Gate working

This commit is contained in:
ViktorLjung
2014-05-29 21:25:30 +02:00
parent b8ec7e1dbd
commit a1149394bb
13 changed files with 289 additions and 21 deletions
+8
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@@ -8,6 +8,14 @@ namespace Components
struct Physics : Component
{
enum class CollisionLayer
{
STATIC = 1,
VEHICLE1_ = 2,
VEHICLE2 = 3,
EXPLOSION = 4,
};
Physics()
: Mass(1.f), Static(false), Phantom(false), CalculateCenterOfMass(true), CenterOfMass(glm::vec3(0)), InitialLinearVelocity(glm::vec3(0)), InitialAngularVelocity(glm::vec3(0)),
LinearDamping(0.f), AngularDamping(0.05f), GravityFactor(1.f), Friction(0.5f), Restitution(0.4f), MaxLinearVelocity(200.f), MaxAngularVelocity(200.f),
+19
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@@ -0,0 +1,19 @@
#ifndef TriggerMove_h__
#define TriggerMove_h__
#include "Component.h"
namespace Components
{
struct TriggerMove : Component
{
EntityID Entity;
float Time;
glm::vec3 GoalPosition;
virtual TriggerMove* Clone() const override { return new TriggerMove(*this); }
};
}
#endif // TriggerMove_h__
+17
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@@ -0,0 +1,17 @@
#ifndef Events_LeaveTrigger_h__
#define Events_LeaveTrigger_h__
#include "Entity.h"
#include "EventBroker.h"
namespace Events
{
struct LeaveTrigger : Event
{
EntityID Entity1;
EntityID Entity2;
};
}
#endif // Events_LeaveTrigger_h__
+19
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@@ -0,0 +1,19 @@
#ifndef Event_Move_h__
#define Event_Move_h__
#include "EventBroker.h"
namespace Events
{
struct Move : Event
{
EntityID Entity;
glm::vec3 GoalPosition;
double Time;
bool Queue;
};
}
#endif // Event_Move_h__
+60 -3
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@@ -110,7 +110,7 @@ void GameWorld::Initialize()
auto physics = AddComponent<Components::Physics>(ground);
physics->Mass = 10;
physics->Static = true;
physics->CollisionLayer = 1;
physics->CollisionLayer = (int)Components::Physics::CollisionLayer::STATIC;
auto groundshape = CreateEntity(ground);
auto transformshape = AddComponent<Components::Transform>(groundshape);
@@ -200,10 +200,10 @@ void GameWorld::Initialize()
transform->Position = glm::vec3(0, -50, 150);
auto model = AddComponent<Components::Model>(gateBase);
model->ModelFile = "Models/Gate/Lift/Lift.obj";
auto physics = AddComponent<Components::Physics>(gateBase);
physics->Static = true;
physics->CollisionLayer = 1; // Terrain-Layer
physics->CollisionLayer = (int)Components::Physics::CollisionLayer::STATIC;
{
auto leftBaseShape = CreateEntity(gateBase);
auto transform = AddComponent<Components::Transform>(leftBaseShape);
@@ -257,6 +257,63 @@ void GameWorld::Initialize()
CommitEntity(gateBase);
}
{
auto gate = CreateEntity();
auto transform = AddComponent<Components::Transform>(gate);
transform->Position = glm::vec3(0, -50, 150);
auto model = AddComponent<Components::Model>(gate);
model->ModelFile = "Models/Gate/Gate/Gate.obj";
auto physics = AddComponent<Components::Physics>(gate);
physics->Static = true;
physics->CollisionLayer = (int)Components::Physics::CollisionLayer::STATIC;
{
auto mainShape = CreateEntity(gate);
auto transform = AddComponent<Components::Transform>(mainShape);
transform->Position = glm::vec3(0.f, 3.09776f, 0.f);
auto box = AddComponent<Components::BoxShape>(mainShape);
box->Width = 6.963f;
box->Height = 2.478f;
box->Depth = 0.522f;
CommitEntity(mainShape);
}
{
auto lowerShape = CreateEntity(gate);
auto transform = AddComponent<Components::Transform>(lowerShape);
transform->Position = glm::vec3(0.f, 0.35f, 0.f);
auto box = AddComponent<Components::BoxShape>(lowerShape);
box->Width = 6.963f;
box->Height = 0.308f;
box->Depth = 0.222f;
CommitEntity(lowerShape);
}
CommitEntity(gate);
{
auto gateTrigger = CreateEntity();
auto transform = AddComponent<Components::Transform>(gateTrigger);
transform->Position = glm::vec3(0, -50 + 2.8241, 150);
auto trigger = AddComponent<Components::Trigger>(gateTrigger);
auto triggerMove = AddComponent<Components::TriggerMove>(gateTrigger);
triggerMove->Entity = gate;
triggerMove->Time = 3.f;
triggerMove->GoalPosition = glm::vec3(0, -50 + 9.02345f, 150);
{
auto shape = CreateEntity(gateTrigger);
auto transform = AddComponent<Components::Transform>(shape);
transform->Position = glm::vec3(0.f, 2.8241f, 0.f);
auto box = AddComponent<Components::BoxShape>(shape);
box->Width = 6.963f;
box->Height = 3.104f;
box->Depth = 10.356f;
CommitEntity(shape);
}
CommitEntity(gateTrigger);
}
}
}
void GameWorld::Update(double dt)
+3 -15
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@@ -112,20 +112,8 @@ void Systems::PhysicsSystem::Initialize()
m_collisionResolution = new MyCollisionResolution(this);
}
enum
{
GROUND_LAYER = 1,
VEHICLE1_LAYER = 2,
VEHICLE2_LAYER = 3,
EXPLOSION_LAYER = 4,
};
/*
{
Events::DisableCollisions e;
e.Layer1 = GROUND_LAYER;
e.Layer2 = EXPLOSION_LAYER;
EventBroker->Publish(e);
}*/
/*{
Events::DisableCollisions e;
e.Layer1 = VEHICLE1_LAYER;
@@ -170,7 +158,7 @@ void Systems::PhysicsSystem::Update(double dt)
if (!transformComponent)
continue;
if(m_RigidBodies[entity]->isActive())
if(/*m_RigidBodies[entity]->isActive()*/ true)
{
hkVector4 position;
hkQuaternion rotation;
+10 -1
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@@ -28,6 +28,7 @@
#include "Events/ApplyForce.h"
#include "Events/ApplyPointImpulse.h"
#include "Events/Collision.h"
#include "Events/LeaveTrigger.h"
#include "OBJ.h"
// Math and base include
@@ -139,7 +140,16 @@ public:
virtual void phantomLeaveEvent( const hkpCollidable* collidableA, const hkpCollidable* collidableB )
{
EntityID entity1 = m_PhysicsSystem->m_RigidBodyEntities[hkpGetRigidBody(collidableA)];
EntityID entity2 = m_PhysicsSystem->m_RigidBodyEntities[hkpGetRigidBody(collidableB)];
if(m_PhysicsSystem->m_World->ValidEntity(entity1) && m_PhysicsSystem->m_World->ValidEntity(entity2))
{
Events::LeaveTrigger e;
e.Entity1 = entity1;
e.Entity2 = entity2;
m_PhysicsSystem->EventBroker->Publish(e);
}
}
private:
@@ -180,7 +190,6 @@ private:
EventRelay<PhysicsSystem, Events::DisableCollisions> m_EDisableCollisions;
bool OnDisableCollisions(const Events::DisableCollisions &e);
void SetUpPhysicsState(EntityID entity, EntityID parent);
void TearDownPhysicsState(EntityID entity, EntityID parent);
+55
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@@ -13,6 +13,58 @@
// transform->Position = parentTransform->Position + transform->RelativePosition;
//}
void Systems::TransformSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EMove, &Systems::TransformSystem::OnMove);
}
void Systems::TransformSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
if(m_MoveItems.find(entity) != m_MoveItems.end())
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
glm::vec3 move = m_MoveItems[entity].GoalPosition - transform->Position;
move *= m_MoveItems[entity].Time;
m_MoveItems[entity].Time -= dt;
if(m_MoveItems[entity].Time <= 0)
{
float movetime = dt + m_MoveItems[entity].Time;
transform->Position += move * movetime;
m_MoveItems.erase(entity);
if(m_QueuedMoveItems.find(entity) != m_QueuedMoveItems.end())
{
auto it = m_QueuedMoveItems.find(entity);
m_MoveItems[entity] = it->second;
m_QueuedMoveItems.erase(it->first);
}
}
else
{
transform->Position += move * (float)dt;
}
}
}
bool Systems::TransformSystem::OnMove( const Events::Move &event )
{
MoveItems item;
item.Entity = event.Entity;
item.GoalPosition = event.GoalPosition;
item.Time = event.Time;
m_MoveItems[event.Entity] = item;
if(event.Queue)
{
m_QueuedMoveItems.insert(std::make_pair(event.Entity, item));
}
return true;
}
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
{
glm::vec3 absPosition;
@@ -91,3 +143,6 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit
return transform;
}
+20 -1
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@@ -3,6 +3,9 @@
#include "System.h"
#include "Components/Transform.h"
#include "Events/Move.h"
#include <unordered_map>
namespace Systems
{
@@ -14,12 +17,28 @@ public:
: System(world, eventBroker, resourceManager)
{ }
//void Update(double dt) override;
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void Initialize() override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
Components::Transform AbsoluteTransform(EntityID entity);
glm::vec3 AbsolutePosition(EntityID entity);
glm::quat AbsoluteOrientation(EntityID entity);
glm::vec3 AbsoluteScale(EntityID entity);
// Events
EventRelay<TransformSystem, Events::Move> m_EMove;
bool OnMove(const Events::Move &event);
private:
struct MoveItems
{
EntityID Entity;
glm::vec3 GoalPosition;
double Time;
};
std::unordered_map<EntityID, MoveItems> m_MoveItems;
std::multimap<EntityID, MoveItems> m_QueuedMoveItems;
};
}
+56
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@@ -6,11 +6,13 @@ void Systems::TriggerSystem::RegisterComponents( ComponentFactory* cf )
{
cf->Register<Components::Trigger>([]() { return new Components::Trigger(); });
cf->Register<Components::TriggerExplosion>([]() { return new Components::TriggerExplosion(); });
cf->Register<Components::TriggerMove>([]() { return new Components::TriggerMove(); });
}
void Systems::TriggerSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EEnterTrigger, &Systems::TriggerSystem::OnEnterTrigger);
EVENT_SUBSCRIBE_MEMBER(m_ELeaveTrigger, &Systems::TriggerSystem::OnLeaveTrigger);
}
void Systems::TriggerSystem::Update( double dt )
@@ -69,10 +71,64 @@ bool Systems::TriggerSystem::OnEnterTrigger( const Events::EnterTrigger &event )
Flag(event.Entity1, event.Entity2);
}
auto triggerComponent1 = m_World->GetComponent<Components::TriggerMove>(event.Entity1);
auto triggerComponent2 = m_World->GetComponent<Components::TriggerMove>(event.Entity2);
auto playerComponent1 = m_World->GetComponent<Components::Player>(event.Entity1);
auto playerComponent2 = m_World->GetComponent<Components::Player>(event.Entity2);
if(triggerComponent1 && playerComponent2)
{
Move(event.Entity1);
}
else if (triggerComponent2 && playerComponent1)
{
Move(event.Entity2);
}
return true;
}
bool Systems::TriggerSystem::OnLeaveTrigger( const Events::LeaveTrigger &event )
{
auto triggerComponent1 = m_World->GetComponent<Components::TriggerMove>(event.Entity1);
auto triggerComponent2 = m_World->GetComponent<Components::TriggerMove>(event.Entity2);
auto playerComponent1 = m_World->GetComponent<Components::Player>(event.Entity1);
auto playerComponent2 = m_World->GetComponent<Components::Player>(event.Entity2);
if(triggerComponent1 && playerComponent2)
{
Move(event.Entity1);
}
else if (triggerComponent2 && playerComponent1)
{
Move(event.Entity2);
}
return true;
}
void Systems::TriggerSystem::Move( EntityID entity )
{
auto trigger = m_World->GetComponent<Components::TriggerMove>(entity);
auto transform = m_World->GetComponent<Components::Transform>(trigger->Entity);
Events::Move e;
e.Entity = trigger->Entity;
e.GoalPosition = trigger->GoalPosition;
e.Time = trigger->Time;
e.Queue = false;
EventBroker->Publish(e);
trigger->GoalPosition = transform->Position;
}
void Systems::TriggerSystem::Flag( EntityID entity, EntityID phantomEntity )
{
auto tankSteering = m_World->GetComponent<Components::TankSteering>(entity);
+7 -1
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@@ -14,7 +14,11 @@
#include "Components/Trigger.h"
#include "Components/TriggerExplosion.h"
#include "Events/EnterTrigger.h"
#include "Events/LeaveTrigger.h"
#include "Components/Flag.h"
#include "Components/TriggerMove.h"
#include "Components/Player.h"
#include "Events/Move.h"
#include <math.h>
namespace Systems
{
@@ -36,10 +40,12 @@ namespace Systems
EventRelay<TriggerSystem, Events::EnterTrigger> m_EEnterTrigger;
bool OnEnterTrigger(const Events::EnterTrigger &event);
EventRelay<TriggerSystem, Events::LeaveTrigger> m_ELeaveTrigger;
bool OnLeaveTrigger(const Events::LeaveTrigger &event);
private:
void Flag(EntityID entity, EntityID phantomEntity);
void Explosion(EntityID entity, EntityID phantomEntity);
void Move(EntityID entity);
};
}