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95 Commits

Author SHA1 Message Date
Jocke 7de76376cf Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 05:16:30 +01:00
Tobias Dahl a20707739e Merge pull request #107 from teamfisk/CapturePointColorFix
ColorFix
2016-02-12 02:39:21 +01:00
Tleety 4f7a17ff62 ColorFix 2016-02-12 02:38:36 +01:00
Tobias Dahl 196469299f Merge pull request #106 from teamfisk/Transparancyfix
asdfsdaferf
2016-02-12 02:22:42 +01:00
Tleety e1196204eb asdfsdaferf 2016-02-12 02:20:40 +01:00
Jace 9f8b0f7aa9 Merge pull request #104 from teamfisk/AmmoPickup
Added AmmoPickupSystem with Component, Entity.
2016-02-12 02:08:29 +01:00
Jace 02253ea6e1 Merge pull request #105 from teamfisk/Respawning
Automatic respawning
2016-02-12 02:07:36 +01:00
antc13 2417175914 New Map with Meshes WIP. Probably final for Playtest. 2016-02-12 02:06:52 +01:00
antc13 baff8301b3 Merge branch 'master' of https://github.com/teamfisk/TacticalZ
# Conflicts:
#	resources/Schema/Entities/NewMap.xml
2016-02-12 01:43:52 +01:00
antc13 3e42c067ab New Map with meshes WIP Update. 2016-02-12 01:43:20 +01:00
Jocke 3b42f5dbf4 Fixed server so it now deletes. 2016-02-12 01:33:45 +01:00
William Moberg 40ae2b8cbb DefaultInput key 'K' to kill player, since we can't respawn when alive. Also moved TakeDamage InputCommand to HealthSystem. 2016-02-12 00:52:58 +01:00
William Moberg f1c2413cf9 Respawning and team picking seems to be working well. 2016-02-12 00:39:27 +01:00
William Moberg 11af6a3078 Merge branch 'master' into Respawning
# Conflicts:
#	resources/DefaultConfig.ini
#	resources/Schema/Entities/MovementTest.xml
#	src/Game/Systems/SoundSystem.cpp
2016-02-12 00:29:51 +01:00
verysecrethero af30e51564 Added AmmoPickupSystem with Component, Entity. Changed so PlayerDeathSystem gets updated after Health/Ammo systems, credits to William. 2016-02-11 23:56:40 +01:00
stiffly e24a84c52d Server now deletes the player on a new player spawn. 2016-02-11 23:52:55 +01:00
Viktor Ljung 04f77da6f1 Merge pull request #101 from teamfisk/Animations
Animations
2016-02-11 23:52:44 +01:00
viktorljung 648d864d6e Merge remote-tracking branch 'origin/master' into Animations 2016-02-11 23:48:30 +01:00
Jace e473194671 Merge branch 'WeaponSystem' 2016-02-11 23:46:23 +01:00
Jace b761439c84 Added config flag Debug.OutOfBodyExperience that allows you to spawn and view a player from a third person perspective, without the active camera being changed. 2016-02-11 23:45:30 +01:00
Jace 44a73ef883 fixup! Merge remote-tracking branch 'origin/master' into WeaponSystem 2016-02-11 23:44:20 +01:00
Jace c4c53944d9 Merge pull request #103 from teamfisk/WeaponSystem
Working weapon system
2016-02-11 23:16:44 +01:00
Tobias Dahl bdec4f9d16 Merge pull request #100 from teamfisk/Importer
Splatmap only using RGB channel and an importer bug fix
2016-02-11 23:13:10 +01:00
Jace 7cae84d4ee Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
#	include/Engine/Core/EPlayerDamage.h
#	src/Game/Game.cpp
#	src/Game/Systems/Weapon/WeaponSystem.cpp
2016-02-11 22:52:51 +01:00
Teejoon 4964e732ca Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 22:51:52 +01:00
Teejoon 1bb1a1445e Commit assets 2016-02-11 22:51:39 +01:00
Jace d1213f9f59 Working damage dealing, a super cool reload effect and hit markers! 2016-02-11 22:50:44 +01:00
William Moberg dd131e7652 Respawning may work, not been tested over network yet. 2016-02-11 22:49:31 +01:00
stiffly 70f4002d70 Merge remote-tracking branch 'origin/Animations' into TCPConnections 2016-02-11 22:15:59 +01:00
stiffly b66e3d3630 WIP trying to hot fix 2016-02-11 22:15:47 +01:00
William Moberg 06f614b3bb Merge pull request #102 from teamfisk/AssaultDash
AirFriction changed to 2.0 to fix the dash ability in the air
2016-02-11 21:46:30 +01:00
verysecrethero 4a17e3c8f3 airFriction changed to 2.0 to fix the dash ability in the air 2016-02-11 21:42:29 +01:00
verysecrethero 22e35489d7 Merge remote-tracking branch 'origin/master' into AssaultDash 2016-02-11 21:31:33 +01:00
stiffly 055f6517a1 Merge remote-tracking branch 'origin/master' into TCPConnections 2016-02-11 21:24:16 +01:00
stiffly afd9e24df6 Reverted last commit. Also testing to delay OnPlayerSpawn event for clients. No progress... 2016-02-11 21:23:53 +01:00
Tobias Dahl 5bcadd5b1a Merge pull request #95 from teamfisk/CapturePointTake
Fixed CapturePointTimer,Color
2016-02-11 21:10:30 +01:00
Tobias Dahl 42d810b198 Merge pull request #84 from teamfisk/DamageIndicator
Damage indicator
2016-02-11 21:08:59 +01:00
verysecrethero 3a15550b57 maybe a good commit 2016-02-11 21:07:47 +01:00
verysecrethero 8f500965d4 Changed DamageIndicator.xml to not use a glowmap and not a depthsort. 2016-02-11 20:34:25 +01:00
viktorljung bd385a0d59 new assets 2016-02-11 20:15:56 +01:00
Jace 5e05e51309 Fixed EntityFirstHitByRay not returning outDistance properly 2016-02-11 20:01:23 +01:00
Jace fee1ed6d6d FIXME: Temporarily removed glow from sprite shader to prevent transparent sprite from occluding other glow 2016-02-11 20:00:59 +01:00
Teejoon f79649cf9a Fixed material file reading bug 2016-02-11 19:38:43 +01:00
Teejoon 2096779eb6 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 18:48:21 +01:00
Teejoon 99747c518e commit assets 2016-02-11 18:48:07 +01:00
Teejoon f088aa1d85 Commit the files now.... 2016-02-11 18:45:48 +01:00
Teejoon 0af337bf39 Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 18:30:24 +01:00
Teejoon 6caa7e94a4 RGB is now the only channels thats beeing usesed in splatmap 2016-02-11 18:28:33 +01:00
Jace e2a8605101 Merge remote-tracking branch 'origin/master' into WeaponSystem 2016-02-11 17:25:37 +01:00
Jace c8c4879554 Merge pull request #93 from teamfisk/OctreeRaycasting
Entity in octree hit by ray
2016-02-11 17:25:02 +01:00
William Moberg 14054ad898 WIP respawning. 2016-02-11 17:08:45 +01:00
Jace e47201ff61 First person shoot animations 2016-02-11 17:06:34 +01:00
antc13 1d14094e90 NewMap Updated. Still WIP 2016-02-11 16:52:10 +01:00
verysecrethero 3301f66ad1 Merge remote-tracking branch 'origin/master' into DamageIndicator
# Conflicts:
#	resources/Shaders/Sprite.vert.glsl
2016-02-11 16:36:48 +01:00
Jocke 49d4a45ef8 Client crashed when connecting, this was a hot fix. 2016-02-11 16:27:33 +01:00
Jocke e0c3a32e66 Merge branch 'master' into TCPConnections
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/Server.h
#	include/Game/Game.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
#	src/Game/Game.cpp
2016-02-11 16:26:42 +01:00
William Moberg 97b915f130 Merge branch 'master' into Respawning
# Conflicts:
#	src/Game/Game.cpp
#	src/Game/Systems/PlayerSpawnSystem.cpp
#	src/Game/Systems/SoundSystem.cpp
2016-02-11 16:15:47 +01:00
verysecrethero c9f815fd42 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	src/Game/Systems/CapturePointSystem.cpp
2016-02-11 16:09:05 +01:00
William Moberg 8eea0c8395 WIP respawning. 2016-02-11 16:08:19 +01:00
verysecrethero 38a3e88999 Merge pull request #87 from teamfisk/DoubleJumpEffect
Spawned DoubleJumpHexagon  as the player doublejumps
2016-02-11 16:00:09 +01:00
verysecrethero 4e23e7bf30 misc changes do the DoubleJumpHexagon.xml 2016-02-11 15:58:58 +01:00
verysecrethero a8ab49f202 Merge remote-tracking branch 'origin/master' into DoubleJumpEffect
# Conflicts:
#	include/Game/Systems/PlayerMovementSystem.h
2016-02-11 15:19:01 +01:00
viktorljung 7d4a4ed7cf Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/Skeleton.cpp
2016-02-11 14:38:23 +01:00
Jocke fa2e556ab2 fixed some error handling in TCPClient. 2016-02-11 14:07:51 +01:00
viktorljung 97de31be65 Fixed BoneAttachment component 2016-02-11 13:36:27 +01:00
antc13 2f640d224c New Map with Meshes WIP 2016-02-11 12:23:20 +01:00
verysecrethero f11bd24d53 Added CapturePointMaxTimer in CapturePointComponent. Removed next-capturepoint Color. Modified captureTimer to +-captureTimeToTakeOver after a capture. 2016-02-11 11:46:34 +01:00
viktorljung 607150189c Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy 2016-02-11 10:51:11 +01:00
Teejoon ecc473d520 Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-11 10:30:40 +01:00
William Moberg 73f59b89cc Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray. 2016-02-11 00:11:37 +01:00
antc13 92e7d3ecf7 Merge remote-tracking branch 'origin/master' into Importer
# Conflicts:
#	assets
2016-02-11 00:08:17 +01:00
antc13 4b8f4981a3 New Map with Meshes, WIP. 2016-02-11 00:05:27 +01:00
Jocke eb244f87c4 Added disconnect functionality and removed some warnings. 2016-02-10 23:27:46 +01:00
Teejoon 675a80e905 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer 2016-02-10 22:18:42 +01:00
Jocke ec54b1298d Reconnect is now possible. 2016-02-10 21:02:46 +01:00
verysecrethero a53ab7f745 A few fixes for DashAbility. Default DoubleTapToDash is now set to false. 2016-02-10 20:46:16 +01:00
Jocke 95fa1f4bbd Connect Fix for TCP Client 2016-02-10 20:10:20 +01:00
Jocke 7cbdc33f84 Updated submodules 2016-02-10 17:39:23 +01:00
Jocke 9645169797 Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/Network.h
#	include/Engine/Network/Packet.h
#	include/Engine/Network/Server.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Packet.cpp
#	src/Engine/Network/Server.cpp
#	src/Tests/HealthSystemTest.cpp
2016-02-10 17:05:07 +01:00
Jocke 4f2ad3ad00 Reliable message should now be working, further testing is to be done. 2016-02-10 16:16:56 +01:00
verysecrethero b6b96c5f11 Added DoubleJumpHexagon entity. Spawned DoubleJumpHexagon as the player doublejumps. Fixed DoubleJumping bug where you couldnt doublejump on rocks (where velocity wasnt 0.0) 2016-02-10 11:51:58 +01:00
Jocke 2ec30fd2b2 Cleaned up code and fixed crash when closing client before server when using udp. 2016-02-10 11:28:03 +01:00
Jocke d2ed293183 Network is now working as udp or tcp. Next step is making the hybrid. 2016-02-09 19:14:56 +01:00
verysecrethero e9f5a3d263 Renamed some files from temporary filenames to DamageIndicator filenames 2016-02-09 16:28:43 +01:00
verysecrethero 8bdf87da12 Some cleanup of the code 2016-02-09 16:15:19 +01:00
verysecrethero 971fee4a0c DamageIndicatorSystem code looking good. Test working well. Sprite display fixed by Viktor 2016-02-09 15:38:21 +01:00
Jocke fccd8c64e7 WIP Clients are working properly, servers are not. 2016-02-09 11:43:16 +01:00
verysecrethero 0e9fb16399 Work started on DamageIndicatorSystem. Made some initial tests and test calculations 2016-02-08 17:58:07 +01:00
verysecrethero db5301ff2c Merge remote-tracking branch 'origin/Menu' into DamageIndicator 2016-02-08 15:03:45 +01:00
Jocke ba9419b342 Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts. 2016-02-08 14:32:00 +01:00
Jocke 88d7b79cd3 TCP and UDP Client are working for 1 connected player, more players are not tested yet 2016-02-05 18:30:31 +01:00
Jocke 9232b24a7b WIP Reliable message 2016-02-04 15:49:04 +01:00
verysecrethero 774e17ffc9 Merge remote-tracking branch 'origin/master' into AssaultDash 2016-02-04 11:42:14 +01:00
Jocke 7bf4f5c30e Merge remote-tracking branch 'origin/master' into TCPConnections 2016-02-03 10:29:36 +01:00
Jocke e133791369 WIP Reliable Message 2016-02-03 10:28:15 +01:00
99 changed files with 10856 additions and 1663 deletions
+1 -1
Submodule assets updated: 8ffd0a99b9...078e014f3d
+18 -5
View File
@@ -20,6 +20,9 @@
class World;
struct ComponentWrapper;
template<typename T>
class Octree;
namespace Collision
{
//Return true if the ray hits the box.
@@ -44,21 +47,24 @@ bool RayVsTriangle(const Ray& ray,
float& outVCoord,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices);
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
float& outUCoord,
float& outVCoord);
@@ -81,6 +87,13 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
//Returns the first entity hit by the input ray that exists in the octree.
//outDistance will be the distance to the intersection point if the ray intersects.
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
}
+18
View File
@@ -0,0 +1,18 @@
#ifndef EAmmoPickup_h__
#define EAmmoPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AmmoPickup : Event
{
EntityWrapper Player;
int AmmoGain;
};
}
#endif
+2 -2
View File
@@ -9,8 +9,8 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
EntityWrapper Inflictor;
EntityWrapper Victim;
double Damage;
};
+2 -1
View File
@@ -9,7 +9,8 @@ namespace Events
struct Shoot : Event
{
EntityWrapper Player;
EntityWrapper Inflictor;
double Damage;
};
}
+75
View File
@@ -41,6 +41,8 @@ public:
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -100,6 +102,8 @@ struct Child
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
template<typename T>
void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
@@ -119,6 +123,15 @@ struct Child
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
//To be able to sort child nodes and contained objects based on distance to ray origin.
struct RaySorterInfo
{
int Index;
float Distance;
};
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
}
template<typename T>
@@ -164,6 +177,13 @@ void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObje
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
}
template<typename T>
void Octree<T>::ClearObjects()
{
@@ -282,4 +302,59 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
}
}
template<typename T>
void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
{
//If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) {
//If the ray shoots the tree, and it is a parent.
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<RaySorterInfo> childInfos;
childInfos.resize(8);
for (int i = 0; i < 8; ++i) {
childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const RaySorterInfo& info : childInfos) {
m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
}
} else {
//Check against boxes in the node.
bool intersected = false;
float dist;
//Sort all contained objects according to the distance from the ray origin to
//the intersection, if they are intersecting.
std::vector<RaySorterInfo> objectHitInfos;
objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (int i : m_StaticObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_StaticObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i, dist });
}
m_StaticObjectsRef[i].Checked = true;
}
for (int i : m_DynamicObjIndices) {
//If we haven't tested against this object before, and the ray hits.
if (!m_DynamicObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
}
m_DynamicObjectsRef[i].Checked = true;
}
std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
int startSize = (int)outObjects.size();
outObjects.resize(startSize + objectHitInfos.size());
for (int i = 0; i < objectHitInfos.size(); ++i) {
outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
}
}
}
}
#endif
@@ -55,6 +55,7 @@ protected:
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -132,6 +133,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_NumberOfMovementKeysDown++;
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
@@ -139,10 +141,14 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
} else {
//== 0
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_NumberOfMovementKeysDown--;
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
@@ -202,12 +208,6 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
@@ -216,6 +216,11 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = false;
}
//dashing with doubletap - check if doubletap to dash enabled
if (!ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
+14 -12
View File
@@ -13,6 +13,8 @@
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/UDPClient.h"
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
@@ -33,17 +35,15 @@ public:
void Connect(std::string address, int port);
void Update() override;
private:
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
std::string m_Address;
int m_Port = 0;
// Sending message to server logic
size_t bytesRead = 0;
char readBuf[INPUTSIZE] = { 0 };
// Packet loss logic
PacketID m_PacketID = 0;
@@ -72,16 +72,14 @@ private:
std::vector<Events::InputCommand> m_InputCommandBuffer;
// Private member functions
void readFromServer();
size_t receive(char* data);
void send(Packet& packet);
void connect();
void disconnect();
void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void parseConnect(Packet& packet);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseKick();
@@ -91,7 +89,7 @@ private:
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
bool hasServerTimedOut();
void hasServerTimedOut();
EntityID createPlayer();
void sendInputCommands();
void sendLocalPlayerTransform();
@@ -111,6 +109,10 @@ private:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
};
#endif
+13
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@@ -0,0 +1,13 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
+12
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@@ -0,0 +1,12 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+2 -1
View File
@@ -18,7 +18,8 @@ enum class MessageType
OnPlayerSpawned,
EntityDeleted,
ComponentDeleted,
PlayerTransform
PlayerTransform,
Invalid
};
#endif
+3 -1
View File
@@ -12,7 +12,7 @@
#include <fstream>
#include <iostream>
#define INPUTSIZE 32000
#define BUFFERSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
@@ -35,6 +35,8 @@ protected:
std::clock_t m_SaveDataTimer;
unsigned int m_MaxConnections;
double m_TimeoutMs;
void logSentData(int bytesSent);
void logReceivedData(int bytesReceived);
void saveToFile();
void updateNetworkData();
};
+21
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@@ -0,0 +1,21 @@
#ifndef NetworkClient_h__
#define NetworkClient_h__
#include "Network/Packet.h"
#define BUFFERSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkClient
{
public:
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+21
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@@ -0,0 +1,21 @@
#ifndef NetworkServer_h__
#define NetworkServer_h__
#include <boost/asio.hpp>
#include "Network/Packet.h"
#include "Network/PlayerDefinition.h"
#define BUFFERSIZE 32000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
class NetworkServer
{
public:
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+6
View File
@@ -49,10 +49,15 @@ public:
void WriteData(char* data, int sizeOfData);
// Pops the first element as if it was a string.
std::string ReadString();
// Construct a packet
void ReconstructFromData(char* data, size_t SizeOfData);
// Update size of packet variable in header
void UpdateSize();
char* ReadData(int SizeOfData);
void ChangePacketID(unsigned int& packetID);
size_t Size() { return m_Offset; };
char* Data() { return m_Data; };
MessageType GetMessageType();
size_t DataReadSize() { return m_ReturnDataOffset; }
size_t MaxSize() { return m_MaxPacketSize; }
size_t HeaderSize() { return m_HeaderSize; }
@@ -64,6 +69,7 @@ private:
size_t m_MaxPacketSize = 512;
size_t m_HeaderSize = 0;
void resizeData();
void resizeData(int size);
};
#endif
@@ -2,6 +2,7 @@
#define PlayerDefinition_h__
#include <string>
#include "../Core/Entity.h"
#include <boost/asio.hpp>
struct PlayerDefinition {
::EntityID EntityID = EntityID_Invalid;
@@ -9,6 +10,10 @@ struct PlayerDefinition {
boost::asio::ip::udp::endpoint Endpoint;
unsigned int PacketID;
std::clock_t StopTime;
boost::asio::ip::address TCPAddress;
unsigned short TCPPort;
// use for tcp connections
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
};
#endif
+22 -20
View File
@@ -5,8 +5,9 @@
#include <ctime>
#include <glm/common.hpp>
#include <boost/asio/ip/udp.hpp>
#include "Network/TCPServer.h"
#include "Network/UDPServer.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
@@ -28,28 +29,29 @@ public:
void Update() override;
private:
// Network channels
TCPServer m_Reliable;
UDPServer m_Unreliable;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
std::vector<PlayerID> m_PlayersToDisconnect;
// HACK: Fix INPUTSIZE
char readBuffer[INPUTSIZE] = { 0 };
char readBuffer[BUFFERSIZE] = { 0 };
size_t bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock();
// How often we send messages (milliseconds)
float pingIntervalMs;
float snapshotInterval;
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
@@ -58,11 +60,9 @@ private:
PacketID m_PreviousPacketID = 0;
// Private member functions
size_t receive(char* data);
void readFromClients();
void send(PlayerID player, Packet& packet);
void send(Packet& packet);
void broadcast(Packet& packet);
//int receive(char* data);
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
@@ -70,15 +70,18 @@ private:
void checkForTimeOuts();
void disconnect(PlayerID playerID);
void parseMessageType(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();
void parsePing();
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
PlayerID GetPlayerIDFromEndpoint();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parseDisconnect();
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
@@ -88,7 +91,6 @@ private:
bool OnEntityDeleted(const Events::EntityDeleted& e);
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted& e);
void parsePlayerTransform(Packet& packet);
};
#endif
+28
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@@ -0,0 +1,28 @@
#ifndef TCPClient_h__
#define TCPClient_h__
#include <boost/asio.hpp>
#include "NetworkClient.h"
class TCPClient : public NetworkClient
{
public:
TCPClient();
~TCPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio TCP logic
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data);
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
#endif
+31
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@@ -0,0 +1,31 @@
#ifndef TCPServer_h__
#define TCPServer_h__
#include <boost/asio.hpp>
#include <boost/bind.hpp>
#include <map>
#include "NetworkServer.h"
class TCPServer : public NetworkServer
{
public:
TCPServer();
~TCPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
};
#endif
+27
View File
@@ -0,0 +1,27 @@
#ifndef UDPClient_h__
#define UDPClient_h__
#include <boost/asio.hpp>
#include "Network/NetworkClient.h"
class UDPClient : public NetworkClient
{
public:
UDPClient();
~UDPClient();
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
PacketID m_SendPacketID = 0;
};
#endif
+25
View File
@@ -0,0 +1,25 @@
#ifndef UDPServer_h__
#define UDPServer_h__
#include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp>
class UDPServer : public NetworkServer
{
public:
UDPServer();
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
};
#endif
+28 -2
View File
@@ -120,6 +120,32 @@ struct ModelJob : RenderJob
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
}
};
@@ -140,8 +166,8 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
+4
View File
@@ -18,6 +18,7 @@
#include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h"
class RenderSystem : public ImpureSystem
{
@@ -48,6 +49,9 @@ private:
void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
bool isEntityVisible(EntityWrapper& entity);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
+7 -28
View File
@@ -100,50 +100,29 @@ public:
int GetBoneID(std::string name);
void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
std::vector<glm::mat4> GetBones()
{
std::vector<glm::mat4> finalMatrices;
for (auto &kv : m_BoneLocalTransforms) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;;
}
glm::mat4 GetBoneTransformSuper(int boneID)
{
if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
return m_BoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
std::map<int, glm::mat4> m_BoneLocalTransforms;
std::map<int, glm::mat4> m_BoneTransforms;
};
#endif
+32
View File
@@ -0,0 +1,32 @@
#ifndef AmmoPickupSystem_h__
#define AmmoPickupSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
class AmmoPickupSystem : public ImpureSystem
{
public:
AmmoPickupSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
struct NewAmmoPickup {
glm::vec3 Pos;
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
#endif
@@ -44,7 +44,6 @@ private:
//std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
@@ -0,0 +1,33 @@
#ifndef DamageIndicatorSystem_h__
#define DamageIndicatorSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
#include <tuple>
#include "Rendering/ESetCamera.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
class DamageIndicatorSystem : public System
{
public:
DamageIndicatorSystem(SystemParams params);
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
};
#endif
+4 -1
View File
@@ -9,6 +9,7 @@
#include "Core/EPlayerDamage.h"
#include "Core/EPlayerHealthPickup.h"
#include "Core/EPlayerDeath.h"
#include "../Engine/Input/EInputCommand.h"
#include <tuple>
#include <vector>
@@ -28,7 +29,9 @@ private:
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
bool HealthSystem::OnInputCommand(Events::InputCommand& e);
//vector which will keep track of health changes
std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
@@ -7,6 +7,9 @@
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class PlayerMovementSystem : public ImpureSystem
{
public:
+12 -1
View File
@@ -13,6 +13,8 @@ public:
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private:
struct SpawnRequest
@@ -23,10 +25,19 @@ private:
bool m_NetworkEnabled = false;
std::vector<SpawnRequest> m_SpawnRequests;
//Player ID -> EntityWrapper.
std::map<int, EntityWrapper> m_PlayerEntities;
//EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs;
static float m_RespawnTime;
float m_Timer;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
bool OnInputCommand(Events::InputCommand& e);
EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
};
@@ -0,0 +1,44 @@
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
virtual void Update(double dt) override;
private:
EntityWrapper m_FirstPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_ReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo();
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playSound();
void viewPunch();
void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
};
@@ -0,0 +1,34 @@
#ifndef WeaponBehaviour_h__
#define WeaponBehaviour_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Player(player)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Player;
};
#endif
@@ -0,0 +1,44 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "AssaultWeaponBehaviour.h"
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
#endif
-192
View File
@@ -1,192 +0,0 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
//#include <GLFW/glfw3.h>
//#include <glm/common.hpp>
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
class WeaponBehaviour;
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: System(systemParams)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
};
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
{ }
virtual void Fire() override
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
}
virtual void CeaseFire() override
{
m_Firing = false;
}
virtual void Reload() override
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
}
virtual void Update(double dt) override
{
if (!m_Firing) {
return;
}
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
private:
bool m_Firing = false;
double m_TimeSinceLastFire = 0.0;
EntityFile* m_RayRed = nullptr;
EntityFile* m_RayBlue = nullptr;
void fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
m_TimeSinceLastFire = 0.0;
}
void spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
return 100.f;
}
void playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
};
#endif
+3
View File
@@ -4,6 +4,9 @@ LoadMap=
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
; if false -> Use pool allocation.
DisableMemoryPool=false
RespawnTime = 8.0
EditorEnabled=false
OutOfBodyExperience=false
[Editor]
CameraSpeed=3
+5 -1
View File
@@ -2,6 +2,9 @@
Sensitivity=0.5
InvertPitch=false
[Keyboard]
DoubleTapToDash=false
[Bindings]
MouseLeft=PrimaryFire
MouseX=Yaw
@@ -21,4 +24,5 @@ F1=ToggleEditor
C=ConnectToServer
N=SwitchToServer
M=SwitchToClient
P=SwitchToPlayer
P=SwitchToPlayer
K=TakeDamage,1500
+1
View File
@@ -32,6 +32,7 @@
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AmmoPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmoPickup.xsd">
<RespawnTimer>3</RespawnTimer>
<AmmoGain>30</AmmoGain>
</AmmoPickup>
@@ -0,0 +1,21 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AmmoPickup">
<xs:annotation>
<xs:documentation>An Ammo Pickup</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The respawn timer for a ammo pickup</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="AmmoGain" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>How much percent ammo gain the player will get</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -6,4 +6,6 @@
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
</AssaultWeapon>
@@ -22,6 +22,12 @@
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
@@ -2,5 +2,6 @@
<CapturePoint xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePoint.xsd">
<CapturePointNumber>0</CapturePointNumber>
<CaptureTimer>0</CaptureTimer>
<CapturePointMaxTimer>15</CapturePointMaxTimer>
<HomePointForTeam><Spectator/></HomePointForTeam>
</CapturePoint>
+5 -1
View File
@@ -20,7 +20,11 @@
<xs:documentation>CapturePointNumber specify an int number for this</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="CapturePointMaxTimer" type="t:double" minOccurs="0">
<xs:annotation>
<xs:documentation>The time needed to take over a Capture Point</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="HomePointForTeam" type="TeamEnum" minOccurs="0">
<xs:annotation>
<xs:documentation>Specify if this is a HomePoint for either team</xs:documentation>
+1
View File
@@ -2,4 +2,5 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
</Player>
+2 -1
View File
@@ -5,12 +5,13 @@
<xs:element name="Player">
<xs:annotation>
<xs:documentation>The player charachter</xs:documentation>
<xs:documentation>The player entity</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+18
View File
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AABB/>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,294 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Scenemesh">
<Components>
<c:Model>
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:DirectionalLight>
<Intensity>2</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="61.9050903" Z="0"/>
<Scale X="50" Y="50" Z="50"/>
<Orientation X="4.42700005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="10.460474" Y="0" Z="-3.92580295"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
<Scale X="150" Y="1" Z="180"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BluSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="2.24403"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>1</RespawnTimer>
<AmmoGain>22</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="75"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>1</RespawnTimer>
<AmmoGain>22</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="77"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:AmmoPickup>
<RespawnTimer>4</RespawnTimer>
<AmmoGain>44</AmmoGain>
</c:AmmoPickup>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="60" Y="1" Z="79"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+62 -17
View File
@@ -26,29 +26,25 @@
</Components>
<Children/>
</Entity>
<Entity name="Wave">
<Entity name="Running">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.78014858943309839</Time1>
<Speed1>1</Speed1>
<Time1>0.60188997954429357</Time1>
<Speed1>-1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>StrafeRight</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.78620929522779459</Time2>
<AnimationName3>ShootFastRifle</AnimationName3>
<Time3>0.13809128482706701</Time3>
<Time2>0.96957233017255007</Time2>
<Time3>0.093923612201312068</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.040000014007091522</Time>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
@@ -62,13 +58,11 @@
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
<Color A="1" B="1" G="1" R="19.6078434"/>
<Transparent>true</Transparent>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.144055843" Y="0.970111489" Z="-0.126199633"/>
<Orientation X="-0.535831392" Y="0.0691146553" Z="-0.0608282126"/>
<Position X="0.161975682" Y="1.06281972" Z="-0.216630161"/>
<Orientation X="-0.064812161" Y="-0.0739696771" Z="0.143780142"/>
</c:Transform>
</Components>
<Children/>
@@ -78,13 +72,27 @@
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="1.0823108" Z="0.738871336"/>
<Position X="-0.375567257" Y="2.13093901" Z="-0.718547285"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="1" G="0.70588237" R="0.70588237"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="-1.96873236" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
@@ -97,6 +105,43 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.056234247235838808</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>Idl</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>1.8308673495784191</Time2>
<AnimationName3>StrafeRigh</AnimationName3>
<Weight3>0.5</Weight3>
<Time3>0.32167823998061529</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
+50 -25
View File
@@ -26,57 +26,48 @@
</Components>
<Children/>
</Entity>
<Entity name="Wave">
<Entity name="Running">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.97312056690160276</Time1>
<Speed1>1</Speed1>
<Time1>0.14873348341666759</Time1>
<Speed1>-1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>ReloadSwitch</AnimationName2>
<Time2>0.91310356788604263</Time2>
<AnimationName3>LeftRight</AnimationName3>
<Weight3>0</Weight3>
<Time3>0.040207288496060478</Time3>
<AnimationName2></AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.96957233017255007</Time2>
<AnimationName3></AnimationName3>
<Time3>0.093923612201312068</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>DownUp</AnimationName>
<Time>0.77999961376190186</Time>
<AnimationName>AimRifle</AnimationName>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="1.00491476" Z="0"/>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Entity name="R_Arm_Weapon_Joint">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120548911" Y="-0.223148599" Z="-0.151705116"/>
<Orientation X="0.09407565" Y="0.0181003436" Z="0.0279055703"/>
<Position X="0.106085993" Y="1.24281573" Z="-0.198514819"/>
<Orientation X="0.466044426" Y="0.284358948" Z="-0.0190349482"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
@@ -101,6 +92,40 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.11093210511546658</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>1</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.106085993" Y="1.24281573" Z="-0.198514819"/>
<Orientation X="0.466044426" Y="0.284358948" Z="-0.0190349482"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
+256 -67
View File
@@ -2,12 +2,246 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0.340887427" Y="0" Z="0"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
<Entity name="Scenemesh">
<Components>
<c:AABB>
<Origin X="0.195705414" Y="26.0382366" Z="-0.010017395"/>
<Size X="135.414337" Y="68.3848572" Z="180.020035"/>
</c:AABB>
<c:Model>
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:DirectionalLight>
<Intensity>2</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="61.9050903" Z="0"/>
<Scale X="50" Y="50" Z="50"/>
<Orientation X="4.42700005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="10.460474" Y="0" Z="-3.92580295"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
<Scale X="150" Y="1" Z="180"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BluSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="2.24403"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:AABB/>
@@ -15,10 +249,12 @@
<HomePointForTeam>
<Red/>
</HomePointForTeam>
<CaptureTimer>15</CaptureTimer>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
<Color A="0.300000012" B="0" G="0" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
<Team>
@@ -26,7 +262,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="6.60000038" Y="0" Z="0"/>
<Position X="56.0000038" Y="1.50000012" Z="77.1000061"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -40,11 +276,12 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
<Color A="0.300000012" B="1" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="4.46673203" Y="0" Z="3.50259304"/>
<Position X="56.0000038" Y="1.70000005" Z="78.5"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -58,15 +295,12 @@
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
<Color A="0.300000012" B="1" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Team/>
<c:Transform>
<Position X="3.00000024" Y="0" Z="0.113596022"/>
<Position X="56.0000038" Y="1.10000002" Z="79.6000061"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -76,11 +310,13 @@
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>-15</CaptureTimer>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
<Color A="0.300000012" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
<Team>
@@ -88,7 +324,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="1.75382805" Y="0" Z="0.0895374417"/>
<Position X="56.0000038" Y="1.60000002" Z="80.6000061"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -101,11 +337,13 @@
<HomePointForTeam>
<Blue/>
</HomePointForTeam>
<CaptureTimer>-15</CaptureTimer>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
<Color A="0.300000012" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
<Team>
@@ -113,61 +351,12 @@
</Team>
</c:Team>
<c:Transform>
<Position X="0.56674248" Y="0" Z="0"/>
<Position X="56.0000038" Y="1.4000001" Z="82.1000061"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Health/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Player/>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="4.29100037" Y="-0.08556436" Z="1.29717529"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Health/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Player/>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="5.43557501" Y="0.888866663" Z="1.55849135"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/DamageIndicator.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="1" B="0.721568644" G="1" R="0.839215696"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.472000033"/>
<Scale X="0.100000001" Y="0.200000003" Z="0.5"/>
</c:Transform>
<c:Lifetime>
<Lifetime>1.5</Lifetime>
</c:Lifetime>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,426 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Scenemesh">
<Components>
<c:AABB>
<Size X="150" Y="64" Z="180"/>
</c:AABB>
<c:Model>
<Resource>Models\MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:DirectionalLight>
<Intensity>2</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="61.9050903" Z="0"/>
<Scale X="50" Y="50" Z="50"/>
<Orientation X="4.42700005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>2.7999999523162842</Intensity>
</c:PointLight>
<c:Transform>
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="10.460474" Y="0" Z="-3.92580295"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
<Scale X="150" Y="1" Z="180"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BluSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="RedSpawn">
<Components>
<c:PlayerSpawn/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="2.24403"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Player">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:Collidable/>
<c:DashAbility/>
<c:Health>
<Health>99</Health>
</c:Health>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="57" Y="0.212861136" Z="77"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.37700009" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>0.99000000953674316</Percentage>
<Color A="0" B="0.99000001" G="0" R="0.00999999046"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Model>
<Resource>Models/CrosshairQuad.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
<Orientation X="1.57000005" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Weapon">
<Components>
<c:Model>
<Resource>Models/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.180000007" Y="-0.183000013" Z="0"/>
<Orientation X="0" Y="3.08300018" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzle">
<Components>
<c:Transform>
<Position X="0.215000004" Y="-0.153000012" Z="-0.266000003"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,30 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Effects/JumpEffectHexagon.mesh</Resource>
<Color A="0.576470613" B="500" G="255" R="0.854901969"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.600000024" Y="0.800000012" Z="0"/>
<Scale X="0.50000012" Y="0.50000019" Z="0.50000014"/>
</c:Transform>
<c:Lifetime>
<Lifetime>0.5</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0" Y="-7.76300049" Z="0"/>
<ExplosionOrigin X="0" Y="2.67900002" Z="0"/>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ExplosionDuration>0.5</ExplosionDuration>
<EndColor A="0" B="0" G="0" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
</Components>
<Children/>
</Entity>
+20
View File
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="HitMarker" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.1</Lifetime>
</c:Lifetime>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Scale X="0.031" Y="0.031" Z="1"/>
<Orientation X="0" Y="0" Z="0.782"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+146 -12
View File
@@ -124,10 +124,14 @@
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:Model/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Gravity>false</Gravity>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
@@ -138,8 +142,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
<Orientation X="0" Y="2.14675093" Z="0"/>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
@@ -147,7 +150,7 @@
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.37700009" Z="0"/>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -156,10 +159,9 @@
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="0" Y="0.247910097" Z="-0.447844714"/>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
@@ -170,6 +172,7 @@
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
@@ -178,6 +181,100 @@
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9569972344146196</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
@@ -196,15 +293,52 @@
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8055945618467364</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultHeadless.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Orientation X="0" Y="3.14159274" Z="0"/>
</c:Transform>
<c:Transform/>
</Components>
<Children/>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+34 -12
View File
@@ -23,7 +23,9 @@
<Blue/>
</Team>
</c:Team>
<c:Transform/>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
@@ -90,24 +92,33 @@
</Entity>
<Entity name="Crosshair">
<Components>
<c:Model>
<Resource>Models/Weapons/CrosshairQuad.mesh</Resource>
</c:Model>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
<Orientation X="1.57000005" Y="0" Z="0"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HitMarkerSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/HitMarker.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.52743271827223559</Time1>
<Time1>0.1719161089749548</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
@@ -124,10 +135,11 @@
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120747946" Y="-0.232330009" Z="-0.151475713"/>
<Orientation X="0.0104046576" Y="-0.00268170447" Z="0.0428439789"/>
<Position X="0.120747983" Y="-0.228997007" Z="-0.151475653"/>
<Orientation X="0.0104046585" Y="-0.00268164417" Z="0.0428441912"/>
</c:Transform>
</Components>
<Children>
@@ -144,6 +156,15 @@
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
@@ -166,7 +187,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.69666320633760392</Time1>
<Time1>1.8038469763698401</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
@@ -188,10 +209,11 @@
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.162715688" Y="1.02479136" Z="-0.215626657"/>
<Orientation X="-0.0629899353" Y="-0.0542047173" Z="0.11849726"/>
<Position X="0.15859656" Y="1.02875519" Z="-0.21540691"/>
<Orientation X="-0.0626692101" Y="-0.0361935496" Z="0.120095037"/>
</c:Transform>
</Components>
<Children>
+147
View File
@@ -0,0 +1,147 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="47.681942" Y="0.14480646" Z="46.8966408"/>
<Scale X="2" Y="2" Z="2"/>
<Orientation X="5.9380002" Y="0" Z="0.35800001"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.10786498" Y="-0.615343928" Z="-0.37226662"/>
<Orientation X="0.443000019" Y="0.685000062" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="2.15796614" Y="-1.18461192" Z="-0.382025093"/>
<Orientation X="0" Y="2.18400002" Z="5.72200012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="3.53984666" Y="-1.55501318" Z="-0.237787247"/>
<Orientation X="0.604000032" Y="0.640000045" Z="6.28300047"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-2.86977816" Y="0.0265773162" Z="0.530605257"/>
<Orientation X="0" Y="4.71200037" Z="5.89000034"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.06748295" Y="1.2850678" Z="1.0140655"/>
<Orientation X="0" Y="4.94500017" Z="5.66600037"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.6440227" Y="-0.104511783" Z="0.248545036"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="3.22254896" Y="-0.99158901" Z="-1.59910381"/>
<Orientation X="0.268000007" Y="5.9920001" Z="6.00300026"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-3.07137322" Y="0.124666147" Z="1.97699928"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.24249363" Y="0.303708076" Z="1.92021227"/>
<Orientation X="0" Y="2.95000005" Z="5.79700041"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.89417958" Y="-0.57703048" Z="0.874724686"/>
<Orientation X="0.345000029" Y="0.651000023" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Lifetime>
<Lifetime>2</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="3.33300018" Y="0.0320000015" Z="0"/>
<ExplosionOrigin X="0" Y="0.0790000036" Z="-0.329000026"/>
<ExponentialAccelaration>true</ExponentialAccelaration>
<EndColor A="0" B="19.6078434" G="19.6078434" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120747991" Y="-0.229502052" Z="-0.151475638"/>
<Orientation X="0.0104046296" Y="-0.00268167513" Z="0.0428442545"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,245 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec2 ScreenDimensions;
uniform float FillPercentage;
uniform vec4 DiffuseColor;
uniform vec4 FillColor;
uniform vec4 Color;
uniform vec4 AmbientColor;
//Get bineded at the same time as the textures
uniform vec2 DiffuseUVRepeat1;
uniform vec2 DiffuseUVRepeat2;
uniform vec2 DiffuseUVRepeat3;
uniform vec2 NormalUVRepeat1;
uniform vec2 NormalUVRepeat2;
uniform vec2 NormalUVRepeat3;
uniform vec2 SpecularUVRepeat1;
uniform vec2 SpecularUVRepeat2;
uniform vec2 SpecularUVRepeat3;
uniform vec2 GlowUVRepeat1;
uniform vec2 GlowUVRepeat2;
uniform vec2 GlowUVRepeat3;
layout (binding = 0) uniform sampler2D SplatMapTexture;
layout (binding = 1) uniform sampler2D DiffuseTexture1;
layout (binding = 2) uniform sampler2D DiffuseTexture2;
layout (binding = 3) uniform sampler2D DiffuseTexture3;
layout (binding = 4) uniform sampler2D NormalMapTexture1;
layout (binding = 5) uniform sampler2D NormalMapTexture2;
layout (binding = 6) uniform sampler2D NormalMapTexture3;
layout (binding = 7) uniform sampler2D SpecularMapTexture1;
layout (binding = 8) uniform sampler2D SpecularMapTexture2;
layout (binding = 9) uniform sampler2D SpecularMapTexture3;
layout (binding = 10) uniform sampler2D GlowMapTexture1;
layout (binding = 11) uniform sampler2D GlowMapTexture2;
layout (binding = 12) uniform sampler2D GlowMapTexture3;
#define TILE_SIZE 16
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
float total = blendValue.r + blendValue.g + blendValue.b;
float totalDiv = 1.0f / total;
blendValue.r = blendValue.r * totalDiv;
blendValue.g = blendValue.g * totalDiv;
blendValue.b = blendValue.b * totalDiv;
return blendValue.r * R_Channel
+ blendValue.g * G_Channel
+ blendValue.b * B_Channel;
}
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
float totalDiv = 1 / total;
blendValue.r = blendValue.r * totalDiv;
blendValue.g = blendValue.g * totalDiv;
blendValue.b = blendValue.b * totalDiv;
vec3 Normal_result = blendValue.r * R_Channel
+ blendValue.g * G_Channel
+ blendValue.b * B_Channel;
return vec4(TBN * normalize(Normal_result), 0.0);
}
void main()
{
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
vec4 position = V * M * vec4(Input.Position, 1.0);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += light_result.Diffuse;
totalLighting.Specular += light_result.Specular;
}
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
color_result += glowTexel*3;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
sceneColor += vec4(0.5, 0, 0, 0);
} else {
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
+2 -1
View File
@@ -34,7 +34,8 @@ void main()
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
}
+51 -15
View File
@@ -6,6 +6,7 @@
#include "Core/World.h"
#include "Rendering/Model.h"
#include "imgui/imgui.h"
#include "Core/Octree.h"
namespace Collision
{
@@ -145,13 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -192,19 +194,20 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
float& outUCoord,
float& outVCoord)
{
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
float dist;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
float dist = INFINITY;
float u;
float v;
if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
@@ -218,14 +221,15 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
bool hit = RayVsModel(ray, modelVertices, modelIndices, modelMatrix, dist, u, v);
outHitPosition = ray.Origin() + dist * ray.Direction();
return hit;
}
@@ -572,11 +576,11 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
ComponentWrapper& cAABB = entity["AABB"];
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
} else if (entity.HasComponent("Model")) {
Model* model;
std::string res = entity["Model"]["Resource"];
if (res.empty()) {
return boost::none;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const Resource::StillLoadingException&) {
@@ -638,4 +642,36 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
return aabb;
}
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos)
{
for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
if (!entityBox.Entity.HasComponent("Model")) {
continue;
}
std::string res = entityBox.Entity["Model"]["Resource"];
if (res.empty()) {
continue;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, Transform::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
}
return boost::none;
}
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos)
{
std::vector<EntityAABB> outObjects;
octree->ObjectsPossiblyHitByRay(ray, outObjects);
return Collision::EntityFirstHitByRay(ray, outObjects, outDistance, outIntersectPos);
}
}
@@ -65,7 +65,6 @@ void EntityFilePreprocessor::parseComponentInfo()
// Name
compInfo.Name = XS::ToString(element->getName());
bool brk = compInfo.Name == "HiddenForLocalPlayer";
// Known allocation
compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
// Annotation
+7 -18
View File
@@ -5,22 +5,6 @@
#include "Core/Octree.h"
#include "Collision/Collision.h"
namespace
{
//To be able to sort nodes based on distance to ray origin.
struct ChildInfo
{
int Index;
float Distance;
};
bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
{
return first.Distance < second.Distance;
}
}
namespace OctSpace
{
@@ -123,14 +107,14 @@ bool Child::RayCollides(const Ray& ray, OctSpace::Output& data) const
//If the ray shoots the tree, and it is a parent to 8 children :o
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<ChildInfo> childInfos;
std::vector<RaySorterInfo> childInfos;
childInfos.reserve(8);
for (int i = 0; i < 8; ++i) {
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const ChildInfo& info : childInfos) {
for (const RaySorterInfo& info : childInfos) {
if (m_Children[info.Index]->RayCollides(ray, data)) {
return true;
}
@@ -275,4 +259,9 @@ std::vector<int> Child::childIndicesContainingBox(const AABB& box) const
}
}
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second)
{
return first.Distance < second.Distance;
}
}
+106 -91
View File
@@ -1,10 +1,8 @@
#include "Network/Client.h"
using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker)
: Network(world, eventBroker)
, m_Socket(m_IOService)
{
// Asumes root node is EntityID_Invalid
insertIntoServerClientMaps(EntityID_Invalid, EntityID_Invalid);
@@ -14,7 +12,6 @@ Client::Client(World* world, EventBroker* eventBroker)
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
LOG_INFO("Client initialized");
}
@@ -26,70 +23,77 @@ Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotF
Client::~Client()
{ }
// Need to call connect at start
void Client::Connect(std::string address, int port)
{
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_Address = address;
if (address.empty()) {
address = config->Get<std::string>("Networking.Address", "127.0.0.1");
m_Address = config->Get<std::string>("Networking.Address", "127.0.0.1");
}
m_Port = port;
if (port == 0) {
port = config->Get<int>("Networking.Port", 27666);
m_Port = config->Get<int>("Networking.Port", 27666);
}
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
LOG_INFO("Client connecting...");
m_Socket.connect(m_ReceiverEndpoint);
connect();
}
void Client::Update()
{
m_EventBroker->Process<Client>();
readFromServer();
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Unreliable.Receive(packet);
if (packet.GetMessageType() == MessageType::Connect) {
parseUDPConnect(packet);
} else {
parseMessageType(packet);
}
}
while (m_Reliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Reliable.Receive(packet);
if (packet.GetMessageType() == MessageType::Connect) {
parseTCPConnect(packet);
} else {
parseMessageType(packet);
}
}
if (m_IsConnected) {
hasServerTimedOut();
// Don't sent 1 input in 1 packet, bunch em up.
// Don't send 1 input in 1 packet, bunch em up.
if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
sendInputCommands();
m_TimeSinceSentInputs = std::clock();
}
// HACK: Send absolute player positions for now to avoid desync until we have reliable messages
sendLocalPlayerTransform();
}
Network::Update();
}
void Client::readFromServer()
{
while (m_Socket.available()) {
bytesRead = receive(readBuf);
if (bytesRead > 0) {
Packet packet(readBuf, bytesRead);
parseMessageType(packet);
}
hasServerTimedOut();
}
//Network::Update();
}
void Client::parseMessageType(Packet& packet)
{
// Pop packetSize which is used by TCP Client to
// create a packet of the correct size
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
if (messageType == -1)
return;
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
identifyPacketLoss();
//identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
break;
case MessageType::Ping:
parsePing();
break;
@@ -120,12 +124,32 @@ void Client::parseMessageType(Packet& packet)
}
}
void Client::parseConnect(Packet& packet)
void Client::parseUDPConnect(Packet& packet)
{
// Map ServerEntityID and your PlayerID
LOG_INFO("I be connected PogChamp");
}
void Client::parseTCPConnect(Packet& packet)
{
LOG_INFO("Received TCP connect from server");
// Pop size of message int
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
// parse player id and other stuff
m_PlayerID = packet.ReadPrimitive<int>();
m_PlayerID = packet.ReadPrimitive<int>();
LOG_INFO("A Player connected");
Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
// Add player id and other stuff
packet.WritePrimitive(m_PlayerID);
m_Unreliable.Send(packet);
LOG_INFO("Sent UDP Connect Server");
}
void Client::parsePlayerConnected(Packet & packet)
{
// Map ServerEntityID and other player's PlayerID
@@ -143,7 +167,7 @@ void Client::parsePing()
Packet packet(MessageType::Ping, m_SendPacketID);
packet.WriteString("Ping recieved");
send(packet);
m_Reliable.Send(packet);
}
void Client::parseKick()
@@ -152,14 +176,42 @@ void Client::parseKick()
m_IsConnected = false;
}
void Client::parseSpawnEvents()
{
std::vector<Events::PlayerSpawned> tempSpawn;
for (int i = 0; i < m_PlayerSpawnEvents.size(); i++) {
Events::PlayerSpawned e;
if (!serverClientMapsHasEntity(m_PlayerSpawnEvents.at(i).Player.ID) ||
!serverClientMapsHasEntity(m_PlayerSpawnEvents.at(i).Spawner.ID)) {
tempSpawn.push_back(m_PlayerSpawnEvents.at(i));
continue;
}
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID));
e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID));
e.PlayerID = -1;
e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
m_EventBroker->Publish(e);
}
m_PlayerSpawnEvents = tempSpawn;
// m_PlayerSpawnEvents.clear();
}
void Client::parsePlayersSpawned(Packet& packet)
{
//Events::PlayerSpawned e;
//e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
//e.PlayerID = -1;
//e.PlayerName = packet.ReadString();
//m_EventBroker->Publish(e);
Events::PlayerSpawned e;
e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Spawner = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.PlayerID = -1;
e.PlayerName = packet.ReadString();
m_EventBroker->Publish(e);
m_PlayerSpawnEvents.push_back(e);
parseSpawnEvents();
}
void Client::parseEntityDeletion(Packet & packet)
@@ -235,7 +287,8 @@ void Client::parseSnapshot(Packet& packet)
for (std::size_t i = 0; i < numInputCommands; ++i) {
Events::InputCommand e;
e.PlayerID = packet.ReadPrimitive<EntityID>();
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
EntityID player = packet.ReadPrimitive<EntityID>();
e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(player));
e.Command = packet.ReadString();
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
@@ -297,56 +350,17 @@ void Client::parseSnapshot(Packet& packet)
m_World->SetParent(localEntityID, m_ServerIDToClientID.at(serverParentID));
}
}
}
size_t Client::receive(char* data)
{
boost::system::error_code error;
size_t bytesReceived = m_Socket.receive_from(boost
::asio::buffer((void*)data, INPUTSIZE),
m_ReceiverEndpoint,
0, error);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataReceived += bytesReceived;
m_NetworkData.DataReceivedThisInterval += bytesReceived;
m_NetworkData.AmountOfMessagesReceived++;
}
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void Client::send(Packet& packet)
{
m_Socket.send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint, 0);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataSent += packet.Size();
m_NetworkData.DataSentThisInterval += packet.Size();
m_NetworkData.AmountOfMessagesSent++;
}
}
void Client::connect()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(m_PlayerName);
m_StartPingTime = std::clock();
send(packet);
parseSpawnEvents();
}
void Client::disconnect()
{
m_IsConnected = false;
m_PreviousPacketID = 0;
m_PacketID = 0;
Packet packet(MessageType::Disconnect, m_SendPacketID);
send(packet);
m_Reliable.Send(packet);
m_Reliable.Disconnect();
}
bool Client::OnInputCommand(const Events::InputCommand & e)
@@ -357,7 +371,8 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
if (e.Command == "ConnectToServer") { // Connect for now
if (e.Value > 0) {
connect();
m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
@@ -380,7 +395,9 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
m_SaveDataTimer = std::clock();
}
} else {
m_InputCommandBuffer.push_back(e);
if (m_IsConnected) {
m_InputCommandBuffer.push_back(e);
}
//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
return true;
}
@@ -390,9 +407,10 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
{
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
packet.WritePrimitive(e.Damage);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
send(packet);
m_Reliable.Send(packet);
return false;
}
@@ -420,7 +438,7 @@ void Client::sendLocalPlayerTransform()
packet.WritePrimitive(orientation.x);
packet.WritePrimitive(orientation.y);
packet.WritePrimitive(orientation.z);
send(packet);
m_Unreliable.Send(packet);
}
void Client::identifyPacketLoss()
@@ -432,17 +450,15 @@ void Client::identifyPacketLoss()
}
}
bool Client::hasServerTimedOut()
void Client::hasServerTimedOut()
{
// Time in ms
double timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
if (timeSincePing > m_TimeoutMs) {
// Clear everything and go to menu.
LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
m_IsConnected = false;
return true;
disconnect();
}
return false;
}
EntityID Client::createPlayer()
@@ -463,7 +479,7 @@ void Client::sendInputCommands()
packet.WriteString(m_InputCommandBuffer[i].Command);
packet.WritePrimitive(m_InputCommandBuffer[i].Value);
}
send(packet);
m_Reliable.Send(packet);
m_InputCommandBuffer.clear();
}
}
@@ -471,7 +487,7 @@ void Client::sendInputCommands()
void Client::becomePlayer()
{
Packet packet = Packet(MessageType::BecomePlayer, m_SendPacketID);
send(packet);
m_Reliable.Send(packet);
}
bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
@@ -502,7 +518,6 @@ void Client::insertIntoServerClientMaps(EntityID serverEntityID, EntityID client
{
m_ServerIDToClientID.insert(std::make_pair(serverEntityID, clientEntityID));
m_ClientIDToServerID.insert(std::make_pair(clientEntityID, serverEntityID));
}
void Client::deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID)
+10
View File
@@ -0,0 +1,10 @@
#include "Network/HybridClient.h"
HybridClient::HybridClient()
{
}
HybridClient::~HybridClient()
{
}
+9
View File
@@ -0,0 +1,9 @@
#include "Network/HybridServer.h"
HybridServer::HybridServer()
{
}
HybridServer::~HybridServer()
{
}
+15
View File
@@ -14,6 +14,21 @@ void Network::Update()
updateNetworkData();
}
void Network::logSentData(int bytesSent)
{
}
void Network::logReceivedData(int bytesReceived)
{
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataReceived += bytesReceived;
m_NetworkData.DataReceivedThisInterval += bytesReceived;
m_NetworkData.AmountOfMessagesReceived++;
}
}
void Network::saveToFile()
{
std::ofstream outfile;
+48 -11
View File
@@ -34,10 +34,12 @@ void Packet::Init(MessageType type, unsigned int & packetID)
m_ReturnDataOffset = 0;
m_Offset = 0;
// Create message header
// allocate memory for size of packet(only used in tcp)
WritePrimitive<int>(0);
// Add message type
int messageType = static_cast<int>(type);
Packet::WritePrimitive<int>(messageType);
Packet::WritePrimitive<int>(packetID);
WritePrimitive<int>(messageType);
WritePrimitive<int>(packetID);
packetID++;
m_HeaderSize = m_Offset;
}
@@ -56,9 +58,12 @@ void Packet::WriteString(const std::string& str)
void Packet::WriteData(char * data, int sizeOfData)
{
if (m_Offset + sizeOfData > m_MaxPacketSize) {
//LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
while (m_Offset + sizeOfData > m_MaxPacketSize) {
resizeData();
}
}
memcpy(m_Data + m_Offset, data, sizeOfData);
m_Offset += sizeOfData;
@@ -76,14 +81,35 @@ std::string Packet::ReadString()
return returnValue;
}
char * Packet::ReadData(int SizeOfData)
void Packet::ReconstructFromData(char * data, size_t sizeOfData)
{
if (m_Offset < m_ReturnDataOffset + SizeOfData) {
if (sizeOfData > m_MaxPacketSize) {
// Delete our data
delete[] m_Data;
// Set new max size
m_MaxPacketSize = sizeOfData;
m_Data = new char[m_MaxPacketSize];
// while we resized the old data container.
}
memcpy(m_Data, data, sizeOfData);
m_Offset = sizeOfData;
}
void Packet::UpdateSize()
{
int whatisoffset = m_Offset;
memcpy(m_Data, &m_Offset, sizeof(int));
}
char * Packet::ReadData(int sizeOfData)
{
if (m_Offset < m_ReturnDataOffset + sizeOfData) {
//LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
return nullptr;
}
size_t oldReturnDataOffset = m_ReturnDataOffset;
m_ReturnDataOffset += SizeOfData;
m_ReturnDataOffset += sizeOfData;
return (m_Data + oldReturnDataOffset);
}
@@ -91,25 +117,36 @@ void Packet::ChangePacketID(unsigned int & packetID)
{
packetID = packetID + 1;
// Overwrite old PacketID
memcpy(m_Data + sizeof(int), &packetID, sizeof(int));
memcpy(m_Data + 2*sizeof(int), &packetID, sizeof(int));
}
MessageType Packet::GetMessageType()
{
MessageType messagType;
memcpy(&messagType, m_Data + sizeof(int), sizeof(int));
return messagType;
}
void Packet::resizeData()
{
resizeData(m_MaxPacketSize * 2);
}
void Packet::resizeData(int size)
{
// Allocate memory to store our data in
char* holdData = new char[m_MaxPacketSize];
// Copy our data to the newly allocated memory
memcpy(holdData, m_Data, m_Offset);
// Increase max packet size
m_MaxPacketSize = m_MaxPacketSize * 2;
m_MaxPacketSize = size;
// Delete our data
delete m_Data;
// Allocate twice the memory we had before
delete[] m_Data;
// Allocate memory
m_Data = new char[m_MaxPacketSize];
// Copy our data to new location
memcpy(m_Data, holdData, m_Offset);
// Delete the memory allocated to hold our data
// while we resized the old data container.
delete holdData;
delete[] holdData;
}
+221 -204
View File
@@ -6,7 +6,6 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
// Subscribe to events
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
@@ -18,7 +17,6 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
port = config->Get<float>("Networking.Port", 27666);
}
m_Port = port;
m_Socket = std::make_unique<boost::asio::ip::udp::socket>(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), port));
LOG_INFO("Server initialized and bound to port %i", port);
}
@@ -29,7 +27,58 @@ Server::~Server()
void Server::Update()
{
readFromClients();
PlayerDefinition pd;
m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
for (auto& kv : m_ConnectedPlayers) {
while (kv.second.TCPSocket->available()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Reliable.Receive(packet, kv.second);
m_Address = kv.second.TCPSocket->remote_endpoint().address();
m_Port = kv.second.TCPSocket->remote_endpoint().port();
if (packet.GetMessageType() == MessageType::Connect) {
parseTCPConnect(packet);
} else {
parseMessageType(packet);
}
}
}
while (m_Unreliable.IsSocketAvailable()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_Unreliable.Receive(packet, pd);
m_Address = pd.Endpoint.address();
m_Port = pd.Endpoint.port();
if (packet.GetMessageType() == MessageType::Connect) {
parseUDPConnect(packet);
} else {
parseMessageType(packet);
}
}
// Check if players have disconnected
for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
disconnect(m_PlayersToDisconnect.at(i));
}
m_PlayersToDisconnect.clear();
std::clock_t currentTime = std::clock();
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
sendSnapshot();
previousSnapshotMessage = currentTime;
}
// Send pings each
if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
timOutTimer = currentTime;
}
m_EventBroker->Process<Server>();
if (isReadingData) {
Network::Update();
@@ -37,48 +86,20 @@ void Server::Update()
}
void Server::readFromClients()
{
while (m_Socket->available()) {
try {
bytesRead = receive(readBuffer);
Packet packet(readBuffer, bytesRead);
parseMessageType(packet);
} catch (const std::exception&) {
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
}
}
std::clock_t currentTime = std::clock();
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
sendSnapshot();
previousSnapshotMessage = currentTime;
}
// Send pings each
if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
timOutTimer = currentTime;
}
}
void Server::parseMessageType(Packet& packet)
{
int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
// Pop packetSize which is used by TCP Client to
// create a packet of the correct size
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
//identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
//parseConnect(packet);
break;
case MessageType::Ping:
parsePing();
@@ -104,60 +125,19 @@ void Server::parseMessageType(Packet& packet)
}
}
size_t Server::receive(char * data)
{
size_t length = m_Socket->receive_from(
boost::asio::buffer((void*)data
, INPUTSIZE)
, m_ReceiverEndpoint, 0);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataReceived += length;
m_NetworkData.DataReceivedThisInterval += length;
m_NetworkData.AmountOfMessagesReceived++;
}
return length;
}
void Server::send(PlayerID player, Packet& packet)
{
try {
size_t bytesSent = m_Socket->send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
m_ConnectedPlayers[player].Endpoint,
0);
// Network Debug data
if (isReadingData) {
m_NetworkData.TotalDataSent += packet.Size();
m_NetworkData.DataSentThisInterval += packet.Size();
m_NetworkData.AmountOfMessagesSent++;
}
} catch (const boost::system::system_error&) {
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
m_ConnectedPlayers[player].Endpoint = boost::asio::ip::udp::endpoint();
}
}
void Server::send(Packet & packet)
{
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint,
0);
if (isReadingData) {
// Network Debug data
m_NetworkData.TotalDataSent += packet.Size();
m_NetworkData.DataSentThisInterval += packet.Size();
}
}
void Server::broadcast(Packet& packet)
void Server::reliableBroadcast(Packet& packet)
{
for (auto& kv : m_ConnectedPlayers) {
packet.ChangePacketID(kv.second.PacketID);
send(kv.first, packet);
m_Reliable.Send(packet, kv.second);
}
}
void Server::unreliableBroadcast(Packet& packet)
{
for (auto& kv : m_ConnectedPlayers) {
packet.ChangePacketID(kv.second.PacketID);
m_Unreliable.Send(packet, kv.second);
}
}
@@ -167,7 +147,7 @@ void Server::sendSnapshot()
Packet packet(MessageType::Snapshot);
addInputCommandsToPacket(packet);
addChildrenToPacket(packet, EntityID_Invalid);
broadcast(packet);
unreliableBroadcast(packet);
}
void Server::addInputCommandsToPacket(Packet& packet)
@@ -241,7 +221,7 @@ void Server::sendPing()
// Time message
m_StartPingTime = std::clock();
// Send message
broadcast(packet);
reliableBroadcast(packet);
}
void Server::checkForTimeOuts()
@@ -249,16 +229,91 @@ void Server::checkForTimeOuts()
double startPing = 1000 * m_StartPingTime
/ static_cast<double>(CLOCKS_PER_SEC);
for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
if (m_ConnectedPlayers[i].Endpoint.address() != boost::asio::ip::address()) {
double stopPing = 1000 * m_ConnectedPlayers[i].StopTime /
std::vector<PlayerID> playersToRemove;
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress != boost::asio::ip::address()) {
int stopPing = 1000 * kv.second.StopTime /
static_cast<double>(CLOCKS_PER_SEC);
if (startPing > stopPing + m_TimeoutMs) {
//LOG_INFO("User %i timed out!", i);
//disconnect(i);
LOG_INFO("User %i timed out!", kv.second.Name);
playersToRemove.push_back(kv.first);
}
}
}
for (size_t i = 0; i < playersToRemove.size(); i++) {
disconnect(playersToRemove.at(i));
}
}
void Server::parseUDPConnect(Packet & packet)
{
// Pop size of message int
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
// parse player id and other stuff
PlayerID playerID = packet.ReadPrimitive<int>();
// Do something here?
boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
m_Unreliable.Send(connnectPacket);
LOG_INFO("UDP Connect sent to client");
}
void Server::parseTCPConnect(Packet & packet)
{
// Pop size of message int
packet.ReadPrimitive<int>();
int messageType = packet.ReadPrimitive<int>();
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
LOG_INFO("Parsing connections");
// Check if player is already connected
// Ska vara till lagd i TCPServer receive
PlayerID playerID = GetPlayerIDFromEndpoint();
if (playerID == -1) {
return;
}
// Create a new player
m_ConnectedPlayers.at(playerID).EntityID = 0; // Overlook this
m_ConnectedPlayers.at(playerID).Name = packet.ReadString();
m_ConnectedPlayers.at(playerID).PacketID = 0;
m_ConnectedPlayers.at(playerID).StopTime = std::clock();
m_ConnectedPlayers.at(playerID).TCPAddress = m_Address;
m_ConnectedPlayers.at(playerID).TCPPort = m_Port;
LOG_INFO("parseTCPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(),
m_ConnectedPlayers.at(playerID).TCPAddress.to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
// Write playerID to packet
connnectPacket.WritePrimitive(playerID);
m_Reliable.Send(connnectPacket);
// Send notification that a player has connected
//Packet notificationPacket(MessageType::PlayerConnected);
//broadcast(notificationPacket);
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress == m_Address &&
kv.second.TCPPort == m_Port) {
m_PlayersToDisconnect.push_back(kv.first);
break;
}
}
}
void Server::disconnect(PlayerID playerID)
@@ -267,113 +322,26 @@ void Server::disconnect(PlayerID playerID)
LOG_INFO("User %s disconnected/timed out", m_ConnectedPlayers[playerID].Name.c_str());
// Remove enteties and stuff (When we can remove entity, remove it and tell clients to remove the copy they have)
Events::PlayerDisconnected e;
e.Entity = m_ConnectedPlayers[playerID].EntityID;
e.Entity = m_ConnectedPlayers.at(playerID).EntityID;
e.PlayerID = playerID;
m_EventBroker->Publish(e);
//m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
m_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_ConnectedPlayers[playerID].TCPSocket->close();
m_ConnectedPlayers.erase(playerID);
}
void Server::parseOnInputCommand(Packet& packet)
{
PlayerID player = -1;
// Check which player it was who sent the message
player = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
if (player != -1) {
while (packet.DataReadSize() < packet.Size()) {
Events::InputCommand e;
e.Command = packet.ReadString();
e.PlayerID = player; // Set correct player id
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
if (e.Command == "PrimaryFire") {
m_InputCommandsToBroadcast.push_back(e);
}
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
}
}
// Send disconnect to the other players.
}
void Server::parseOnPlayerDamage(Packet & packet)
{
Events::PlayerDamage e;
e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Damage = packet.ReadPrimitive<double>();
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
m_EventBroker->Publish(e);
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
}
void Server::parseConnect(Packet& packet)
{
LOG_INFO("Parsing connections");
// Check if player is already connected
if (GetPlayerIDFromEndpoint(m_ReceiverEndpoint) != -1) {
return;
}
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.Endpoint.address() == m_ReceiverEndpoint.address() &&
kv.second.Endpoint.port() == m_ReceiverEndpoint.port()) {
// Already connected
return;
}
}
// Create a new player
PlayerDefinition pd;
pd.EntityID = 0; // Overlook this
pd.Endpoint = m_ReceiverEndpoint;
pd.Name = packet.ReadString();
pd.PacketID = 0;
pd.StopTime = std::clock();
m_ConnectedPlayers[m_NextPlayerID++] = pd;
LOG_INFO("Spectator \"%s\" connected on IP: %s", pd.Name.c_str(), pd.Endpoint.address().to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, pd.PacketID);
send(connnectPacket);
// Send notification that a player has connected
Packet notificationPacket(MessageType::PlayerConnected);
broadcast(notificationPacket);
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.Endpoint.address() == m_ReceiverEndpoint.address() &&
kv.second.Endpoint.port() == m_ReceiverEndpoint.port()) {
disconnect(kv.first);
break;
}
}
}
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
PlayerID player = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
if (player == -1) {
return;
}
// Return ping
Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID);
packet.WriteString("Ping received");
send(packet);
}
void Server::parsePing()
{
for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
if (m_ConnectedPlayers[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_ConnectedPlayers[i].StopTime = std::clock();
break;
}
}
}
void Server::identifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
@@ -387,18 +355,7 @@ void Server::kick(PlayerID player)
{
disconnect(player);
Packet packet = Packet(MessageType::Kick);
send(packet);
}
PlayerID Server::GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint)
{
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.Endpoint.address() == endpoint.address() &&
kv.second.Endpoint.port() == endpoint.port()) {
return kv.first;
}
}
return -1;
m_Reliable.Send(packet);
}
bool Server::OnInputCommand(const Events::InputCommand & e)
@@ -427,7 +384,7 @@ bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
packet.WritePrimitive<EntityID>(e.Spawner.ID);
// We don't send PlayerID here because it will always be set to -1
packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name);
send(e.PlayerID, packet);
m_Reliable.Send(packet, m_ConnectedPlayers[e.PlayerID]);
return false;
}
@@ -436,7 +393,7 @@ bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
if (!e.Cascaded) {
Packet packet = Packet(MessageType::EntityDeleted);
packet.WritePrimitive<EntityID>(e.DeletedEntity);
broadcast(packet);
reliableBroadcast(packet);
}
return false;
}
@@ -447,11 +404,57 @@ bool Server::OnComponentDeleted(const Events::ComponentDeleted & e)
Packet packet = Packet(MessageType::ComponentDeleted);
packet.WritePrimitive<EntityID>(e.Entity);
packet.WriteString(e.ComponentType);
broadcast(packet);
reliableBroadcast(packet);
}
return false;
}
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
PlayerID player = GetPlayerIDFromEndpoint();
if (player == -1) {
return;
}
// Return ping
Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID);
packet.WriteString("Ping received");
m_Reliable.Send(packet);
}
void Server::parsePing()
{
for (auto& kv : m_ConnectedPlayers) {
if (kv.second.TCPAddress == m_Address &&
kv.second.TCPPort == m_Port) {
kv.second.StopTime = std::clock();
break;
}
}
}
void Server::parseOnInputCommand(Packet& packet)
{
PlayerID player = -1;
// Check which player it was who sent the message
player = GetPlayerIDFromEndpoint();
if (player != -1) {
while (packet.DataReadSize() < packet.Size()) {
Events::InputCommand e;
e.Command = packet.ReadString();
e.PlayerID = player; // Set correct player id
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
if (e.Command == "PrimaryFire") {
m_InputCommandsToBroadcast.push_back(e);
}
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
}
}
}
void Server::parsePlayerTransform(Packet& packet)
{
glm::vec3 position;
@@ -463,7 +466,7 @@ void Server::parsePlayerTransform(Packet& packet)
orientation.y = packet.ReadPrimitive<float>();
orientation.z = packet.ReadPrimitive<float>();
PlayerID playerID = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
PlayerID playerID = GetPlayerIDFromEndpoint();
EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID);
if (player.Valid()) {
@@ -471,3 +474,17 @@ void Server::parsePlayerTransform(Packet& packet)
player["Transform"]["Orientation"] = orientation;
}
}
PlayerID Server::GetPlayerIDFromEndpoint()
{
// check both tcp and udp connection
for (auto& kv : m_ConnectedPlayers) {
if ((kv.second.TCPAddress == m_Address
&& kv.second.TCPPort == m_Port)
|| (kv.second.Endpoint.address() == m_Address
&& kv.second.Endpoint.port() == m_Port)) {
return kv.first;
}
}
return -1;
}
+107
View File
@@ -0,0 +1,107 @@
#include "Network/TCPClient.h"
using namespace boost::asio::ip;
TCPClient::TCPClient()
{
}
TCPClient::~TCPClient()
{
}
void TCPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
if (m_IsConnected) {
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent again!");
}
}
else if (!m_IsConnected) {
boost::system::error_code error = boost::asio::error::host_not_found;
m_Endpoint = tcp::endpoint(boost::asio::ip::address::from_string(address), port);
m_Socket = std::unique_ptr<tcp::socket>(new tcp::socket(m_IOService));
m_Socket->connect(m_Endpoint, error);
tcp::no_delay option(true);
m_Socket->set_option(option);
LOG_INFO(error.message().c_str());
if (!error) {
m_IsConnected = true;
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(playerName);
Send(packet);
LOG_INFO("Connect message sent!");
}
// If error
else {
m_Socket->close();
m_Socket = nullptr;
}
}
}
void TCPClient::Disconnect()
{
if (!m_IsConnected) {
return;
}
m_Socket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_Socket->close();
m_Socket = nullptr;
m_IsConnected = false;
}
void TCPClient::Receive(Packet& packet)
{
size_t bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
}
size_t TCPClient::readBuffer(char* data)
{
if (!m_Socket) {
return 0;
}
boost::system::error_code error;
// Read size of packet
size_t bytesReceived = m_Socket->read_some(boost
::asio::buffer((void*)data, sizeof(int)),
error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, data, sizeof(int));
// Read the rest of the message
bytesReceived += m_Socket->read_some(boost
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void TCPClient::Send(Packet & packet)
{
if (!m_Socket) {
LOG_WARNING("TCPClient::Send: Socket is null");
return;
}
packet.UpdateSize();
boost::system::error_code error;
m_Socket->send(boost::asio::buffer(
packet.Data(),
packet.Size()), 0, error);
}
bool TCPClient::IsSocketAvailable()
{
if (!m_Socket) {
return false;
}
return m_Socket->available();
}
+110
View File
@@ -0,0 +1,110 @@
#include "Network/TCPServer.h"
using namespace boost::asio::ip;
TCPServer::TCPServer()
{
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
}
TCPServer::~TCPServer()
{
}
void TCPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{
boost::shared_ptr<tcp::socket> newSocket = boost::shared_ptr<tcp::socket>(new tcp::socket(m_IOService));
m_IOService.poll();
acceptor->async_accept(*newSocket,
boost::bind(&TCPServer::handle_accept, this, newSocket, boost::ref(nextPlayerID), boost::ref(connectedPlayers),
boost::asio::placeholders::error));
}
PlayerID GetPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port)
{
for (auto& kv : connectedPlayers) {
if (kv.second.TCPAddress == address &&
kv.second.TCPPort == port) {
return kv.first;
}
}
return -1;
}
void TCPServer::handle_accept(boost::shared_ptr<tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error)
{
if (!error && GetPlayerIDFromEndpoint(connectedPlayers, socket->remote_endpoint().address(),
socket->remote_endpoint().port()) == -1) {
// Add tcp socket to connections
boost::asio::ip::tcp::no_delay option(true);
socket->set_option(option);
PlayerDefinition pd;
pd.StopTime = std::clock();
pd.TCPSocket = socket;
pd.TCPAddress = socket.get()->remote_endpoint().address();
pd.TCPPort = socket.get()->remote_endpoint().port();
connectedPlayers[nextPlayerID++] = pd;
}
}
void TCPServer::Send(Packet & packet, PlayerDefinition & playerDefinition)
{
try {
packet.UpdateSize();
int bytesSent = playerDefinition.TCPSocket->send(
boost::asio::buffer(packet.Data(), packet.Size()),
0);
} catch (const boost::system::system_error& e) {
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
}
}
void TCPServer::Send(Packet & packet)
{
packet.UpdateSize();
lastReceivedSocket->send(
boost::asio::buffer(
packet.Data(),
packet.Size()),
0);
}
void TCPServer::Disconnect()
{
}
void TCPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
{
int bytesRead = readBuffer(m_ReadBuffer, playerDefinition);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
lastReceivedSocket = playerDefinition.TCPSocket;
}
int TCPServer::readBuffer(char* data, PlayerDefinition & playerDefinition)
{
if (!playerDefinition.TCPSocket) {
return 0;
}
boost::system::error_code error;
// Read size of packet
size_t bytesReceived = playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)data, sizeof(int)),
error);
int sizeOfPacket = 0;
memcpy(&sizeOfPacket, data, sizeof(int));
// Read the rest of the message
bytesReceived += playerDefinition.TCPSocket->read_some(boost
::asio::buffer((void*)(data + bytesReceived), sizeOfPacket - bytesReceived),
error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
+66
View File
@@ -0,0 +1,66 @@
#include "Network/UDPClient.h"
using namespace boost::asio::ip;
UDPClient::UDPClient()
{
}
UDPClient::~UDPClient()
{
}
void UDPClient::Connect(std::string playerName, std::string address, int port)
{
if (m_Socket) {
return;
}
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
m_Socket->connect(m_ReceiverEndpoint);
}
void UDPClient::Disconnect()
{
}
void UDPClient::Receive(Packet& packet)
{
int bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
}
int UDPClient::readBuffer(char* data)
{
if (!m_Socket) {
return 0;
}
boost::system::error_code error;
int bytesReceived = m_Socket->receive_from(boost
::asio::buffer((void*)data, BUFFERSIZE),
m_ReceiverEndpoint,
0, error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void UDPClient::Send(Packet& packet)
{
m_Socket->send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint, 0);
}
bool UDPClient::IsSocketAvailable()
{
if (!m_Socket) {
return false;
}
return m_Socket->available();
}
+62
View File
@@ -0,0 +1,62 @@
#include "Network/UDPServer.h"
UDPServer::UDPServer()
{
m_Socket = std::unique_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 27666)));
}
UDPServer::~UDPServer()
{ }
void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
{
try {
int bytesSent = m_Socket->send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
playerDefinition.Endpoint,
0);
} catch (const boost::system::system_error& e) {
// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
}
}
// Send back to endpoint of received packet
void UDPServer::Send(Packet & packet)
{
m_Socket->send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint,
0);
}
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
{
int bytesRead = readBuffer(m_ReadBuffer);
if (bytesRead > 0) {
packet.ReconstructFromData(m_ReadBuffer, bytesRead);
}
playerDefinition.Endpoint = m_ReceiverEndpoint;
}
bool UDPServer::IsSocketAvailable()
{
return m_Socket->available();
}
int UDPServer::readBuffer(char* data)
{
boost::system::error_code error = boost::asio::error::host_not_found;
unsigned int length = m_Socket->receive_from(
boost::asio::buffer((void*)data
, BUFFERSIZE)
, m_ReceiverEndpoint, 0, error);
if (error) {
LOG_WARNING(error.message().c_str());
}
return length;
}
void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
{ }
+17 -31
View File
@@ -34,19 +34,32 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
if (nextTime > animation->Duration) {
nextTime = animation->Duration;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime = 0;
}
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else {
if (nextTime > animation->Duration) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime -= animation->Duration;
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime += animation->Duration;
}
}
@@ -54,32 +67,5 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
}
}
//Calculate bone transforms
if (skeleton != nullptr) {
std::vector<Skeleton::AnimationData> animations;
if (entity.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(entity["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)entity["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)entity["Animation"]["Weight" + std::to_string(i)];
animations.push_back(animationData);
}
}
if (entity.HasComponent("AnimationOffset")) {
Skeleton::AnimationOffset animationOffset;
animationOffset.animation = skeleton->GetAnimation(entity["AnimationOffset"]["AnimationName"]);
animationOffset.time = (double)entity["AnimationOffset"]["Time"];
skeleton->CalculateFrameBones(animations, animationOffset);
} else {
skeleton->CalculateFrameBones(animations);
}
}
}
+36 -9
View File
@@ -19,6 +19,9 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
if (!model->IsSkinned()) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
@@ -26,21 +29,45 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
if (!animation) {
return;
}
int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]);
if(id == -1) {
if (id == -1) {
return;
}
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::mat4 boneTransform;
glm::mat4 boneTransform = skeleton->GetBoneTransformSuper(id);
//glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (parent.HasComponent("AnimationOffset")) {
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
if(AnimationOffset.animation != nullptr) {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
glm::vec3 scale;
glm::quat rotation;
+48 -16
View File
@@ -90,7 +90,7 @@ void DrawFinalPass::InitializeShaderPrograms()
GLERROR("Creating sprite program");
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ForwardPlusSplatMapProgram->Compile();
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
@@ -100,7 +100,7 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ExplosionEffectSplatMapProgram->Compile();
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
@@ -128,7 +128,7 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
@@ -137,7 +137,7 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ForwardPlusSplatMapSkinnedProgram->Compile();
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
@@ -338,7 +338,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->Skeleton->GetBones();
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ExplosionEffectProgram->Bind();
@@ -361,7 +365,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->Skeleton->GetBones();
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -402,7 +410,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindModelTextures(forwardSkinnedHandle, modelJob);
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -426,7 +438,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
GLERROR("asdasd");
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -470,7 +486,11 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShieldToStencilProgram->Bind();
@@ -524,7 +544,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
}
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->Skeleton->GetBones();
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
} else {
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (GLERROR("Animation")) {
@@ -559,7 +583,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
BindModelTextures(forwardHandle ,modelJob);
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -591,7 +619,11 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -918,7 +950,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
//Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
@@ -932,7 +964,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
//Bind 5 Normal textures
UniformName = "NormalUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
@@ -946,7 +978,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
//Bind 5 Specular textures
UniformName = "SpecularUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
@@ -960,7 +992,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
//Bind 5 Incandescence textures
UniformName = "GlowUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition);
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
+50 -36
View File
@@ -42,22 +42,22 @@ void PickingPass::InitializeShaderPrograms()
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingProgram->Link();
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
m_PickingSkinnedProgram->Compile();
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingSkinnedProgram->Link();
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
m_PickingSkinnedProgram->Compile();
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingSkinnedProgram->Link();
}
void PickingPass::Draw(RenderScene& scene)
{
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
//TODO: Render: Add code for more jobs than modeljobs.
GLuint shaderHandle = m_PickingProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
m_PickingProgram->Bind();
if (scene.ClearDepth) {
@@ -92,28 +92,30 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->IsSkinned())
{
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
}
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
@@ -121,7 +123,7 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.Jobs.TransparentObjects) {
/* for (auto &job : scene.Jobs.TransparentObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
@@ -156,7 +158,11 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_PickingProgram->Bind();
@@ -170,7 +176,7 @@ void PickingPass::Draw(RenderScene& scene)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
}*/
for (auto &job : scene.Jobs.OpaqueShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
@@ -199,7 +205,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if(modelJob->Model->IsSkinned()) {
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -207,7 +213,11 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
@@ -224,7 +234,7 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.Jobs.TransparentShieldedObjects) {
/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
@@ -254,7 +264,7 @@ void PickingPass::Draw(RenderScene& scene)
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -264,7 +274,11 @@ void PickingPass::Draw(RenderScene& scene)
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->Skeleton->GetBones();
if (modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
@@ -277,15 +291,15 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
}
}
}*/
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
+1 -1
View File
@@ -277,8 +277,8 @@ void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProper
throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
}
memcpy(&texture.UVRepeat[0], fileData + offset, sizeof(glm::vec2));
offset += sizeof(glm::vec2);
}
offset += sizeof(glm::vec2);
}
void RawModelCustom::ReadAnimationFile(std::string filePath)
+24 -16
View File
@@ -47,16 +47,8 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
continue;
}
EntityWrapper entity(world, cSprite.EntityID);
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
continue;
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
if (!isEntityVisible(entity)) {
continue;
}
@@ -85,6 +77,23 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
}
}
bool RenderSystem::isEntityVisible(EntityWrapper& entity)
{
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
return false;
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) && !outOfBodyExperience) {
return false;
}
return true;
}
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
{
return entity.FirstParentWithComponent("Camera").Valid();
@@ -112,13 +121,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
continue;
}
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
continue;
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
if ((entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid()) && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
if (!isEntityVisible(entity)) {
continue;
}
@@ -299,6 +302,11 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
continue;
}
EntityWrapper entity(world, textComponent.EntityID);
if (!isEntityVisible(entity)) {
continue;
}
Font* font;
try {
font = ResourceManager::Load<Font>(resource);
+412 -157
View File
@@ -30,30 +30,6 @@ Skeleton::~Skeleton()
}
void Skeleton::CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
{
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
for (auto& b : Bones) {
m_BoneLocalTransforms[b.first] = glm::mat4(1);
m_BoneTransforms[b.first] = glm::mat4(1);
}
} else {
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, RootBone, glm::mat4(1));
}
}
void Skeleton::CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
{
if (animations.size() <= 0) {
for (auto& b : Bones) {
m_BoneLocalTransforms[b.first] = glm::mat4(1);
m_BoneTransforms[b.first] = glm::mat4(1);
}
} else {
AccumulateBoneTransforms(noRootMotion, animations, RootBone, glm::mat4(1));
}
}
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
{
@@ -65,7 +41,167 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
}
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix)
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
{
if (animations.size() <= 0) {
std::vector<glm::mat4> finalMatrices;
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
}
return finalMatrices;
}
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
}
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
{
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
std::vector<glm::mat4> finalMatrices;
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
}
return finalMatrices;
}
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
if (JointTransforms.size() <= 0) {
if (bone->Parent) {
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = parentMatrix;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
}
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
@@ -105,6 +241,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
@@ -147,12 +284,10 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
}
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
m_BoneLocalTransforms[bone->ID] = parentMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
boneMatrices[bone->ID] = parentMatrix;
}
} else {
@@ -181,140 +316,18 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
}
if (offset != glm::mat4(1)) {
boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
} else {
boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
}
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, child, boneMatrix);
}
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
if (JointTransforms.size() <= 0) {
if (bone->Parent) {
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
m_BoneLocalTransforms[bone->ID] = parentMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
m_BoneTransforms[bone->ID] = boneMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, child, boneMatrix);
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
}
}
@@ -352,9 +365,8 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
}
if (progress > 1.0f || progress < 0.0f) {
progress = glm::clamp(progress, 0.0f, 1.0f);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
@@ -436,6 +448,249 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
}
}
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
if (JointTransforms.size() == 0) {
if (bone->Parent) {
if (offset != glm::mat4(1)) {
boneMatrix = offset * childMatrix;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
} else {
boneMatrix = ((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix)) * childMatrix;
}
} else {
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
}
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
if (offset != glm::mat4(1)) {
boneMatrix = ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset) * childMatrix;
} else {
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
}
}
if (bone->Parent != nullptr) {
return GetBoneTransform(noRootMotion, bone->Parent, animations, animationOffset, boneMatrix);
} else {
return boneMatrix;
}
}
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
if (JointTransforms.size() <= 0) {
if (bone->Parent) {
boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * childMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = (glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp)) * childMatrix;
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
}
if (bone->Parent != nullptr) {
return GetBoneTransform(noRootMotion, bone->Parent, animations, boneMatrix);
} else {
return boneMatrix;
}
}
int Skeleton::GetBoneID(std::string name)
{
if (m_BonesByName.find(name) == m_BonesByName.end()) {
+7
View File
@@ -16,6 +16,12 @@ file(GLOB SOURCE_FILES_Systems
)
source_group(Systems FILES ${SOURCE_FILES_Systems})
file(GLOB SOURCE_FILES_Systems_Weapon
"${INCLUDE_PATH}/Systems/Weapon/*.h"
"Systems/Weapon/*.cpp"
)
source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon})
file(GLOB SOURCE_FILES_Events
"${INCLUDE_PATH}/Events/*.h"
"Events/*.cpp"
@@ -31,6 +37,7 @@ set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
${SOURCE_FILES_Systems}
${SOURCE_FILES_Systems_Weapon}
${SOURCE_FILES_Events}
${SOURCE_FILES_Network}
)
+7 -2
View File
@@ -14,7 +14,9 @@
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/CapturePointHUDSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/PlayerHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
@@ -41,6 +43,7 @@ Game::Game(int argc, char* argv[])
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
// Create the core event broker
m_EventBroker = new EventBroker();
@@ -117,12 +120,13 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
@@ -130,6 +134,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
+78
View File
@@ -0,0 +1,78 @@
#include "Systems/AmmoPickupSystem.h"
AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
}
void AmmoPickupSystem::Update(double dt)
{
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
{
auto& ammoPickupPosition = *it;
//set the double timer value (value 3)
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
//spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
EntityFileParser parser(entityFile);
EntityID ammoPickupID = parser.MergeEntities(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
//erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it);
break;
}
}
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (e.Entity != LocalPlayer) {
return false;
}
//TODO: add other weapontypes
if (!e.Entity.HasComponent("AssaultWeapon")) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::AmmoPickup ePlayerAmmoPickup;
ePlayerAmmoPickup.AmmoGain = ammoGiven;
ePlayerAmmoPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
//delete the ammopickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
}
+5 -2
View File
@@ -16,6 +16,9 @@ void CapturePointHUDSystem::Update(double dt)
auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD");
auto CapturePoints = m_World->GetComponents("CapturePoint");
if (CapturePointHUDElements == nullptr) {
return;
}
for (auto& cCapturePointHUD : *CapturePointHUDElements) {
int HUD_ID = cCapturePointHUD["CapturePointNumber"];
@@ -36,14 +39,14 @@ void CapturePointHUDSystem::Update(double dt)
}
//Color hud with team color
auto capturePointTeam = (int)teamComponent["Team"];
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7) : capturePointTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(1, 1, 1, 0.3);
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7f) : capturePointTeam == redTeam ? glm::vec4(1, 0.0f, 0, 0.7f) : glm::vec4(1, 1, 1, 0.3f);
//Progress is scaled with time
double currentCaptureTime = (double)entityCP["CapturePoint"]["CaptureTimer"];
double progress = glm::abs(currentCaptureTime)/15.0;
int currentCapturingTeam = currentCaptureTime > 0 ? redTeam : currentCaptureTime < 0 ? blueTeam : spectatorTeam;
((glm::vec3&)entityHUD["Transform"]["Orientation"]).z = currentCapturingTeam == redTeam ? glm::half_pi<float>()+glm::pi<float>() : glm::half_pi<float>();
glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(0, 0.2f, 1, 0.7);
glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.f, 0, 0.7f) : glm::vec4(0, 0.2f, 1, 0.7f);
entityHUD["Fill"]["Color"] = fillColor;
entityHUD["Fill"]["Percentage"] = progress;
}
+10 -17
View File
@@ -32,6 +32,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
const int redTeam = (int)teamComponent["Team"].Enum("Red");
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
const double captureTimeToTakeOver = (double)cCapturePoint["CapturePointMaxTimer"];
int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
@@ -57,7 +58,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
int blueTeamPlayersStandingInside = 0;
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
}
//calculate next possible capturePoint for both teams
@@ -98,20 +99,16 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
capturePoint["CaptureTimer"] = 0.0;
//RED = +, BLUE = -, NONE
auto teamOwners = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (teamOwners == redTeam || teamOwners == blueTeam) {
capturePoint["CaptureTimer"] = teamOwners == blueTeam ? -captureTimeToTakeOver : captureTimeToTakeOver;
}
}
}
m_ResetTimers = false;
}
//colorize next possible capturepoint
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
}
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
}
//check how many players are standing inside and are healthy
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
{
@@ -170,9 +167,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//B. at most one of the teams have players inside
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
if (ownedBy != currentTeam && canCapture) {
if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
}
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
}
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
@@ -180,12 +174,11 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
}
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)cCapturePoint["CaptureTimer"]) > captureTimeToTakeOver && canCapture) {
teamComponent["Team"] = currentTeam;
cCapturePoint["CaptureTimer"] = 0.0;
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
//publish Captured event
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
Events::Captured e;
e.CapturePointID = cCapturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam;
@@ -0,0 +1,73 @@
#include "Systems/DamageIndicatorSystem.h"
DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
//current camera
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
//load texture to cache
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
}
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
if (m_CurrentCamera == EntityID_Invalid) {
return false;
}
if (e.Victim != LocalPlayer) {
return false;
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
}
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
//get the position vectors, but ignore the y-height
auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
enemyPosition.y = 0.0f;
playerPosition.y = 0.0f;
//calculate the enemy to player vector
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get angle from players current rotation, this angle is how much you rotate around the y-axis
auto playerAngle = glm::angle(playerOrientation);
auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
//to get the angle between the vectors just do cos-inverse
auto angleBetweenVectors = glm::acos(playerRotationDot);
//rotate the direction-vector 90 degrees to get the players side-vector
auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
if (playerSideVectorDot < 0) {
angleBetweenVectors = -angleBetweenVectors;
}
//load & set the "2d" sprite
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
EntityFileParser parser(entityFile);
EntityID spriteID = parser.MergeEntities(m_World);
m_World->SetParent(spriteID, m_CurrentCamera);
auto spriteWrapper = EntityWrapper(m_World, spriteID);
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
return true;
}
bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
return true;
}
+14 -2
View File
@@ -7,6 +7,7 @@ HealthSystem::HealthSystem(SystemParams params)
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
}
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
@@ -15,13 +16,13 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
{
ComponentWrapper cHealth = e.Player["Health"];
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
health -= e.Damage;
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = e.Player;
ePlayerDeath.Player = e.Victim;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
@@ -29,6 +30,17 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
return true;
}
bool HealthSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
Events::PlayerDamage ev;
ev.Victim = LocalPlayer;
ev.Damage = e.Value;
m_EventBroker->Publish(ev);
}
return true;
}
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
{
ComponentWrapper cHealth = e.Player["Health"];
+18 -7
View File
@@ -34,14 +34,23 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//components that we need from player
auto playerCamera = player.FirstChildByName("Camera");
auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerCamera.Valid() || !playerModel.Valid()) {
return;
}
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
return;
}
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explisioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
deathEffectEW["Animation"]["Speed"] = 0.0;
deathEffectEW["Animation"]["Speed1"] = 0.0;
deathEffectEW["Animation"]["Speed2"] = 0.0;
deathEffectEW["Animation"]["Speed3"] = 0.0;
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
@@ -50,8 +59,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//camera (with lifetime) behind the player
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
if (player == LocalPlayer) {
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
}
+11 -3
View File
@@ -51,6 +51,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
@@ -58,7 +59,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
@@ -109,9 +110,15 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (velocity.y == 0.f) {
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
//put a hexagon at the players feet
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityFileParser parser(hexagonEffect);
EntityID hexagonEffectID = parser.MergeEntities(m_World);
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
@@ -227,7 +234,8 @@ void PlayerMovementSystem::updateVelocity(double dt)
float speed = glm::length(velocity);
static float groundFriction = 7.f;
ImGui::InputFloat("groundFriction", &groundFriction);
static float airFriction = 0.f;
static float airFriction = 2.f;
ImGui::InputFloat("airFriction", &airFriction);
float friction = isOnGround ? groundFriction : airFriction;
if (speed > 0) {
+85 -18
View File
@@ -1,20 +1,39 @@
#include "Systems/PlayerSpawnSystem.h"
//This should be set by the config anyway.
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
, m_Timer(0.f)
{
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void PlayerSpawnSystem::Update(double dt)
{
//Increase timer.
m_Timer += dt;
if (m_Timer < m_RespawnTime) {
return;
}
//If respawn time has passed, we spawn all players that have requested to be spawned.
m_Timer = 0.f;
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
if (m_SpawnRequests.size() == 0) {
return;
}
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
if (playerSpawns == nullptr) {
return;
}
int numSpawnedPlayers = 0;
for (auto& req : m_SpawnRequests) {
for (auto& cPlayerSpawn : *playerSpawns) {
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
@@ -40,29 +59,61 @@ void PlayerSpawnSystem::Update(double dt)
e.Player = player;
e.Spawner = spawner;
m_EventBroker->Publish(e);
++numSpawnedPlayers;
break;
}
}
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
} else {
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
}
m_SpawnRequests.clear();
}
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command != "PickTeam") {
return false;
}
// Team picks should be processed ONLY server-side!
// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
if (e.PlayerID == -1 && m_NetworkEnabled) {
// Don't make a spawn request if we're the client.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (e.Value != 0) {
if (e.Value == 0) {
return false;
}
//TODO: Spectating?
//Right now, return if someone picks spectator.
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
if ((ComponentInfo::EnumType)e.Value == 1) {
return false;
}
//Check if the player already requested spawn.
auto iter = m_SpawnRequests.begin();
for (; iter != m_SpawnRequests.end(); ++iter) {
if (iter->PlayerID == e.PlayerID) {
break;
}
}
if (iter != m_SpawnRequests.end()) {
//If player is in queue to spawn, then change their team affiliation in the request.
iter->Team = (ComponentInfo::EnumType)e.Value;
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
//If player is not in queue to spawn, then create a spawn request,
//but only if they are spectating and/or just connected.
SpawnRequest req;
req.PlayerID = e.PlayerID;
req.Team = (ComponentInfo::EnumType)e.Value;
m_SpawnRequests.push_back(req);
} else {
return false;
}
return true;
@@ -70,25 +121,21 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// Store the player for future reference
m_PlayerEntities[e.PlayerID] = e.Player;
m_PlayerIDs[e.Player.ID] = e.PlayerID;
// When a player is actually spawned (since the actual spawning is handled on the server)
// Hack should be moved.
if (!IsClient) {
return false;
}
// Check if a player already exists
if (m_PlayerEntities.count(e.PlayerID) != 0) {
// TODO: Disallow infinite respawning here
if (m_PlayerEntities[e.PlayerID].Valid()) {
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
}
}
// Store the player for future reference
m_PlayerEntities[e.PlayerID] = e.Player;
// Set the camera to the correct entity
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (cameraEntity.Valid() && !outOfBodyExperience) {
Events::SetCamera e;
e.CameraEntity = cameraEntity;
m_EventBroker->Publish(e);
@@ -113,4 +160,24 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
}
return true;
}
}
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
//Only spawn request if network is disabled or we are server.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (!e.Player.HasComponent("Team")) {
return false;
}
ComponentWrapper cTeam = e.Player["Team"];
//A spectator can't die anyway
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
return false;
}
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
m_SpawnRequests.push_back(req);
}
-6
View File
@@ -52,12 +52,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
return true;
}
}
if (e.Command == "TakeDamage" && e.Value > 0) {
Events::PlayerDamage ev;
ev.Player = LocalPlayer;
ev.Damage = 1.0;
m_EventBroker->Publish(ev);
}
return false;
}
+6 -4
View File
@@ -48,10 +48,12 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
EntityFileParser parser(entityFile);
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
// Set its position and orientation to that of the SpawnPoint
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
// TODO: Quaternions, bitch
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
if (spawnPoint != parent) {
// Set its position and orientation to that of the SpawnPoint
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
// TODO: Quaternions, bitch
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
}
return spawnedEntity;
}
@@ -0,0 +1,341 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
{
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
}
void AssaultWeaponBehaviour::Fire()
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
}
void AssaultWeaponBehaviour::CeaseFire()
{
m_Firing = false;
}
void AssaultWeaponBehaviour::Reload()
{
if (m_Reloading) {
return;
}
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Don't reload if we're completly out of ammo
if (ammo == 0) {
return;
}
m_Reloading = true;
m_ReloadTimer = cAssaultWeapon["ReloadTime"];
playReloadAnimation();
}
void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Reloading) {
m_ReloadTimer -= dt;
// Re-enable glow on reload impersonator half-way through the animation
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
if (m_ReloadImpersonator.Valid()) {
m_ReloadImpersonator["Model"]["GlowMap"] = true;
}
}
if (m_ReloadTimer <= 0) {
finishReload();
}
}
if (m_Firing && !m_Reloading) {
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
if (!m_Firing && !m_Reloading) {
playIdleAnimation();
}
// Disable glow map on weapon if it's out of ammo
// Make real first person weapon model visible again
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
if (firstPersonWeaponModel.Valid()) {
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
}
}
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
{
if (e.Entity != m_FirstPersonModel) {
return false;
}
//if (e.Name == "ShootRifle") {
// if (!m_Firing) {
// playIdleAnimation();
// }
//}
return true;
}
bool AssaultWeaponBehaviour::hasAmmo()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
return magAmmo > 0;
}
void AssaultWeaponBehaviour::fireRound()
{
if (m_Reloading) {
return;
}
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
viewPunch();
playShootAnimation();
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
if (hit) {
showHitMarker();
}
m_TimeSinceLastFire = 0.0;
}
void AssaultWeaponBehaviour::spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Player == LocalPlayer) {
spawner = m_Player.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), Transform::AbsoluteOrientation(spawner) * glm::vec3(0, 0, -1));
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
}
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
void AssaultWeaponBehaviour::playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::viewPunch()
{
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
}
float viewPunch = m_Player["AssaultWeapon"]["ViewPunch"];
ComponentWrapper cTransform = playerCamera["Transform"];
glm::vec3& orientation = cTransform["Orientation"];
orientation.x += viewPunch;
}
void AssaultWeaponBehaviour::finishReload()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
// Make real first person weapon model visible again
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
firstPersonWeaponModel["Model"]["Visible"] = true;
m_Reloading = false;
}
void AssaultWeaponBehaviour::playShootAnimation()
{
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
if (cAnimation["AnimationName1"] != "ShootRifle") {
cAnimation["AnimationName1"] = "ShootRifle";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 1.0;
cAnimation["Loop1"] = true;
}
}
void AssaultWeaponBehaviour::playIdleAnimation()
{
if (!m_FirstPersonModel.Valid()) {
return;
}
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
double& animationSpeed1 = cAnimation["Speed1"];
std::string animationToPlay = "Idle";
double speedToSet = 1.0;
ComponentWrapper cPlayer = m_Player["Player"];
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
if (glm::length2(movementDirection) > 0) {
animationToPlay = "Run";
ComponentWrapper cPhysics = m_Player["Physics"];
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
}
if (animationName1 != animationToPlay) {
cAnimation["AnimationName1"] = animationToPlay;
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Loop1"] = true;
}
if (animationSpeed1 != speedToSet) {
cAnimation["Speed1"] = speedToSet;
}
}
void AssaultWeaponBehaviour::playReloadAnimation()
{
// Play animation
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
cAnimation["AnimationName1"] = "ReloadSwitch";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 0.5;
cAnimation["Loop1"] = true;
// Hide weapon model and spawn the exploding version
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
m_ReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_ReloadImpersonator["Model"]);
firstPersonWeaponModel["Model"]["Visible"] = false;
}
bool AssaultWeaponBehaviour::shoot(double damage)
{
// Only do shooting clientside
if (!IsClient) {
return false;
}
// Only handle shooting for the local player
if (m_Player != LocalPlayer) {
return false;
}
// Make sure the player isn't shooting from the grave
if (!m_Player.Valid()) {
return false;
}
// Screen center, based on current resolution!
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper victim(m_World, pickData.Entity);
// Don't let us shoot ourselves in the foot
if (victim == LocalPlayer) {
return false;
}
// Only care about players being hit
if (!victim.HasComponent("Player")) {
victim = victim.FirstParentWithComponent("Player");
}
if (!victim.Valid()) {
return false;
}
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
return false;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = m_Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
void AssaultWeaponBehaviour::showHitMarker()
{
// Show hit marker
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
}
}
@@ -1,4 +1,4 @@
#include "Systems/WeaponSystem.h"
#include "Systems/Weapon/WeaponSystem.h"
WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
@@ -8,7 +8,6 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
}
@@ -24,7 +23,8 @@ void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPla
if (it == m_ActiveWeapons.end()) {
selectWeapon(entity, 1);
}
m_EventBroker->Process<WeaponBehaviour>();
m_ActiveWeapons.at(entity)->Update(dt);
}
@@ -59,6 +59,14 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
auto weapon = m_ActiveWeapons.at(player);
weapon->Reload();
}
}
return true;
}
@@ -68,7 +76,7 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
if (slot == 1) {
// TODO: if class...
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
@@ -84,54 +92,5 @@ bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// Select primary weapon on player spawn
// TODO: Select the active one specified by player component
return true;
}
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
{
if (!eShoot.Player.Valid()) {
return false;
}
// Only run further picking code for the local player!
if (eShoot.Player != LocalPlayer) {
return false;
}
// Screen center, based on current resolution!
// TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// TODO: check if player has enough ammo and if weapon has a cooldown or not
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper player(m_World, pickData.Entity);
// Only care about players being hit
if (!player.HasComponent("Player")) {
player = player.FirstParentWithComponent("Player");
}
if (!player.Valid()) {
return false;
}
// Check for friendly fire
EntityWrapper shooter = eShoot.Player;
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
return false;
}
// TODO: Weapon damage calculations etc
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Player = player;
ePlayerDamage.Damage = 100;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
+1 -1
View File
@@ -71,7 +71,7 @@ GameHealthSystemTest::GameHealthSystemTest()
//damage player with 50
Events::PlayerDamage e;
e.Damage = 50.0f;
e.Player = EntityWrapper(m_World, player.EntityID);
e.Victim = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e);
//heal some other player with 40
+2
View File
@@ -22,7 +22,9 @@ MKLINK "%DeployLocation%\Schema\" "resources\Schema" /J
RMDIR /S /Q "%DeployLocation%\Shaders"
MKLINK "%DeployLocation%\Shaders\" "resources\Shaders" /J
:: Configuration files
DEL "%DeployLocation%\DefaultConfig.ini"
MKLINK "%DeployLocation%\DefaultConfig.ini" "resources\DefaultConfig.ini" /H
DEL "%DeployLocation%\DefaultInput.ini"
MKLINK "%DeployLocation%\DefaultInput.ini" "resources\DefaultInput.ini" /H
:: Platform specific binaries