Z="-0.000667487504"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Elbow_Right">
<Components>
<c:BoneAttachment>
<BoneName>R_Elbow</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.308187783" Y="1.08455598" Z="-0.083610706"/>
<Orientation X="1.80888307" Y="1.43675375" Z="1.20322716"/>
</c:Transform>
</Components>
<Children>
<Entity name="Upper">
<Components>
<c:PointLight>
<Color A="1" B="0.701960802" G="0" R="0.188235298"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.0529999994" Y="0.0710293874" Z="-0.0176120717"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Lower">
<Components>
<c:PointLight>
<Color A="1" B="0.701960802" G="0" R="0.188235298"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.0399999991" Y="-0.0798887387" Z="-0.000667487504"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Chest">
<Components>
<c:BoneAttachment>
<BoneName>Spine_3</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0399524719" Y="1.09024417" Z="-0.0680764914"/>
<Orientation X="-0.50802201" Y="-0.93734026" Z="0.267742336"/>
</c:Transform>
</Components>
<Children>
<Entity name="Back">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.20000000298023224</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0" Y="0.0223282184" Z="0.16728729"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Leg_Bottom_Left">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Bottom</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="-0.121582747" Y="0.396609098" Z="-0.250624388"/>
<Orientation X="0.0343631394" Y="0.0808496028" Z="-0.090051204"/>
</c:Transform>
</Components>
<Children>
<Entity name="Outside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.09705697" Y="-0.0529966503" Z="0.026842406"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Inside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.0758597851" Y="-0.0458693244" Z="0.0236873701"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Leg_Bottom_Right">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Bottom</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.183104694" Y="0.325414658" Z="0.0393271334"/>
<Orientation X="-0.702914894" Y="-0.64635247" Z="0.335363626"/>
</c:Transform>
</Components>
<Children>
<Entity name="Inside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.09705697" Y="-0.0529966503" Z="0.026842406"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Outside">
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.784313738" R="0"/>
<Intensity>0.10000000149011612</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.0758597851" Y="-0.0458693244" Z="0.0236873701"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
@@ -18,8 +18,8 @@
<Color A="1" B="0.117647059" G="0.117647059" R="0.117647059"/>
</c:Sprite>
<c:Transform>
<Position X="-0.00700000022" Y="-0.0310000014" Z="-0.0270000007"/>
<Scale X="0.292000026" Y="0.064000003" Z="1"/>
<Position X="-0.00200000009" Y="-0.0730000064" Z="-0.0270000007"/>
<Scale X="0.268000007" Y="0.102000006" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -40,8 +40,8 @@
<Color A="0.392156869" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="-0.088000007" Y="-0.0350000001" Z="0"/>
<Scale X="0.0820000023" Y="0.0299999993" Z="1"/>
<Position X="0.00300000003" Y="-0.0460000038" Z="0"/>
<Scale X="0.243000016" Y="0.0260000005" Z="1"/>
</c:Transform>
</Components>
<Children>
@@ -56,8 +56,8 @@
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.361000031" Y="-0.562000036" Z="0.0199999996"/>
<Scale X="0.180000007" Y="0.469000012" Z="1"/>
<Position X="-0.430000007" Y="-0.434000015" Z="0.0199999996"/>
<Scale X="0.0659999996" Y="0.424000025" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -80,8 +80,8 @@
<Color A="0.392156869" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="-0.0350000001" Z="0"/>
<Scale X="0.0820000023" Y="0.0299999993" Z="1"/>
<Position X="0.00300000003" Y="-0.076000005" Z="0"/>
<Scale X="0.243000016" Y="0.0260000005" Z="1"/>
</c:Transform>
</Components>
<Children>
@@ -96,8 +96,8 @@
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.380000025" Y="-0.561999977" Z="0.0199999996"/>
<Scale X="0.180000007" Y="0.469000012" Z="1"/>
<Position X="-0.430000007" Y="-0.434000015" Z="0.0199999996"/>
<Scale X="0.0659999996" Y="0.424000025" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -120,8 +120,8 @@
<Color A="0.392156869" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.088000007" Y="-0.0350000001" Z="0"/>
<Scale X="0.0820000023" Y="0.0299999993" Z="1"/>
<Position X="0.00300000003" Y="-0.107000008" Z="0"/>
<Scale X="0.243000016" Y="0.0260000005" Z="1"/>
</c:Transform>
</Components>
<Children>
@@ -136,8 +136,8 @@
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.387000024" Y="-0.561999977" Z="0.0199999996"/>
<Scale X="0.180000007" Y="0.469000012" Z="1"/>
<Position X="-0.430000007" Y="-0.434000015" Z="0.0199999996"/>
<Scale X="0.0659999996" Y="0.424000025" Z="1"/>
</c:Transform>
</Components>
<Children/>
File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -4,7 +4,7 @@
#define MyAppName "Axyz"
#define MyAppVersion "1.0"
#define MyAppURL "https://github.com/teamfisk/TacticalZ"
#define MyAppExeName "TacticalZ.exe"
#define MyAppExeName "Axyz.exe"
[Setup]
; NOTE: The value of AppId uniquely identifies this application.
@@ -57,7 +57,7 @@ Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\TacticalZ.exe"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\Axyz.exe"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\xerces-c_3_1.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\zlib.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\deps\redist\VC_redist.x64.exe"; DestDir: "{tmp}"; Flags: deleteafterinstall
+17 -17
View File
@@ -146,14 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -194,7 +194,7 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -204,9 +204,9 @@ bool RayVsModel(const Ray& ray,
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
float dist = outDistance;
float u;
float v;
@@ -221,7 +221,7 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
@@ -548,7 +548,7 @@ BoxTriRes AABBvsTriangle(const AABB& box,
}
Output AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -565,9 +565,9 @@ Output AABBvsTriangles(const AABB& box,
glm::vec3 originalBoxVelocity(boxVelocity);
for (int i = 0; i < modelIndices.size(); ) {
std::array<glm::vec3, 3> triVertices = {
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix)
};
glm::vec3 outVec;
bool collideWithGround = isOnGround;
@@ -595,7 +595,7 @@ Output AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -615,7 +615,7 @@ bool AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -633,7 +633,7 @@ bool AABBvsTriangles(const AABB& box,
}
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -741,7 +741,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
continue;
}
float u, v;
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
if (RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
+6 -6
View File
@@ -41,15 +41,15 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
RawModel* model;
Model* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
model = ResourceManager::Load<Model, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
hit = Collision::RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
@@ -86,9 +86,9 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
RawModel* model;
Model* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
model = ResourceManager::Load<Model, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
@@ -98,7 +98,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
+3 -3
View File
@@ -10,11 +10,11 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
return;
}
RawModel* triggerModel = nullptr;
Model* triggerModel = nullptr;
glm::mat4 triggerModelMat;
if (triggerEntity.HasComponent("Model")) {
try {
triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
triggerModel = ResourceManager::Load<Model, true>(triggerEntity["Model"]["Resource"]);
triggerModelMat = TransformSystem::ModelMatrix(triggerEntity);
} catch (const std::exception&) {
}
@@ -38,7 +38,7 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
? Collision::Output::OutContained
: Collision::AABBvsTrianglesWContainment(
colliderBox,
triggerModel->Vertices(),
triggerModel->m_Vertices,
triggerModel->m_Indices,
triggerModelMat);
+5 -5
View File
@@ -37,7 +37,7 @@ void AnimationSystem::CreateBlendTrees()
continue;;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
@@ -79,7 +79,7 @@ void AnimationSystem::UpdateAnimations(double dt)
continue;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
@@ -177,7 +177,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
LOG_ERROR("%s, RootNode skeleton invalid %s", e.NodeName, e.RootNode.Name().c_str());
return false;
@@ -300,7 +300,7 @@ bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
@@ -331,7 +331,7 @@ bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
+3 -3
View File
@@ -22,7 +22,7 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return;
}
@@ -130,7 +130,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
return HasActiveBlendJob();
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
@@ -173,7 +173,7 @@ std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
return nullptr;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return nullptr;
}
@@ -26,7 +26,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if(skeleton == nullptr) {
return;
+3 -17
View File
@@ -332,14 +332,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
//Fill depth buffer
state->Enable(GL_STENCIL_TEST);
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
state->StencilMask(0xFF);
state->DepthMask(GL_FALSE);
//DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
state->DepthMask(GL_TRUE);
//Draw Opaque shielded objects
state->Disable(GL_STENCIL_TEST);
@@ -354,10 +346,10 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
GLERROR("OpaqueObjects");
//state->Disable(GL_STENCIL_TEST);
//Draw Transparen Shielded objects
//Draw Transparen objects
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("Transparent objects");
//Generate blur texture.
delete state;
@@ -379,12 +371,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
} else {
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
//stateSprite->Enable(GL_ALPHA_TEST);
@@ -638,7 +624,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+24 -12
View File
@@ -3,9 +3,9 @@
Model::Model(std::string fileName)
{
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
auto rawModel = ResourceManager::Load<RawModel, true>(fileName);
for (auto& materialProperty : m_RawModel->m_Materials) {
for (auto& materialProperty : rawModel->m_Materials) {
switch (materialProperty.type) {
case RawModel::MaterialType::SingleTextures:
{
@@ -46,11 +46,11 @@ Model::Model(std::string fileName)
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, rawModel->NumVertices() * rawModel->VertexSize(), rawModel->Vertices(), GL_STATIC_DRAW);
glGenBuffers(1, &ElementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rawModel->Indices().size() * sizeof(unsigned int), rawModel->Indices().data(), GL_STATIC_DRAW);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
@@ -58,7 +58,7 @@ Model::Model(std::string fileName)
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<int> structSizes;
if (m_RawModel->IsSkinned()) {
if (rawModel->IsSkinned()) {
structSizes = { 3, 3, 3, 3, 2, 4, 4 };
} else {
structSizes = { 3, 3, 3, 3, 2 };
@@ -77,7 +77,7 @@ Model::Model(std::string fileName)
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
if (m_RawModel->IsSkinned()) {
if (rawModel->IsSkinned()) {
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
}
@@ -89,7 +89,7 @@ Model::Model(std::string fileName)
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
if (m_RawModel->IsSkinned()) {
if (rawModel->IsSkinned()) {
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
}
@@ -99,17 +99,29 @@ Model::Model(std::string fileName)
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
const auto& v = m_RawModel->Vertices()[i];
for (unsigned int i = 0; i < rawModel->NumVertices(); i++) {
const auto& v = rawModel->Vertices()[i];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
m_Box = AABB(mini, maxi);
m_Skeleton = rawModel->m_Skeleton;
m_Materials = rawModel->m_Materials;
m_Indices = rawModel->CollisionIndices();
m_IsSkinned = rawModel->IsSkinned();
// Copy vertex positions for collisions later
m_Vertices = rawModel->CollisionVertices();
ResourceManager::Release("RawModel", fileName);
}
Model::~Model()
{
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
}
+1 -1
View File
@@ -115,7 +115,7 @@ void PickingPass::Draw(RenderScene& scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+86 -9
View File
@@ -11,6 +11,7 @@ RawModelCustom::RawModelCustom(std::string fileName)
ReadMeshFile(fileName);
ReadMaterialFile(fileName);
ReadAnimationFile(fileName);
ReadCollisionFile(fileName);
}
void RawModelCustom::ReadMeshFile(std::string filePath)
@@ -71,11 +72,11 @@ void RawModelCustom::ReadVertices(std::size_t& offset, char* fileData, const uns
memcpy(&m_SkinedVertices[0], fileData + offset, m_SkinedVertices.size() * sizeof(SkinedVertex));
offset += m_SkinedVertices.size() * sizeof(SkinedVertex);
} else {
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
if (offset + m_Vertices.size() * sizeof(RenderVertex) > fileByteSize) {
throw Resource::FailedLoadingException("Reading vertices failed");
}
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
offset += m_Vertices.size() * sizeof(Vertex);
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(RenderVertex));
offset += m_Vertices.size() * sizeof(RenderVertex);
}
#else
#endif
@@ -491,14 +492,90 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
}
void RawModelCustom::ReadCollisionFile(std::string filePath) {
char* fileData;
filePath += ".colli";
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
return;
}
unsigned int fileByteSize = static_cast<unsigned int>(in.tellg());
in.seekg(0, std::ios_base::beg);
fileData = new char[fileByteSize];
in.read(fileData, fileByteSize);
in.close();
std::size_t offset = 0;
if (fileByteSize > 0) {
ReadCollisionFileData(offset, fileData, fileByteSize);
}
hasCollisionMesh = true;
delete[] fileData;
}
const std::vector<glm::vec3>& RawModelCustom::CollisionVertices() {
if (hasCollisionMesh) {
return m_CollisionVertices;
}
else if (hasSkin) {
// We don't do collisions against skinned meshes now.
m_CollisionVertices = std::vector<glm::vec3>();
return m_CollisionVertices;
}
else {
return ConstructCollisionList();
}
};
void RawModelCustom::ReadCollisionFileData(std::size_t& offset, char* fileData, const unsigned int& fileByteSize){
m_CollisionVertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
offset += sizeof(unsigned int);
m_CollisionIndices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
offset += sizeof(unsigned int);
if (offset + m_CollisionVertices.size() * sizeof(glm::vec3) > fileByteSize) {
throw Resource::FailedLoadingException("Reading collision vertices failed");
}
memcpy(&m_CollisionVertices[0], fileData + offset, m_CollisionVertices.size() * sizeof(glm::vec3));
offset += m_CollisionVertices.size() * sizeof(glm::vec3);
if (offset + m_CollisionIndices.size() * sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading collision indices failed");
}
memcpy(&m_CollisionIndices[0], fileData + offset, m_CollisionIndices.size() * sizeof(unsigned int));
offset += m_CollisionIndices.size() * sizeof(unsigned int);
}
const std::vector<glm::vec3>& RawModelCustom::ConstructCollisionList()
{
if (!hasCollisionMesh && m_CollisionVertices.size() == 0) {
if (hasSkin) {
m_CollisionVertices.reserve(m_SkinedVertices.size());
for (const auto& vertex : m_SkinedVertices) {
m_CollisionVertices.push_back(vertex.Position);
}
} else {
m_CollisionVertices.reserve(m_Vertices.size());
for (const auto& vertex : m_Vertices) {
m_CollisionVertices.push_back(vertex.Position);
}
}
}
return m_CollisionVertices;
}
RawModelCustom::~RawModelCustom()
{
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
// Ownership of skeleton and materials get transferred to Model
// if (m_Skeleton != nullptr) {
// delete m_Skeleton;
// }
//for (auto material : m_Materials) {
// delete material.material;
//}
}
#endif
+1 -1
View File
@@ -259,7 +259,7 @@ void ShadowPass::Draw(RenderScene & scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+2 -2
View File
@@ -53,11 +53,11 @@ target_link_libraries(Game
${LIBRARIES}
)
add_executable(TacticalZ
add_executable(Axyz
main.cpp
${CMAKE_SOURCE_DIR}/resources/TacticalZ.rc
)
target_link_libraries(TacticalZ
target_link_libraries(Axyz
Game
${LIBRARIES}
)
+3 -3
View File
@@ -112,15 +112,15 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
if (!spawnedBox.Entity.HasComponent("Model")) {
return true;
}
RawModel* model = nullptr;
Model* model = nullptr;
try {
model = ResourceManager::Load<RawModel, true>(otherEntity["Model"]["Resource"]);
model = ResourceManager::Load<Model, true>(otherEntity["Model"]["Resource"]);
} catch (const std::exception&) {
}
if (model != nullptr && Collision::AABBvsTriangles(
spawnedBox,
model->Vertices(),
model->m_Vertices,
model->m_Indices,
TransformSystem::ModelMatrix(otherEntity))) {
return true;
+22 -5
View File
@@ -5,7 +5,7 @@ Export::Export()
}
bool Export::Meshes(std::string pathName, bool selectedOnly)
bool Export::Meshes(std::string pathName, bool selectedOnly, bool isCollision)
{
MStatus status;
if (pathName.empty()) {
@@ -92,8 +92,14 @@ bool Export::Meshes(std::string pathName, bool selectedOnly)
Objects.append(node);
}
}
GetMeshData(Objects);
WriteMeshData(pathName);
GetMeshData(Objects, isCollision);
if (!isCollision) {
WriteMeshData(pathName);
} else {
WriteCollisionData(pathName);
}
MGlobal::displayInfo(MString() + "Enabling IKSolvers");
status = MGlobal::executeCommand("doEnableNodeItems true all;");
if (status != MS::kSuccess) {
@@ -144,9 +150,9 @@ bool Export::Animations(std::string pathName, std::vector<AnimationInfo> animInf
return true;
}
bool Export::GetMeshData(MObjectArray object)
bool Export::GetMeshData(MObjectArray object, bool collision)
{
meshes = m_MeshHandler.GetMeshData(object);
meshes = m_MeshHandler.GetMeshData(object, collision);
return true;
}
@@ -185,6 +191,17 @@ void Export::WriteMeshData(std::string pathName)
m_MeshFile.CloseFiles();
}
void Export::WriteCollisionData(std::string pathName) {
m_ColliFile.ASCIIFilePath(pathName + "_colli.txt");
m_ColliFile.binaryFilePath(pathName + ".colli");
m_ColliFile.OpenFiles();
m_ColliFile.writeToFiles((OutputData*)&meshes);
m_ColliFile.CloseFiles();
}
void Export::WriteAnimData(std::string pathName)
{
if (allBindPoses.size() > 0) {
+4 -2
View File
@@ -22,18 +22,19 @@ public:
int End;
};
bool Meshes(std::string pathName, bool selectedOnly = false);
bool Meshes(std::string pathName, bool selectedOnly = false, bool isCollision = false);
bool Materials(std::string pathName);
bool Animations(std::string pathName, std::vector<AnimationInfo> animInfo);
private:
bool GetMeshData(MObjectArray object);
bool GetMeshData(MObjectArray object, bool collision);
bool GetMaterialData();
bool GetAnimationData(AnimationInfo info);
void WriteMeshData(std::string pathName);
void WriteAnimData(std::string pathName);
void WriteMaterialData(std::string pathName);
void WriteCollisionData(std::string pathName);
Material m_MaterialHandler;
Skeleton m_SkeletonHandler;
@@ -44,6 +45,7 @@ private:
WriteToFile m_MeshFile;
WriteToFile m_AnimFile;
WriteToFile m_MtrlFile;
WriteToFile m_ColliFile;
//Mesh Data
Mesh meshes;
+35 -30
View File
@@ -25,6 +25,7 @@ Menu::Menu(QDialog* dialog)
m_ExportSelectedButton = new QCheckBox(tr("&Export Selected"));
m_ExportAnimationsButton = new QCheckBox(tr("&Export Animations"));
m_ExportMaterialButton = new QCheckBox(tr("&Export Material"));;
m_IsCollision = new QCheckBox(tr("&Export as collision mesh"));
m_ExportAnimationsButton->setChecked(true);
m_ExportMaterialButton->setChecked(true);
@@ -32,6 +33,7 @@ Menu::Menu(QDialog* dialog)
vbox->addWidget(m_ExportSelectedButton);
vbox->addWidget(m_ExportAnimationsButton);
vbox->addWidget(m_ExportMaterialButton);
vbox->addWidget(m_IsCollision);
vbox->addStretch(1);
optionsBox->setLayout(vbox);
@@ -46,6 +48,7 @@ Menu::Menu(QDialog* dialog)
connect(m_ExportSelectedButton, SIGNAL(clicked(bool)), this, SLOT(NULL));
connect(m_ExportAnimationsButton, SIGNAL(clicked(bool)), this, SLOT(NULL));
connect(m_ExportMaterialButton, SIGNAL(clicked(bool)), this, SLOT(NULL));
connect(m_IsCollision, SIGNAL(clicked(bool)), this, SLOT(NULL));
// Creating several layouts, adding widgets & adding them to one layout in the end
QHBoxLayout* topLayout = new QHBoxLayout;
@@ -163,40 +166,42 @@ void Menu::RemoveClipClicked(bool)
void Menu::ExportAll(bool)
{
if (m_ExportPath->text().isEmpty()) {
MGlobal::displayError(MString() + "Please select a folder.");
return;
}
if (m_ExportPath->text().isEmpty()) {
MGlobal::displayError(MString() + "Please select a folder.");
return;
}
//Export meshes
if (!m_Export.Meshes(m_ExportPath->text().toLocal8Bit().constData(), m_ExportSelectedButton->isChecked())) {
MGlobal::displayError(MString() + "Could not export mesh");
return;
}
//Export meshes
if (!m_Export.Meshes(m_ExportPath->text().toLocal8Bit().constData(), m_ExportSelectedButton->isChecked(), m_IsCollision->isChecked())) {
MGlobal::displayError(MString() + "Could not export mesh");
return;
}
if (m_ExportMaterialButton->isChecked()) {
if (!m_Export.Materials(m_ExportPath->text().toLocal8Bit().constData())) {
MGlobal::displayError(MString() + "Could not export materials");
return;
}
}
if (!m_IsCollision->isChecked()){
if (m_ExportMaterialButton->isChecked()) {
if (!m_Export.Materials(m_ExportPath->text().toLocal8Bit().constData())) {
MGlobal::displayError(MString() + "Could not export materials");
return;
}
}
std::vector<Export::AnimationInfo> animations;
for (unsigned int i = 0; i < m_AnimationClipName.size(); i++) {
Export::AnimationInfo thisClip;
thisClip.Name = std::string(m_AnimationClipName[i]->text().toLocal8Bit().constData());
thisClip.Start = m_StartFrameLines[i]->text().toInt();
thisClip.End = m_EndFrameLines[i]->text().toInt();
std::vector<Export::AnimationInfo> animations;
for (unsigned int i = 0; i < m_AnimationClipName.size(); i++) {
Export::AnimationInfo thisClip;
thisClip.Name = std::string(m_AnimationClipName[i]->text().toLocal8Bit().constData());
thisClip.Start = m_StartFrameLines[i]->text().toInt();
thisClip.End = m_EndFrameLines[i]->text().toInt();
animations.push_back(thisClip);
}
if (m_ExportAnimationsButton->isChecked()) {
//Export Animations
if (!m_Export.Animations(m_ExportPath->text().toLocal8Bit().constData(), animations)) {
MGlobal::displayError(MString() + "Could not export animations");
return;
}
}
animations.push_back(thisClip);
}
if (m_ExportAnimationsButton->isChecked()) {
//Export Animations
if (!m_Export.Animations(m_ExportPath->text().toLocal8Bit().constData(), animations)) {
MGlobal::displayError(MString() + "Could not export animations");
return;
}
}
}
}
void Menu::CancelClicked(bool)
+1
View File
@@ -66,6 +66,7 @@ private:
QCheckBox* m_ExportSelectedButton = nullptr;
QCheckBox* m_ExportAnimationsButton = nullptr;
QCheckBox* m_ExportMaterialButton = nullptr;
QCheckBox* m_IsCollision = nullptr;
QLineEdit* m_ExportPath = nullptr;
QFileDialog* m_FileDialog = nullptr;
+62 -58
View File
@@ -94,33 +94,37 @@ MeshClass::MeshClass()
// return weightMap;
//}
Mesh MeshClass::GetMeshData(MObjectArray object)
Mesh MeshClass::GetMeshData(MObjectArray object, bool collision)
{
MS status;
Mesh newMesh;
newMesh.isCollison = collision;
vector<VertexLayout>& vertexList = newMesh.Vertices;
map<string, vector<int>>& indexLists = newMesh.Indices;
for (int ObjectID = 0; ObjectID < object.length(); ObjectID++) {
if (!object[ObjectID].hasFn(MFn::kMesh))
continue;
MObject node = object[ObjectID];
MFnDependencyNode thisNode(node);
MPlugArray connections;
thisNode.findPlug("inMesh").connectedTo(connections, true, true);
MPlug weightList, weights;
MObject weightListObject;
for (unsigned int i = 0; i < connections.length(); i++) {
if (connections[i].node().apiType() == MFn::kSkinClusterFilter) {
MFnSkinCluster skinCluster(connections[i].node());
weightList = skinCluster.findPlug("weightList", &status);
weightListObject = weightList.attribute();
weights = skinCluster.findPlug("weights");
newMesh.hasSkin = true;
break;
}
}
if (!collision) {
for (unsigned int i = 0; i < connections.length(); i++) {
if (connections[i].node().apiType() == MFn::kSkinClusterFilter) {
MFnSkinCluster skinCluster(connections[i].node());
weightList = skinCluster.findPlug("weightList", &status);
weightListObject = weightList.attribute();
weights = skinCluster.findPlug("weights");
newMesh.hasSkin = true;
break;
}
}
}
// In here, we retrieve triangulated polygons from the mesh
MFnMesh mesh(object[ObjectID]);
@@ -257,62 +261,62 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
thisVertex.Pos[0] = pos.x;
thisVertex.Pos[1] = pos.y;
thisVertex.Pos[2] = pos.z;
thisVertex.isCollision = collision;
status = faceVert.getNormal(normal, MSpace::kObject);
if (status != MS::kSuccess) {
MGlobal::displayError(MString() + "faceVert.getNormal() ERROR: " + status.errorString() + "for local vertex " + i + " in " + faceID + " in mesh " + thisMeshPath.fullPathName());
break;
}
if (!collision) {
status = faceVert.getNormal(normal, MSpace::kObject);
if (status != MS::kSuccess) {
MGlobal::displayError(MString() + "faceVert.getNormal() ERROR: " + status.errorString() + "for local vertex " + i + " in " + faceID + " in mesh " + thisMeshPath.fullPathName());
break;
}
thisVertex.Normal[0] = normal[0];
thisVertex.Normal[1] = normal[1];
thisVertex.Normal[2] = normal[2];
thisVertex.Normal[0] = normal[0];
thisVertex.Normal[1] = normal[1];
thisVertex.Normal[2] = normal[2];
MFloatVector Tangent = Tangents[faceVert.tangentId()];
//MVector tmp = faceVert.getTangent(MSpace::kObject, NULL);
//tmp.get(biTangent);
thisVertex.Tangent[0] = Tangent[0];
thisVertex.Tangent[1] = Tangent[1];
thisVertex.Tangent[2] = Tangent[2];
MFloatVector Tangent = Tangents[faceVert.tangentId()];
//MVector tmp = faceVert.getTangent(MSpace::kObject, NULL);
//tmp.get(biTangent);
thisVertex.Tangent[0] = Tangent[0];
thisVertex.Tangent[1] = Tangent[1];
thisVertex.Tangent[2] = Tangent[2];
MFloatVector biNormal = biNormals[faceVert.tangentId()];
//faceVert.getBinormal().get(biNormal);
thisVertex.BiNormal[0] = biNormal[0];
thisVertex.BiNormal[1] = biNormal[1];
thisVertex.BiNormal[2] = biNormal[2];
MFloatVector biNormal = biNormals[faceVert.tangentId()];
//faceVert.getBinormal().get(biNormal);
thisVertex.BiNormal[0] = biNormal[0];
thisVertex.BiNormal[1] = biNormal[1];
thisVertex.BiNormal[2] = biNormal[2];
status = faceVert.getUV(UV);
if (status != MS::kSuccess) {
MGlobal::displayError(MString() + " faceVert.getUV() ERROR: " + status.errorString() + "for local vertex " + i + " in " + faceID + " in mesh " + thisMeshPath.fullPathName());
break;
}
thisVertex.Uv[0] = UV[0];
thisVertex.Uv[1] = UV[1];
status = faceVert.getUV(UV);
if (status != MS::kSuccess) {
MGlobal::displayError(MString() + " faceVert.getUV() ERROR: " + status.errorString() + "for local vertex " + i + " in " + faceID + " in mesh " + thisMeshPath.fullPathName());
break;
}
thisVertex.Uv[0] = UV[0];
thisVertex.Uv[1] = UV[1];
if (newMesh.hasSkin) {
thisVertex.useWeights = true;
float totalWeight = 0.0f;
unsigned int totalBones = 0;
MIntArray jointIDs /* ??? */;
weights.selectAncestorLogicalIndex(vertexIndex, weightListObject);
weights.getExistingArrayAttributeIndices(jointIDs);
for (unsigned int i = 0; i < jointIDs.length() && i < 4; i++) {
if (weights[i].asFloat() > 0.001f) {
thisVertex.BoneIndices[totalBones] = jointIDs[i];
thisVertex.BoneWeights[totalBones] = weights[i].asFloat();
totalWeight = totalWeight + weights[i].asFloat();
totalBones++;
}
}
if (newMesh.hasSkin) {
thisVertex.useWeights = true;
float totalWeight = 0.0f;
unsigned int totalBones = 0;
MIntArray jointIDs /* ??? */;
weights.selectAncestorLogicalIndex(vertexIndex, weightListObject);
weights.getExistingArrayAttributeIndices(jointIDs);
for (unsigned int i = 0; i < jointIDs.length() && i < 4; i++) {
if (weights[i].asFloat() > 0.001f) {
thisVertex.BoneIndices[totalBones] = jointIDs[i];
thisVertex.BoneWeights[totalBones] = weights[i].asFloat();
totalWeight = totalWeight + weights[i].asFloat();
totalBones++;
}
}
for (unsigned int i = 0; i < 4; i++) {
//thisVertex.BoneWeights[i] = thisVertex.BoneWeights[i] / totalWeight;
}
} else {
thisVertex.useWeights = false;
for (unsigned int i = 0; i < 4; i++) {
//thisVertex.BoneWeights[i] = thisVertex.BoneWeights[i] / totalWeight;
}
}
}
//float totalWeight = thisVertex.BoneWeights[0] + thisVertex.BoneWeights[1] + thisVertex.BoneWeights[2] + thisVertex.BoneWeights[3];
//if (totalWeight > 0.0001f) {
// thisVertex.BoneWeights[0] /= totalWeight;
+32 -23
View File
@@ -11,7 +11,8 @@
class VertexLayout : public OutputData
{
public:
bool useWeights = true;
bool isCollision = false;
bool useWeights = false;
float Pos[3]{ 0 };
float Normal[3]{ 0 };
float Tangent[3]{ 0 };
@@ -23,28 +24,31 @@ public:
virtual void WriteBinary(std::ostream& out)
{
out.write((char*)&Pos, sizeof(float) * 3);
out.write((char*)&Normal, sizeof(float) * 3);
out.write((char*)&Tangent, sizeof(float) * 3);
out.write((char*)&BiNormal, sizeof(float) * 3);
out.write((char*)&Uv, sizeof(float) * 2);
if (useWeights) {
out.write((char*)&BoneIndices, sizeof(float) * 4);
out.write((char*)&BoneWeights, sizeof(float) * 4);
if (!isCollision) {
out.write((char*)&Normal, sizeof(float) * 3);
out.write((char*)&Tangent, sizeof(float) * 3);
out.write((char*)&BiNormal, sizeof(float) * 3);
out.write((char*)&Uv, sizeof(float) * 2);
if (useWeights) {
out.write((char*)&BoneIndices, sizeof(float) * 4);
out.write((char*)&BoneWeights, sizeof(float) * 4);
}
}
}
virtual void WriteASCII(std::ostream& out) const
{
out << Pos[0] << " " << Pos[1] << " " << Pos[2] << endl;
out << Normal[0] << " " << Normal[1] << " " << Normal[2] << endl;
out << Tangent[0] << " " << Tangent[1] << " " << Tangent[2] << endl;
out << BiNormal[0] << " " << BiNormal[1] << " " << BiNormal[2] << endl;
out << Uv[0] << " " << Uv[1] << endl;
if (useWeights) {
out << BoneIndices[0] << " " << BoneIndices[1] << " " << BoneIndices[2] << " " << BoneIndices[3] << endl;
out << BoneWeights[0] << " " << BoneWeights[1] << " " << BoneWeights[2] << " " << BoneWeights[3] << endl;
if (!isCollision) {
out << Normal[0] << " " << Normal[1] << " " << Normal[2] << endl;
out << Tangent[0] << " " << Tangent[1] << " " << Tangent[2] << endl;
out << BiNormal[0] << " " << BiNormal[1] << " " << BiNormal[2] << endl;
out << Uv[0] << " " << Uv[1] << endl;
if (useWeights) {
out << BoneIndices[0] << " " << BoneIndices[1] << " " << BoneIndices[2] << " " << BoneIndices[3] << endl;
out << BoneWeights[0] << " " << BoneWeights[1] << " " << BoneWeights[2] << " " << BoneWeights[3] << endl;
}
}
}
bool operator==(const VertexLayout& right)
{
@@ -62,6 +66,7 @@ public:
class Mesh : public OutputData {
public:
bool isCollison = false;
bool hasSkin = false;
unsigned int NumVertices;
unsigned int NumIndices;
@@ -70,7 +75,9 @@ public:
virtual void WriteBinary(std::ostream& out)
{
out.write((char*)&hasSkin, sizeof(bool));
if (!isCollison) {
out.write((char*)&hasSkin, sizeof(bool));
}
out.write((char*)&NumVertices, sizeof(int));
out.write((char*)&NumIndices, sizeof(int));
for (auto aVertex : Vertices) {
@@ -86,11 +93,13 @@ public:
virtual void WriteASCII(std::ostream& out) const
{
out << "New Mesh _ not in binary" << endl;
out << "hasSkin: ";
if(hasSkin)
out << "true" << endl;
else
out << "false" << endl;
if (!isCollison) {
out << "hasSkin: ";
if (hasSkin)
out << "true" << endl;
else
out << "false" << endl;
}
out << "Number of vertices: " << NumVertices << endl;
out << "number of indices: " << NumIndices << endl;
int vertexNumber = 0;
@@ -115,7 +124,7 @@ class MeshClass
{
public:
MeshClass();
Mesh GetMeshData(MObjectArray Object);
Mesh GetMeshData(MObjectArray Object, bool collision = false);
~MeshClass();
private:
struct WeightInfo {