Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 772fc64045 | |||
| ae230ef775 |
+1
-1
Submodule assets updated: 007b54bd67...c82b5716d9
@@ -10,9 +10,8 @@ namespace Events
|
||||
struct PlayerDeath : Event
|
||||
{
|
||||
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
|
||||
EntityWrapper Player = EntityWrapper::Invalid;
|
||||
EntityWrapper Killer = EntityWrapper::Invalid;
|
||||
std::string KilledByWhat = "";
|
||||
EntityWrapper Player;
|
||||
std::string KilledByWhat;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -23,13 +23,12 @@ struct EntityWrapper
|
||||
|
||||
static const EntityWrapper Invalid;
|
||||
|
||||
const std::string Name() const;
|
||||
const std::string Name();
|
||||
bool HasComponent(const std::string& componentType);
|
||||
void AttachComponent(const char* componentName);
|
||||
EntityWrapper Parent();
|
||||
EntityWrapper FirstParentByName(const std::string& parentEntityName);
|
||||
EntityWrapper FirstChildByName(const std::string& name);
|
||||
EntityWrapper FirstLevelChildByName(const std::string& name);
|
||||
EntityWrapper FirstParentWithComponent(const std::string& componentType);
|
||||
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
|
||||
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
|
||||
|
||||
@@ -68,7 +68,7 @@ protected:
|
||||
|
||||
const std::string m_ComponentType;
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
|
||||
};
|
||||
|
||||
class ImpureSystem : public virtual System
|
||||
|
||||
@@ -12,8 +12,8 @@ template <typename EventContext>
|
||||
class EditorCameraInputController : public FirstPersonInputController<EventContext>
|
||||
{
|
||||
public:
|
||||
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID, EntityWrapper playerEntity)
|
||||
: FirstPersonInputController(eventBroker, playerID, playerEntity)
|
||||
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID)
|
||||
: FirstPersonInputController(eventBroker, playerID)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorCameraInputController::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorCameraInputController::OnMouseRelease);
|
||||
|
||||
@@ -1,19 +1,15 @@
|
||||
#ifndef MainMenuSystem_h__
|
||||
#define MainMenuSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "../Core/System.h"
|
||||
#include "../Rendering/IRenderer.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "../Core/Event.h"
|
||||
|
||||
|
||||
#include "GUI/EButtonClicked.h"
|
||||
#include "GUI/EButtonPressed.h"
|
||||
#include "GUI/EButtonReleased.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EConnectRequest.h"
|
||||
#include "EButtonClicked.h"
|
||||
#include "EButtonPressed.h"
|
||||
#include "EButtonReleased.h"
|
||||
|
||||
|
||||
class MainMenuSystem : public ImpureSystem
|
||||
@@ -31,11 +27,6 @@ private:
|
||||
bool OnButtonRelease(const Events::ButtonReleased& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
|
||||
bool OnButtonPress(const Events::ButtonPressed& e);
|
||||
EventRelay<MainMenuSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
std::string m_CurrentCommand = "";
|
||||
EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
|
||||
};
|
||||
|
||||
@@ -6,14 +6,12 @@
|
||||
#include "../Core/ELockMouse.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
#include "InputHandler.h"
|
||||
#include "Rendering/EAutoAnimationBlend.h"
|
||||
#include "Rendering/ESetBlendWeight.h"
|
||||
|
||||
template <typename EventContext>
|
||||
class FirstPersonInputController : public InputController<EventContext>
|
||||
{
|
||||
public:
|
||||
FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity);
|
||||
FirstPersonInputController(EventBroker* eventBroker, int playerID);
|
||||
|
||||
virtual const glm::vec3 Movement() const { return m_Movement; }
|
||||
virtual const glm::vec3 Rotation() const { return m_Rotation; }
|
||||
@@ -36,8 +34,6 @@ public:
|
||||
|
||||
protected:
|
||||
const int m_PlayerID;
|
||||
EntityWrapper m_PlayerEntity;
|
||||
|
||||
bool m_MouseLocked = false;
|
||||
glm::vec3 m_Rotation;
|
||||
glm::vec3 m_Movement;
|
||||
@@ -46,6 +42,7 @@ protected:
|
||||
bool m_Crouching = false;
|
||||
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
|
||||
double m_AssaultDashDoubleTapDeltaTime = 0.0;
|
||||
double m_DashEffectResetTimer = 0.0;
|
||||
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
|
||||
//and its very unlikely that someone wants to change that value
|
||||
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
|
||||
@@ -68,10 +65,9 @@ protected:
|
||||
};
|
||||
|
||||
template <typename EventContext>
|
||||
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity)
|
||||
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
|
||||
: InputController(eventBroker)
|
||||
, m_PlayerID(playerID)
|
||||
, m_PlayerEntity(playerEntity)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
|
||||
@@ -110,6 +106,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
if (e.Command == "Pitch") {
|
||||
float val = glm::radians(e.Value);
|
||||
m_Rotation.x += -val;
|
||||
//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
|
||||
}
|
||||
|
||||
if (e.Command == "Yaw") {
|
||||
@@ -121,155 +118,16 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
if (e.Command == "Forward") {
|
||||
float val = glm::clamp(e.Value, -1.f, 1.f);
|
||||
m_Movement.z = -val;
|
||||
|
||||
//Animation
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
if (val > 0) { // Walk/Run
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
if (m_Crouching) {
|
||||
aeb.NodeName = "Walk";
|
||||
} else {
|
||||
aeb.NodeName = "Run";
|
||||
}
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.SingleLevelBlend = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else if (val < 0) { // Walk/run Backwards
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
if (m_Crouching) {
|
||||
aeb.NodeName = "Walk";
|
||||
} else {
|
||||
aeb.NodeName = "Run";
|
||||
}
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.SingleLevelBlend = true;
|
||||
aeb.Reverse = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
|
||||
if (firstPersonModel.Valid()) {
|
||||
if (val > 0) { // Walk/Run
|
||||
if (!m_Crouching) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Run";
|
||||
aeb.RootNode = firstPersonModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
} else if (val < 0) { // Walk/run Backwards
|
||||
if (!m_Crouching) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Run";
|
||||
aeb.RootNode = firstPersonModel;
|
||||
aeb.Start = true;
|
||||
aeb.Reverse = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (e.Command == "Right") {
|
||||
float val = glm::clamp(e.Value, -1.f, 1.f);
|
||||
m_Movement.x = val;
|
||||
|
||||
|
||||
//Animation
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) { //Right Strafe
|
||||
if (val > 0) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Right";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.SingleLevelBlend = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else if (val < 0) { //LeftStrafe
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Left";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.SingleLevelBlend = true;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (glm::length2(m_Movement) > 0) {
|
||||
m_Movement = glm::normalize(m_Movement);
|
||||
}
|
||||
}
|
||||
|
||||
//Animation
|
||||
if (glm::length2(m_Movement) < 0.25f) {
|
||||
//Blend to Idle
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Idle";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
|
||||
if (firstPersonModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "Idle";
|
||||
aeb.RootNode = firstPersonModel;
|
||||
aeb.Start = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//Blend to movement
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.1;
|
||||
aeb.NodeName = "DirectionBlend";
|
||||
aeb.RootNode = playerModel;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (glm::length2(m_Movement) > 0) {
|
||||
m_Movement = glm::normalize(m_Movement);
|
||||
|
||||
//Animation
|
||||
// movement direction blend
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
|
||||
double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
|
||||
Events::SetBlendWeight sbw;
|
||||
sbw.NodeName = "DirectionBlend";
|
||||
sbw.Weight = weight;
|
||||
sbw.RootNode = playerModel;
|
||||
m_EventBroker->Publish(sbw);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (e.Command == "Forward" || e.Command == "Right") {
|
||||
if (e.Value != 0) {
|
||||
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
|
||||
@@ -301,34 +159,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
|
||||
|
||||
if (e.Command == "Crouch") {
|
||||
m_Crouching = e.Value > 0;
|
||||
|
||||
|
||||
//Animation
|
||||
if (m_PlayerEntity.Valid()) {
|
||||
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
if (e.Value == 0.f) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "StandMovement";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = true;
|
||||
aeb.SingleLevelBlend = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
} else if(e.Value == 1.0f) {
|
||||
Events::AutoAnimationBlend aeb;
|
||||
aeb.Duration = 0.3;
|
||||
aeb.NodeName = "CrouchMovement";
|
||||
aeb.RootNode = playerModel;
|
||||
aeb.Start = true;
|
||||
aeb.Restart = true;
|
||||
aeb.SingleLevelBlend = true;
|
||||
m_EventBroker->Publish(aeb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (e.Command == "SpecialAbility") {
|
||||
@@ -357,10 +187,17 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
|
||||
template <typename EventContext>
|
||||
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
|
||||
m_AssaultDashDoubleTapDeltaTime += dt;
|
||||
m_DashEffectResetTimer += dt;
|
||||
assaultDashCoolDownTimer -= dt;
|
||||
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
|
||||
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
|
||||
m_PlayerIsDashing = true;
|
||||
if (m_DashEffectResetTimer > 0.05) {
|
||||
Events::DashAbility e;
|
||||
e.Player = playerID;
|
||||
m_EventBroker->Publish(e);
|
||||
m_DashEffectResetTimer = 0.0;
|
||||
}
|
||||
} else {
|
||||
m_PlayerIsDashing = false;
|
||||
}
|
||||
@@ -372,7 +209,6 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
|
||||
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
|
||||
m_AssaultDashDoubleTapped = true;
|
||||
m_AssaultDashDoubleTapDeltaTime = 0.f;
|
||||
|
||||
Events::DashAbility e;
|
||||
e.Player = playerID;
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
@@ -18,7 +18,7 @@ public:
|
||||
|
||||
void LoadBindings(std::string file);
|
||||
void Update(double dt);
|
||||
void Process(bool suppressNewEvents = false);
|
||||
void Process();
|
||||
template <typename T>
|
||||
void AddHandler();
|
||||
void Publish(const Events::InputCommand& e);
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
#include "Network/TCPClient.h"
|
||||
#include "Network/SnapshotDefinitions.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Core/EPlayerDeath.h"
|
||||
@@ -30,8 +29,19 @@
|
||||
#include "Core/EAmmoPickup.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
#include "Network/EDisplayServerlist.h"
|
||||
#include "Network/EConnectRequest.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string a, int b, std::string c, int d)
|
||||
{
|
||||
Address = a; Port = b; Name = c; PlayersConnected = d;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
class Client : public Network
|
||||
{
|
||||
public:
|
||||
@@ -42,7 +52,7 @@ public:
|
||||
void Connect(std::string address, int port);
|
||||
void Update() override;
|
||||
private:
|
||||
//UDPClient m_Unreliable;
|
||||
UDPClient m_Unreliable;
|
||||
TCPClient m_Reliable;
|
||||
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
|
||||
void parseSpawnEvents();
|
||||
@@ -109,8 +119,6 @@ private:
|
||||
void sendLocalPlayerTransform();
|
||||
void becomePlayer();
|
||||
void displayServerlist();
|
||||
void removeWorld();
|
||||
void createMainMenu();
|
||||
// Mapping Logic
|
||||
// Returns if local EntityID exist in map
|
||||
bool clientServerMapsHasEntity(EntityID clientEntityID);
|
||||
@@ -131,8 +139,6 @@ private:
|
||||
bool OnDoubleJump(Events::DoubleJump & e);
|
||||
EventRelay<Client, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility& e);
|
||||
EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
|
||||
bool OnConnectRequest(const Events::ConnectRequest& e);
|
||||
|
||||
bool OnSearchForServers(const Events::SearchForServers& e);
|
||||
UDPClient m_ServerlistRequest;
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
#ifndef Events_ConnectRequest_h__
|
||||
#define Events_ConnectRequest_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ConnectRequest : public Event
|
||||
{
|
||||
std::string IP = "";
|
||||
int Port = 0;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
#ifndef Events_DisplayServerlist_h__
|
||||
#define Events_DisplayServerlist_h__
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Core/Event.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string address, int port, std::string name, int players)
|
||||
{
|
||||
Address = address; Port = port; Name = name; PlayersConnected = players;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DisplayServerlist : public Event
|
||||
{
|
||||
std::vector<ServerInfo> Serverlist;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
@@ -1,19 +0,0 @@
|
||||
#ifndef Events_KillDeath_h__
|
||||
#define Events_KillDeath_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
typedef unsigned int PlayerID;
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct KillDeath : public Event
|
||||
{
|
||||
PlayerID Casualty = -1;
|
||||
PlayerID Killer = -1;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,17 +0,0 @@
|
||||
#ifndef Events_PlayerConnected
|
||||
#define Events_PlayerConnected
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlayerConnected : public Event
|
||||
{
|
||||
std::string PlayerName = "";
|
||||
int PlayerID = -1;
|
||||
};
|
||||
|
||||
}
|
||||
#endif // !Events_PlayerConnected
|
||||
|
||||
@@ -11,7 +11,7 @@ class NetworkClient
|
||||
public:
|
||||
NetworkClient();
|
||||
virtual ~NetworkClient();
|
||||
virtual bool Connect(std::string playerName, std::string address, int port) = 0;
|
||||
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;
|
||||
|
||||
@@ -21,9 +21,6 @@
|
||||
#include "Core/EEntityDeleted.h"
|
||||
#include "Core/EComponentDeleted.h"
|
||||
#include "Core/EAmmoPickup.h"
|
||||
#include "Core/EPlayerDeath.h"
|
||||
#include "Network/EPlayerConnected.h"
|
||||
#include "Network/EKillDeath.h"
|
||||
|
||||
class Server : public Network
|
||||
{
|
||||
@@ -36,7 +33,7 @@ public:
|
||||
private:
|
||||
// Network channels
|
||||
TCPServer m_Reliable;
|
||||
//UDPServer m_Unreliable;
|
||||
UDPServer m_Unreliable;
|
||||
UDPServer m_ServerlistRequest;
|
||||
// dont forget to set these in the childrens receive logic
|
||||
boost::asio::ip::address m_Address;
|
||||
@@ -60,7 +57,6 @@ private:
|
||||
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
|
||||
//Timers
|
||||
std::clock_t m_StartPingTime;
|
||||
std::string m_ServerName = "";
|
||||
|
||||
// Packet loss logic
|
||||
PacketID m_PacketID = 0;
|
||||
@@ -81,8 +77,7 @@ private:
|
||||
void parseOnPlayerDamage(Packet& packet);
|
||||
void identifyPacketLoss();
|
||||
void kick(PlayerID player);
|
||||
PlayerID getPlayerIDFromEndpoint();
|
||||
PlayerID getPlayerIDFromEntityID(EntityID entityID);
|
||||
PlayerID GetPlayerIDFromEndpoint();
|
||||
void parsePlayerTransform(Packet& packet);
|
||||
void parseOnInputCommand(Packet& packet);
|
||||
void parseClientPing();
|
||||
@@ -108,8 +103,6 @@ private:
|
||||
bool OnPlayerDamage(const Events::PlayerDamage& e);
|
||||
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
|
||||
bool OnAmmoPickup(const Events::AmmoPickup& e);
|
||||
EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
|
||||
bool OnPlayerDeath(const Events::PlayerDeath& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -10,7 +10,7 @@ public:
|
||||
TCPClient();
|
||||
~TCPClient();
|
||||
|
||||
bool Connect(std::string playerName, std::string address, int port);
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
|
||||
@@ -10,7 +10,7 @@ public:
|
||||
UDPClient();
|
||||
~UDPClient();
|
||||
|
||||
bool Connect(std::string playerName, std::string address, int port);
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
|
||||
@@ -3,41 +3,27 @@
|
||||
|
||||
#include "GLM.h"
|
||||
|
||||
#include "../Common.h"
|
||||
#include "../Core/System.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/EAnimationComplete.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
#include "Rendering/BlendTree.h"
|
||||
#include "Rendering/EAutoAnimationBlend.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
#include "Rendering/AutoBlendQueue.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
#include "../Core/EEntityDeleted.h"
|
||||
#include "Rendering/ESetBlendWeight.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
class AnimationSystem : public ImpureSystem
|
||||
class AnimationSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
AnimationSystem(SystemParams params);
|
||||
AnimationSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("Animation")
|
||||
{
|
||||
|
||||
}
|
||||
~AnimationSystem() { }
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
|
||||
private:
|
||||
void CreateBlendTrees();
|
||||
void UpdateAnimations(double dt);
|
||||
void UpdateWeights(double dt);
|
||||
|
||||
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
|
||||
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
|
||||
|
||||
EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(Events::EntityDeleted& e);
|
||||
|
||||
EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
|
||||
bool OnSetBlendWeight(Events::SetBlendWeight& e);
|
||||
|
||||
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,48 +0,0 @@
|
||||
#ifndef AutoBlendQueue_h__
|
||||
#define AutoBlendQueue_h__
|
||||
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Skeleton.h"
|
||||
#include "Model.h"
|
||||
#include "BlendTree.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
class AutoBlendQueue
|
||||
{
|
||||
public:
|
||||
struct AutoBlendJob
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
double Duration;
|
||||
double CurrentTime = 0.0;
|
||||
double Delay = 0.0;
|
||||
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
|
||||
BlendTree::AutoBlendInfo BlendInfo;
|
||||
};
|
||||
|
||||
struct AutoblendNode
|
||||
{
|
||||
AutoBlendJob BlendJob;
|
||||
double StartTime;
|
||||
double EndTime;
|
||||
};
|
||||
|
||||
AutoBlendQueue() { };
|
||||
|
||||
void Insert(AutoBlendJob autoBlendJob);
|
||||
void UpdateTime(double dt);
|
||||
|
||||
void PrintQueue();
|
||||
bool HasActiveBlendJob();
|
||||
std::shared_ptr<BlendTree> GetBlendTree();
|
||||
|
||||
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
|
||||
|
||||
bool Empty() { return m_BlendQueue.empty(); }
|
||||
private:
|
||||
std::list<AutoblendNode> m_BlendQueue;
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,104 +0,0 @@
|
||||
#ifndef BlendTree_h__
|
||||
#define BlendTree_h__
|
||||
|
||||
#include "Common.h"
|
||||
#include "../GLM.h"
|
||||
#include "Skeleton.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
#include "../Core/World.h"
|
||||
#include <stack>
|
||||
|
||||
class BlendTree
|
||||
{
|
||||
public:
|
||||
enum class NodeType
|
||||
{
|
||||
Additive,
|
||||
Blend,
|
||||
Override,
|
||||
Animation,
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct Node
|
||||
{
|
||||
std::string Name;
|
||||
EntityWrapper Entity;
|
||||
Node* Parent = nullptr;
|
||||
Node* Child[2] = { nullptr, nullptr };
|
||||
NodeType Type;
|
||||
std::map<int, Skeleton::PoseData> Pose;
|
||||
bool SubTreeRoot = false;
|
||||
double Weight = 0.0;
|
||||
|
||||
Node* Next() {
|
||||
Node* next = this;
|
||||
|
||||
if (next->Child[1] == nullptr) {
|
||||
// Node has no right child
|
||||
next = this;
|
||||
while (next->Parent != nullptr && next == next->Parent->Child[1]) {
|
||||
next = next->Parent;
|
||||
}
|
||||
next = next->Parent;
|
||||
} else {
|
||||
// Find the leftmost node in the right subtree
|
||||
next = next->Child[1];
|
||||
while (next->Child[0] != nullptr) {
|
||||
next = next->Child[0];
|
||||
}
|
||||
}
|
||||
|
||||
return next;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct AutoBlendInfo
|
||||
{
|
||||
std::string NodeName;
|
||||
double progress;
|
||||
bool Start;
|
||||
bool SingleBlend;
|
||||
double Weight;
|
||||
std::unordered_map<EntityWrapper, double> StartWeights;
|
||||
};
|
||||
|
||||
|
||||
|
||||
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
|
||||
~BlendTree();
|
||||
|
||||
|
||||
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
|
||||
glm::mat4 GetBoneTransform(int boneID);
|
||||
bool IsValid() { return (m_Root == nullptr ? false : true); }
|
||||
void PrintTree();
|
||||
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
|
||||
|
||||
BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
|
||||
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
|
||||
|
||||
EntityWrapper GetSubTreeRoot(std::string nodeName);
|
||||
|
||||
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
|
||||
std::vector<EntityWrapper> GetEntitesByName(std::string name);
|
||||
|
||||
void SetWeightByName(std::string name, double weight);
|
||||
|
||||
private:
|
||||
Skeleton* m_Skeleton = nullptr;
|
||||
Node* m_Root = nullptr;
|
||||
|
||||
std::vector<glm::mat4> m_FinalPose;
|
||||
std::map<int, glm::mat4> m_FinalBoneTransforms;
|
||||
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
|
||||
std::vector<glm::mat4> AccumulateFinalPose();
|
||||
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
|
||||
|
||||
void Blend(std::map<int, Skeleton::PoseData>& pose);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,70 +0,0 @@
|
||||
#ifndef BlurHUD_h__
|
||||
#define BlurHUD_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "DrawBloomPassState.h"
|
||||
//#include "LightCullingPass.h" Finalpass om den skall skickas in
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
//#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class BlurHUD
|
||||
{
|
||||
public:
|
||||
BlurHUD(IRenderer* renderer);
|
||||
~BlurHUD() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void InitializeBuffers();
|
||||
void ClearBuffer();
|
||||
|
||||
void FillGaussianBuffer(FrameBuffer* fb);
|
||||
|
||||
GLuint Draw(GLuint texture, RenderScene& scene);
|
||||
|
||||
void OnWindowResize();
|
||||
void FillStencil(RenderScene& scene);
|
||||
GLuint CombineTextures(GLuint texture1, GLuint texture2);
|
||||
|
||||
//Getters
|
||||
//Return the blurred result of the texture that was sent into draw
|
||||
GLuint GaussianTexture() const {
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
|
||||
} else {
|
||||
return m_GaussianTexture_vert;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
Texture* m_BlackTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
ConfigFile* m_Config;
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
int m_Iterations = 3;
|
||||
int m_Quality = 0;
|
||||
float m_BlurQuality = 4.f;
|
||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
|
||||
GLuint m_GaussianTexture_vert = 0;
|
||||
GLuint m_DepthStencil_horiz = 0;
|
||||
GLuint m_DepthStencil_vert = 0;
|
||||
GLuint m_CombinedTexture = 0;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
FrameBuffer m_CombinedTextureBuffer;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_FillDepthStencilProgram;
|
||||
ShaderProgram* m_CombineTexturesProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,7 +8,6 @@
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
#include "Rendering/BlendTree.h"
|
||||
|
||||
//Needs to be a higher orderlevel than AnimationSystem
|
||||
class BoneAttachmentSystem : public PureSystem
|
||||
|
||||
@@ -15,7 +15,7 @@ public:
|
||||
void GenerateCubeMapTexture();
|
||||
|
||||
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
|
||||
GLuint m_CubeMapTexture = 0;
|
||||
GLuint m_CubeMapTexture = -1;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
@@ -13,7 +13,7 @@ class DrawBloomPass
|
||||
{
|
||||
public:
|
||||
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
|
||||
~DrawBloomPass();
|
||||
~DrawBloomPass() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
@@ -33,14 +33,12 @@ public:
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
|
||||
} else {
|
||||
return m_FinalGaussianTexture;
|
||||
return m_GaussianTexture_vert;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
void GaussianLodPass(GLuint mipMap, GLuint texture);
|
||||
void CombineGaussianBlur();
|
||||
Texture* m_BlackTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
@@ -49,19 +47,15 @@ private:
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
int m_Iterations;
|
||||
int m_Quality = 0;
|
||||
int m_BloomLod = 5;
|
||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
|
||||
GLuint m_GaussianTexture_vert = 0;
|
||||
GLuint m_FinalGaussianTexture = 0;
|
||||
|
||||
FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
|
||||
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
|
||||
FrameBuffer m_GaussianCombineBuffer;
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_GaussianCombineProgram;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -11,18 +11,16 @@
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Texture.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "BlurHUD.h"
|
||||
|
||||
class DrawFinalPass
|
||||
{
|
||||
public:
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
|
||||
~DrawFinalPass();
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
|
||||
~DrawFinalPass() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
|
||||
void Draw(RenderScene& scene);
|
||||
void ClearBuffer();
|
||||
void OnWindowResize();
|
||||
|
||||
@@ -30,10 +28,6 @@ public:
|
||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||
//Return the texture with diffuse and lighting of the scene.
|
||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||
//Return the SceneTexture with the blurred HUD bits.
|
||||
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
|
||||
//Return the blurred scene texture.
|
||||
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
|
||||
//Return the framebuffer used in the scene rendering stage.
|
||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||
|
||||
@@ -58,13 +52,11 @@ private:
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_ShieldDepthFrameBuffer;
|
||||
GLuint m_BloomTexture = 0;
|
||||
GLuint m_SceneTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
GLuint m_ShieldBuffer = 0;
|
||||
GLuint m_CubeMapTexture = 0;
|
||||
GLuint m_FullBlurredTexture;
|
||||
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_ShieldBuffer;
|
||||
GLuint m_CubeMapTexture;
|
||||
|
||||
//maqke this component based i guess?
|
||||
GLuint m_ShieldPixelRate = 16;
|
||||
@@ -73,7 +65,6 @@ private:
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
const CubeMapPass* m_CubeMapPass;
|
||||
const SSAOPass* m_SSAOPass;
|
||||
const ShadowPass* m_ShadowPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
#ifndef Events_AutoAnimationBlend_h__
|
||||
#define Events_AutoAnimationBlend_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct AutoAnimationBlend : Event
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
std::string NodeName;
|
||||
double Duration = 0.0;
|
||||
double Delay = 0.0;
|
||||
|
||||
bool Start = false;
|
||||
bool Reverse = false;
|
||||
bool Restart = false;
|
||||
bool SingleLevelBlend = false;
|
||||
double Weight = -1.0;
|
||||
|
||||
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,19 +0,0 @@
|
||||
#ifndef EResolutionChanged_h__
|
||||
#define EResolutionChanged_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Fired when the framebuffer size changes
|
||||
struct ResolutionChanged : Event
|
||||
{
|
||||
Rectangle OldResolution;
|
||||
Rectangle NewResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,20 +0,0 @@
|
||||
#ifndef Events_SetBlendWeight_h__
|
||||
#define Events_SetBlendWeight_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
//Sets the blend weight for all nodes with "NodeName"
|
||||
struct SetBlendWeight : Event
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
std::string NodeName;
|
||||
double Weight;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -15,8 +15,8 @@
|
||||
|
||||
struct ExplosionEffectJob : ModelJob
|
||||
{
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
|
||||
{
|
||||
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
|
||||
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
|
||||
|
||||
@@ -7,12 +7,11 @@
|
||||
class BufferResource
|
||||
{
|
||||
public:
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
|
||||
|
||||
GLuint* m_ResourceHandle;
|
||||
GLenum m_ResourceType;
|
||||
GLenum m_Attachment;
|
||||
GLuint m_MipMapLod = 0;
|
||||
private:
|
||||
|
||||
};
|
||||
@@ -21,15 +20,15 @@ template <GLenum RESOURCETYPE>
|
||||
class ResourceType : public BufferResource
|
||||
{
|
||||
public:
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
|
||||
};
|
||||
|
||||
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
||||
{
|
||||
public:
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||
: ResourceType(resourceHandle, attachment, mipMapLod) { };
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment) { };
|
||||
|
||||
~Texture2D();
|
||||
};
|
||||
@@ -38,22 +37,12 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
||||
{
|
||||
public:
|
||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
: ResourceType(resourceHandle, attachment)
|
||||
{ };
|
||||
|
||||
~RenderBuffer();
|
||||
};
|
||||
|
||||
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
||||
{
|
||||
public:
|
||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
{ };
|
||||
|
||||
~Texture2DArray();
|
||||
};
|
||||
|
||||
class FrameBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums = nullptr;
|
||||
Frustum* m_Frustums;
|
||||
|
||||
//This should be a component
|
||||
struct LightSource {
|
||||
@@ -74,11 +74,11 @@ private:
|
||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid = nullptr;
|
||||
LightGrid* m_LightGrid;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex = nullptr;
|
||||
float* m_LightIndex;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -15,24 +15,34 @@
|
||||
#include "../Core/Transform.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "BlendTree.h"
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
ModelID = model->ResourceID;
|
||||
Type = matProp.type;
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
ShaderID = matProp.ShaderID;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
TextureID = 0;
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
@@ -54,6 +64,12 @@ struct ModelJob : RenderJob
|
||||
break;
|
||||
case ::RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||
|
||||
SplatMap = &SplatTextures->SplatMap;
|
||||
@@ -94,11 +110,10 @@ struct ModelJob : RenderJob
|
||||
Color = modelComponent["Color"];
|
||||
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
|
||||
Entity = modelComponent.EntityID;
|
||||
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
|
||||
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
Depth = worldpos.z;
|
||||
World = world;
|
||||
Shadow = shadow;
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
@@ -108,14 +123,32 @@ struct ModelJob : RenderJob
|
||||
Skeleton = Model->m_RawModel->m_Skeleton;
|
||||
|
||||
if (Skeleton != nullptr) {
|
||||
|
||||
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
|
||||
if (world->HasComponent(Entity, "Animation")) {
|
||||
auto animationComponent = world->GetComponent(Entity, "Animation");
|
||||
|
||||
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
|
||||
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -134,7 +167,10 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 Color;
|
||||
const ::Model* Model = nullptr;
|
||||
::Skeleton* Skeleton = nullptr;
|
||||
std::shared_ptr<::BlendTree> BlendTree = nullptr;
|
||||
std::vector<::Skeleton::AnimationData> Animations;
|
||||
::Skeleton::AnimationOffset AnimationOffset;
|
||||
|
||||
|
||||
float GlowIntensity = 8.0;
|
||||
glm::vec4 DiffuseColor;
|
||||
glm::vec4 SpecularColor;
|
||||
@@ -146,13 +182,9 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
bool IsShielded;
|
||||
bool Shadow;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = TextureID;
|
||||
Hash += ModelID << 10;
|
||||
Hash += ShaderID << 20;
|
||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -52,8 +52,8 @@ private:
|
||||
|
||||
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
|
||||
@@ -18,7 +18,6 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
#include "boost\endian\buffers.hpp"
|
||||
|
||||
@@ -88,7 +87,6 @@ public:
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
unsigned int ShaderID = 0;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
|
||||
@@ -16,15 +16,16 @@ struct RenderJob
|
||||
public:
|
||||
float Depth;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -33,7 +33,6 @@ struct RenderScene
|
||||
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
bool ShouldBlur = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
@@ -37,8 +36,6 @@ private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
|
||||
bool OnResolutionChanged(Events::ResolutionChanged &event);
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
|
||||
@@ -18,7 +18,6 @@
|
||||
#include "DrawColorCorrectionPass.h"
|
||||
#include "SSAOPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "BlurHUD.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
@@ -27,22 +26,16 @@
|
||||
#include "TextPass.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
|
||||
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_Config(config)
|
||||
{ }
|
||||
~Renderer();
|
||||
|
||||
virtual void SetResolution(const Rectangle& resolution) override;
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
@@ -50,6 +43,7 @@ public:
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
@@ -81,8 +75,6 @@ private:
|
||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||
SSAOPass* m_SSAOPass;
|
||||
CubeMapPass* m_CubeMapPass;
|
||||
ShadowPass* m_ShadowPass;
|
||||
BlurHUD* m_BlurHUDPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
@@ -93,14 +85,11 @@ private:
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
//void DrawScreenQuad(GLuint textureToDraw);
|
||||
void setWindowSize(Rectangle size);
|
||||
void updateFramebufferSize();
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void SortRenderJobsByDepth(RenderScene &scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class SSAOPass
|
||||
{
|
||||
public:
|
||||
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||
~SSAOPass();
|
||||
~SSAOPass() { };
|
||||
|
||||
void ChangeQuality(int quality);
|
||||
|
||||
|
||||
@@ -21,8 +21,6 @@ public:
|
||||
std::string GetFileName() const;
|
||||
GLuint GetHandle() const;
|
||||
bool IsCompiled() const;
|
||||
static std::string ReadFile(std::string fileName);
|
||||
private:
|
||||
protected:
|
||||
GLenum m_ShaderType;
|
||||
std::string m_FileName;
|
||||
|
||||
@@ -1,88 +0,0 @@
|
||||
#ifndef ShadowPass_h__
|
||||
#define ShadowPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
#include "ShadowPassState.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
enum NearFar { NEAR = 0, FAR = 1 };
|
||||
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
|
||||
|
||||
struct ShadowFrustum
|
||||
{
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
float FOV;
|
||||
float AspectRatio;
|
||||
glm::vec3 MiddlePoint;
|
||||
float Radius;
|
||||
std::array<float, 4> LRBT;
|
||||
std::array<glm::vec3, 8> CornerPoint;
|
||||
};
|
||||
|
||||
class ShadowPass
|
||||
{
|
||||
public:
|
||||
ShadowPass(IRenderer* renderer);
|
||||
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
|
||||
~ShadowPass();
|
||||
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void ClearBuffer();
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
void DebugGUI();
|
||||
|
||||
GLuint DepthMap() const { return m_DepthMap; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
|
||||
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
|
||||
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
|
||||
|
||||
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
|
||||
private:
|
||||
void InitializeCameras(RenderScene & scene);
|
||||
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
|
||||
|
||||
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
|
||||
|
||||
float FindRadius(ShadowFrustum& frustum);
|
||||
void RadiusToLightspace(ShadowFrustum& frustum);
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_DepthMap;
|
||||
FrameBuffer m_DepthBuffer;
|
||||
ShaderProgram* m_ShadowProgram;
|
||||
ShaderProgram* m_ShadowProgramSkinned;
|
||||
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||
|
||||
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
|
||||
GLuint m_ResolutionSizeWidth = 1024 * 2;
|
||||
GLuint m_ResolutionSizeHeight = 1024 * 2;
|
||||
|
||||
bool m_TransparentObjects = false;
|
||||
bool m_TexturedShadows = false;
|
||||
bool m_EnableShadows = true;
|
||||
|
||||
int m_CurrentNrOfSplits = 4;
|
||||
float m_SplitWeight = 0.962f;
|
||||
|
||||
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
|
||||
|
||||
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef ShadowPassState_h_
|
||||
#define ShadowPassState_h_
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class ShadowPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
ShadowPassState(GLuint frameBuffer);
|
||||
~ShadowPassState();
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -6,9 +6,27 @@
|
||||
#include "../GLM.h"
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <imgui/imgui.h>
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
class BlendTree;
|
||||
//struct Bone
|
||||
//{
|
||||
// Bone(std::string name, glm::mat4 offsetMatrix)
|
||||
// : Name(name)
|
||||
// , OffsetMatrix(offsetMatrix)
|
||||
// { }
|
||||
//
|
||||
// ~Bone()
|
||||
// {
|
||||
// for (auto kv : Children) {
|
||||
// delete kv.second;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// std::string Name;
|
||||
// glm::mat4 OffsetMatrix;
|
||||
// glm::mat4 LocalMatrix;
|
||||
//
|
||||
// std::map<std::string, Bone*> Children;
|
||||
//};
|
||||
|
||||
class Skeleton
|
||||
{
|
||||
@@ -50,43 +68,58 @@ public:
|
||||
std::map<int, std::vector<Keyframe>> JointAnimations;
|
||||
};
|
||||
|
||||
struct PoseData {
|
||||
glm::vec3 Translation;
|
||||
glm::quat Orientation;
|
||||
glm::vec3 Scale;
|
||||
struct AnimationData
|
||||
{
|
||||
const Animation* animation;
|
||||
float time;
|
||||
float weight;
|
||||
};
|
||||
|
||||
struct JointFrameTransform {
|
||||
glm::vec3 PositionInterp = glm::vec3(0);
|
||||
glm::quat RotationInterp = glm::quat();
|
||||
glm::vec3 ScaleInterp = glm::vec3(0);
|
||||
float Weight;
|
||||
};
|
||||
|
||||
struct AnimationOffset {
|
||||
const Animation* animation;
|
||||
float time;
|
||||
};
|
||||
|
||||
Skeleton() { }
|
||||
~Skeleton();
|
||||
|
||||
Bone* RootBone;
|
||||
std::map<int, Bone*> Bones;
|
||||
|
||||
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
|
||||
std::map<int, Bone*> Bones;
|
||||
|
||||
// Attach a new bone to the skeleton
|
||||
// Returns: New bone index
|
||||
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
|
||||
|
||||
int GetBoneID(std::string name);
|
||||
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
|
||||
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
|
||||
|
||||
const Animation* GetAnimation(std::string name);
|
||||
|
||||
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
|
||||
|
||||
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
|
||||
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
|
||||
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
|
||||
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
|
||||
|
||||
std::vector<glm::mat4> GetTPose();
|
||||
void 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::map<std::string, Animation> Animations;
|
||||
private:
|
||||
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
|
||||
|
||||
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
|
||||
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
|
||||
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
|
||||
|
||||
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
||||
|
||||
std::map<std::string, Bone*> m_BonesByName;
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "TextureSprite.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
@@ -21,21 +20,18 @@ struct SpriteJob : RenderJob
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = cSprite["Color"];
|
||||
BlurBackground = (bool)cSprite["BlurBackground"];
|
||||
|
||||
Entity = cSprite.EntityID;
|
||||
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||
Depth = 0;
|
||||
@@ -49,26 +45,6 @@ struct SpriteJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
ScaleY = (scale.x)/(scale.y);
|
||||
ScaleX = 1.f;
|
||||
} else {
|
||||
ScaleY = 1.f;
|
||||
ScaleX = (scale.x)/(scale.y);
|
||||
}
|
||||
} else {
|
||||
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||
ScaleX = scale.x;
|
||||
}
|
||||
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||
ScaleY = scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -89,10 +65,6 @@ struct SpriteJob : RenderJob
|
||||
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
bool BlurBackground = false;
|
||||
float ScaleX = 1;
|
||||
float ScaleY = 1;
|
||||
bool Linear = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
protected:
|
||||
private:
|
||||
Texture(std::string path);
|
||||
|
||||
public:
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
#ifndef TextureSprite_h__
|
||||
#define TextureSprite_h__
|
||||
|
||||
#include "../OpenGL.h"
|
||||
#include "BaseTexture.h"
|
||||
#include "Texture.h"
|
||||
#include "PNG.h"
|
||||
|
||||
class TextureSprite : public Texture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
protected:
|
||||
TextureSprite(std::string path);
|
||||
|
||||
public:
|
||||
~TextureSprite();
|
||||
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
unsigned char* Data = nullptr;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,23 +8,7 @@
|
||||
|
||||
namespace CommonFunctions
|
||||
{
|
||||
|
||||
//Loads Texture/SpriteTexture and return null if it fails
|
||||
template <typename T, bool threaded>
|
||||
Texture* TryLoadResource(std::string path)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
img = ResourceManager::Load<T, threaded>(path);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||
|
||||
@@ -16,11 +16,7 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define GLERROR(function) \
|
||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||
#else
|
||||
#define GLERROR(function) false
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -12,7 +12,6 @@ public:
|
||||
{ }
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -40,17 +40,5 @@ private:
|
||||
};
|
||||
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
|
||||
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
|
||||
//class
|
||||
enum class PlayerClass {
|
||||
Assault,
|
||||
Defender,
|
||||
Sniper,
|
||||
None
|
||||
};
|
||||
//helper methods
|
||||
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
|
||||
PlayerClass DetermineClass(EntityWrapper &player);
|
||||
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
|
||||
int GetPlayerMaxAmmo(EntityWrapper &player);
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -30,7 +30,6 @@ private:
|
||||
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
|
||||
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
|
||||
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
|
||||
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
|
||||
|
||||
bool m_WinnerWasFound = false;
|
||||
//need to track these variables for the captureSystem to work as per design!
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
//#define INDICATOR_TEST
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
class DamageIndicatorSystem : public ImpureSystem
|
||||
{
|
||||
@@ -41,8 +40,6 @@ private:
|
||||
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
|
||||
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
|
||||
|
||||
bool m_NetworkEnabled;
|
||||
|
||||
//for tests
|
||||
#ifdef INDICATOR_TEST
|
||||
glm::vec3 DamageIndicatorTest(EntityWrapper player);
|
||||
|
||||
@@ -10,7 +10,7 @@ public:
|
||||
: System(params)
|
||||
, PureSystem("Lifetime")
|
||||
{
|
||||
|
||||
LOG_INFO("ASDASDASSA");
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
@@ -24,10 +24,7 @@ private:
|
||||
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(Events::EntityDeleted& e);
|
||||
EventRelay<PlayerDeathSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(Events::InputCommand& e);
|
||||
|
||||
void setSpectatorCamera();
|
||||
void createDeathEffect(EntityWrapper player);
|
||||
|
||||
};
|
||||
|
||||
@@ -30,8 +30,6 @@ private:
|
||||
bool m_LeftFoot = false;
|
||||
// To get a difference when calculating the walking state.
|
||||
glm::vec3 m_LastPosition = glm::vec3();
|
||||
// Used to track afterimages for sprint effect.
|
||||
float m_SprintEffectTimer;
|
||||
// The logic for making the sound play when player is moving
|
||||
void playerStep(double dt);
|
||||
// Spawn a hexagon at origin of an Entity
|
||||
|
||||
@@ -15,19 +15,10 @@ public:
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
// This enum must correspond to the command values for PickTeam buttons.
|
||||
enum class PlayerClass
|
||||
{
|
||||
None = 0,
|
||||
Assault,
|
||||
Defender,
|
||||
Sniper
|
||||
};
|
||||
struct SpawnRequest
|
||||
{
|
||||
int PlayerID;
|
||||
ComponentInfo::EnumType Team;
|
||||
PlayerClass Class;
|
||||
};
|
||||
|
||||
bool m_NetworkEnabled = false;
|
||||
|
||||
@@ -1,44 +0,0 @@
|
||||
#ifndef ScoreScreenSystem_h__
|
||||
#define ScoreScreenSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Network/EKillDeath.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Network/EPlayerConnected.h"
|
||||
#include "Network/EPlayerDisconnected.h"
|
||||
#include "GLM.h"
|
||||
|
||||
class ScoreScreenSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
ScoreScreenSystem(SystemParams params);
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) override;
|
||||
|
||||
EventRelay<ScoreScreenSystem, Events::KillDeath> m_EPlayerDeath;
|
||||
bool OnPlayerDeath(const Events::KillDeath& e);
|
||||
EventRelay<ScoreScreenSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawn(const Events::PlayerSpawned& e);
|
||||
EventRelay<ScoreScreenSystem, Events::PlayerConnected> m_EPlayerConnected;
|
||||
bool OnPlayerConnected(const Events::PlayerConnected& e);
|
||||
EventRelay<ScoreScreenSystem, Events::PlayerDisconnected> m_EPlayerDisconnected;
|
||||
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
|
||||
|
||||
private:
|
||||
struct PlayerData {
|
||||
int ID = -1;
|
||||
std::string Name = "";
|
||||
int Team = 1;
|
||||
int Kills = 0;
|
||||
int Deaths = 0;
|
||||
EntityWrapper Player = EntityWrapper::Invalid;
|
||||
};
|
||||
|
||||
std::vector<int> m_DisconnectedIdentities;
|
||||
int m_PlayerCounter = 0;
|
||||
std::unordered_map<int, PlayerData> m_PlayerIdentities;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,29 +0,0 @@
|
||||
#ifndef ServerListSystem_h__
|
||||
#define ServerListSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EDisplayServerlist.h"
|
||||
|
||||
class ServerListSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
ServerListSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override;
|
||||
|
||||
void RefreshList();
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
EventRelay<ServerListSystem, Events::DisplayServerlist> m_EServerListRecieved;
|
||||
bool OnServerListRecieved(const Events::DisplayServerlist& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,22 +0,0 @@
|
||||
#ifndef SpectatorCameraSystem_h__
|
||||
#define SpectatorCameraSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
|
||||
class SpectatorCameraSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
SpectatorCameraSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
int m_PickedTeam;
|
||||
bool m_CamSetToTeamPick;
|
||||
|
||||
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,23 +0,0 @@
|
||||
#ifndef StartSystem_h__
|
||||
#define StartSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
|
||||
class StartSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
StartSystem(SystemParams params);
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EntityWrapper m_ActiveCamera = EntityWrapper::Invalid;
|
||||
|
||||
EventRelay<StartSystem, Events::SetCamera> m_ECameraActivated;
|
||||
bool OnCameraActivated(const Events::SetCamera& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -2,8 +2,6 @@
|
||||
#define AmmunitionHUDSystem_h__
|
||||
|
||||
#include <boost/lexical_cast.hpp>
|
||||
#include <sstream>
|
||||
#include <iomanip>
|
||||
#include "../../Engine/Core/System.h"
|
||||
#include "../../Engine/GLM.h"
|
||||
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Rendering/EAutoAnimationBlend.h"
|
||||
|
||||
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
|
||||
{
|
||||
@@ -21,7 +20,6 @@ public:
|
||||
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Rendering/EAutoAnimationBlend.h"
|
||||
|
||||
template <typename ETYPE>
|
||||
class WeaponBehaviour : public PureSystem
|
||||
@@ -32,20 +31,6 @@ public:
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
|
||||
{
|
||||
/* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
|
||||
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
|
||||
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
|
||||
if (m_ActiveWeapons.count(entity) == 0) {
|
||||
WeaponInfo& wi = m_ActiveWeapons[entity];
|
||||
wi.Player = entity;
|
||||
wi.WeaponEntity = entity;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
}*/
|
||||
|
||||
auto weapon = getActiveWeapon(entity);
|
||||
if (!weapon) {
|
||||
return;
|
||||
@@ -60,9 +45,7 @@ protected:
|
||||
EntityWrapper Player;
|
||||
EntityWrapper WeaponEntity;
|
||||
EntityWrapper FirstPersonEntity;
|
||||
EntityWrapper FirstPersonPlayerModel;
|
||||
EntityWrapper ThirdPersonEntity;
|
||||
EntityWrapper ThirdPersonPlayerModel;
|
||||
};
|
||||
|
||||
IRenderer* m_Renderer;
|
||||
@@ -90,7 +73,7 @@ protected:
|
||||
|
||||
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
|
||||
// if the player is in first person mode or not.
|
||||
EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
|
||||
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
|
||||
{
|
||||
if (isPlayerInFirstPerson(wi.Player)) {
|
||||
return wi.FirstPersonEntity;
|
||||
@@ -111,64 +94,6 @@ protected:
|
||||
}
|
||||
}
|
||||
|
||||
void playAnimation(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
|
||||
{
|
||||
EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model");
|
||||
if (!root.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper subTree = root.FirstChildByName(subTreeName);
|
||||
if (!subTree.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper animationNode = subTree.FirstChildByName(animationNodeName);
|
||||
if (!animationNode.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = animationNodeName;
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
}
|
||||
|
||||
void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
|
||||
{
|
||||
EntityWrapper root = weaponModelEntity;
|
||||
if (!root.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper subTree = root.FirstChildByName(subTreeName);
|
||||
if (!subTree.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper animationNode = subTree.FirstChildByName(animationNodeName);
|
||||
if (!animationNode.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = animationNodeName;
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
|
||||
Events::AutoAnimationBlend eIdleBlend;
|
||||
eIdleBlend.RootNode = root;
|
||||
eIdleBlend.NodeName = "Idle";
|
||||
eIdleBlend.AnimationEntity = animationNode;
|
||||
eIdleBlend.Delay = -0.2;
|
||||
eIdleBlend.Duration = 0.2;
|
||||
m_EventBroker->Publish(eIdleBlend);
|
||||
}
|
||||
|
||||
private:
|
||||
EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
|
||||
bool _OnSetCamera(const Events::SetCamera& e)
|
||||
@@ -255,10 +180,6 @@ private:
|
||||
|
||||
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
//if (!IsServer) {
|
||||
// return;
|
||||
//}
|
||||
|
||||
// Don't reselect weapon if it's already active
|
||||
if (getActiveWeapon(player)) {
|
||||
return;
|
||||
@@ -288,10 +209,8 @@ private:
|
||||
// Spawn the weapon(s)
|
||||
EntityWrapper firstPersonWeapon;
|
||||
EntityWrapper thirdPersonWeapon;
|
||||
if (IsClient) {
|
||||
if (firstPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||
}
|
||||
if (firstPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||
}
|
||||
if (thirdPersonAttachment.Valid()) {
|
||||
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||
@@ -301,9 +220,7 @@ private:
|
||||
wi.Player = player;
|
||||
wi.WeaponEntity = player;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.FirstPersonPlayerModel = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model");
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
|
||||
@@ -28,5 +28,4 @@ P=SwitchToPlayer
|
||||
K=TakeDamage,1500
|
||||
F2=PerformanceTimingResetAllTimers
|
||||
F3=PerformanceTimingCreateExcelData
|
||||
Comma=SwapToClassPick
|
||||
Period=SwapToTeamPick
|
||||
F4=SwapToClassPick
|
||||
@@ -33,6 +33,7 @@
|
||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
|
||||
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/ShieldAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/SprintAbility.xsd"/>
|
||||
@@ -47,9 +48,6 @@
|
||||
<xs:include schemaLocation="Components/TextFieldReader.xsd"/>
|
||||
<xs:include schemaLocation="Components/Menu.xsd"/>
|
||||
<xs:include schemaLocation="Components/KillFeed.xsd"/>
|
||||
<xs:include schemaLocation="Components/BlendOverride.xsd"/>
|
||||
<xs:include schemaLocation="Components/Blend.xsd"/>
|
||||
<xs:include schemaLocation="Components/BlendAdditive.xsd"/>
|
||||
<xs:include schemaLocation="Components/Page.xsd"/>
|
||||
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
|
||||
<xs:include schemaLocation="Components/Button.xsd"/>
|
||||
@@ -63,9 +61,4 @@
|
||||
<xs:include schemaLocation="Components/FloatingEffect.xsd"/>
|
||||
<xs:include schemaLocation="Components/BoostIconsHUD.xsd"/>
|
||||
<xs:include schemaLocation="Components/InputCmdButton.xsd"/>
|
||||
<xs:include schemaLocation="Components/ScoreScreen.xsd"/>
|
||||
<xs:include schemaLocation="Components/ScoreIdentity.xsd"/>
|
||||
<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
|
||||
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
|
||||
<xs:include schemaLocation="Components/ServerList.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -1,10 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
|
||||
<AnimationName></AnimationName>
|
||||
<Time>0</Time>
|
||||
<Play>false</Play>
|
||||
<Reverse>false</Reverse>
|
||||
<Speed>1</Speed>
|
||||
<Loop>true</Loop>
|
||||
<Additive>false</Additive>
|
||||
<AnimationName1></AnimationName1>
|
||||
<Weight1>1.0</Weight1>
|
||||
<Time1>0</Time1>
|
||||
<Speed1>0</Speed1>
|
||||
<Loop1>true</Loop1>
|
||||
<AnimationName2></AnimationName2>
|
||||
<Weight2>1.0</Weight2>
|
||||
<Time2>0</Time2>
|
||||
<Speed2>0</Speed2>
|
||||
<Loop2>true</Loop2>
|
||||
<AnimationName3></AnimationName3>
|
||||
<Weight3>1.0</Weight3>
|
||||
<Time3>0</Time3>
|
||||
<Speed3>0</Speed3>
|
||||
<Loop3>true</Loop3>
|
||||
</Animation>
|
||||
@@ -2,17 +2,27 @@
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Animation">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Time" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Play" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="Reverse" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="Additive" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Time3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
|
||||
<AnimationName></AnimationName>
|
||||
<Time>0</Time>
|
||||
</AnimationOffset>
|
||||
@@ -0,0 +1,17 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="AnimationOffset">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Time" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -11,11 +11,10 @@
|
||||
<RPM>420</RPM>
|
||||
<ViewPunch>0.03</ViewPunch>
|
||||
<ViewReturnSpeed>0.18</ViewReturnSpeed>
|
||||
<ReloadTime>1.65</ReloadTime>
|
||||
<ReloadTime>2</ReloadTime>
|
||||
<EquipTime>0.5</EquipTime>
|
||||
<TriggerHeld>false</TriggerHeld>
|
||||
<FireCooldown>0</FireCooldown>
|
||||
<ReloadQueued>false</ReloadQueued>
|
||||
<IsReloading>false</IsReloading>
|
||||
<ReloadTimer>0</ReloadTimer>
|
||||
<CurrentTravel>0</CurrentTravel>
|
||||
|
||||
@@ -44,7 +44,6 @@
|
||||
</xs:element>
|
||||
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="ReloadQueued" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Blend xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Blend.xsd">
|
||||
<Pose1></Pose1>
|
||||
<Pose2></Pose2>
|
||||
<Weight>0.5</Weight>
|
||||
<SubTreeRoot>false</SubTreeRoot>
|
||||
</Blend>
|
||||
@@ -1,15 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="Blend">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Pose1" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Pose2" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Weight" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="SubTreeRoot" type="t:bool" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,5 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<BlendAdditive xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendAdditive.xsd">
|
||||
<Adder></Adder>
|
||||
<Receiver></Receiver>
|
||||
</BlendAdditive>
|
||||
@@ -1,13 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="BlendAdditive">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Adder" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Receiver" type="t:string" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,5 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<BlendOverride xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendOverride.xsd">
|
||||
<Master></Master>
|
||||
<Slave></Slave>
|
||||
</BlendOverride>
|
||||
@@ -1,13 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="BlendOverride">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Master" type="t:string" minOccurs="0"/>
|
||||
<xs:element name="Slave" type="t:string" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
|
||||
<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
|
||||
<FOV>45</FOV>
|
||||
<NearClip>0.01</NearClip>
|
||||
<FarClip>5000</FarClip>
|
||||
</Camera>
|
||||
@@ -3,8 +3,6 @@
|
||||
<ExplosionOrigin X="0" Y="0" Z="0"/>
|
||||
<TimeSinceDeath>0</TimeSinceDeath>
|
||||
<ExplosionDuration>2</ExplosionDuration>
|
||||
<Speed>1</Speed>
|
||||
<Delay>0</Delay>
|
||||
<!--<Gravity>1</Gravity>-->
|
||||
<!--<GravityForce>1</GravityForce>-->
|
||||
<!--<ObjectRadius>2</ObjectRadius>-->
|
||||
|
||||
@@ -18,8 +18,6 @@
|
||||
<xs:element name="ExplosionDuration" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How many seconds the death animation should be</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Speed" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="Delay" type="t:double" minOccurs="0"/>
|
||||
<!--<xs:element name="Gravity" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
|
||||
</xs:element>-->
|
||||
|
||||
@@ -8,6 +8,5 @@
|
||||
<NormalMap>true</NormalMap>
|
||||
<SpecularMap>true</SpecularMap>
|
||||
<GlowMap>true</GlowMap>
|
||||
<Shadow>true</Shadow>
|
||||
<GlowIntensity>1.0</GlowIntensity>
|
||||
<GlowIntensity>3.0</GlowIntensity>
|
||||
</Model>
|
||||
@@ -36,9 +36,6 @@
|
||||
<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Shadow" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Whether the object cast/recieve shadows or not</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<NetworkComponent xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="NetworkComponent.xsd">
|
||||
</NetworkComponent>
|
||||
@@ -1,10 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="NetworkComponent">
|
||||
<xs:annotation>
|
||||
<xs:documentation>If an entity has this component, it will be broadcasted to clients in a snapshot.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,10 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ScoreIdentity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ScoreIdentity.xsd">
|
||||
<Name></Name>
|
||||
<ID>-1</ID>
|
||||
<KD>0.0</KD>
|
||||
<Kills>0</Kills>
|
||||
<Deaths>0</Deaths>
|
||||
<Ping>0</Ping>
|
||||
<Connected>true</Connected>
|
||||
</ScoreIdentity>
|
||||
@@ -1,32 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="ScoreIdentity">
|
||||
<xs:annotation><xs:documentation>A component tracking data for the score of a player.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Name" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>A name for tracking score identities, this should be unique.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ID" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>An id for tracking identities</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KD" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The Kills per death score.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Kills" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The amount of kills.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Deaths" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The amount of deaths.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Ping" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Ping of a player.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Connected" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>If the player is currently connected or not</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ScoreScreen xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ScoreScreen.xsd">
|
||||
<TotalIdentities>0</TotalIdentities>
|
||||
<NextPosition>0</NextPosition>
|
||||
<Offset X="0.0" Y="0.0" Z="0.0"/>
|
||||
</ScoreScreen>
|
||||
@@ -1,20 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="ScoreScreen">
|
||||
<xs:annotation><xs:documentation>The screen where player scores will be shown.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="TotalIdentities" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The amount of score identities this scoreboard hold</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="NextPosition" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Where the next scoreIdentity should be placed.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Offset" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How much offset should be applied per position</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,7 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ServerIdentity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ServerIdentity.xsd">
|
||||
<IP>123.123.123.123</IP>
|
||||
<Port>65999</Port>
|
||||
<ServerName>UnkownServer</ServerName>
|
||||
<PlayersConnected>0</PlayersConnected>
|
||||
</ServerIdentity>
|
||||
@@ -1,23 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="ServerIdentity">
|
||||
<xs:annotation><xs:documentation>A component for tracking the data of servers in the serverlist.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="IP" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The IP adress of the server.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Port" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Port used to connect to the server.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ServerName" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Name of the server.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="PlayersConnected" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Amount of players connected to the server.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ServerList xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ServerList.xsd">
|
||||
<TotalIdentities>0</TotalIdentities>
|
||||
<NextPosition>0</NextPosition>
|
||||
<Offset X="0.0" Y="0.0" Z="0.0"/>
|
||||
</ServerList>
|
||||
@@ -1,20 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:element name="ServerList">
|
||||
<xs:annotation><xs:documentation>The menulist where servers will be listed.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="TotalIdentities" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The amount of server identities in this list.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="NextPosition" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Where the next serverIdentity should be placed.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Offset" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How much offset should be applied per position</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<ShieldAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ShieldAbility.xsd">
|
||||
<Active>false</Active>
|
||||
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
|
||||
</ShieldAbility>
|
||||
@@ -9,8 +9,8 @@
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Active" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>If the shield is active or not</xs:documentation></xs:annotation>
|
||||
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>This is the cooldown on shield</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
|
||||
<StrengthOfEffect>1.3</StrengthOfEffect>
|
||||
<Active>false</Active>
|
||||
<StrengthOfEffect>2.0</StrengthOfEffect>
|
||||
</SprintAbility>
|
||||
@@ -12,9 +12,6 @@
|
||||
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Active" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>True if currently sprinting.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -1,14 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<DiffuseTexture></DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color R="1" G="1" B="1" A="1"/>
|
||||
<Visible>true</Visible>
|
||||
<DepthSort>true</DepthSort>
|
||||
<KeepRatioX>false</KeepRatioX>
|
||||
<KeepRatioY>false</KeepRatioY>
|
||||
<KeepRatio>false</KeepRatio>
|
||||
<Linear>false</Linear>
|
||||
<BlurBackground>false</BlurBackground>
|
||||
</Sprite>
|
||||
|
||||
@@ -9,17 +9,14 @@
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="Model" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="GlowMap" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Color" type="t:Color" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Visible" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
|
||||
@@ -27,21 +24,6 @@
|
||||
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="AmmunitionHUD" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00200000009"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>0</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.00200000009" Y="0.00400000019" Z="-0.00100000005"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>0</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="0" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="0" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -2,7 +2,6 @@
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:NetworkComponent/>
|
||||
<c:AmmoPickup/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user