Danbias/Code/Game/DanBiasGame/GameClientState/GameState.cpp

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#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera.h"
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#include <GameServerAPI.h>
using namespace DanBias::Client;
using namespace Oyster::Math;
struct GameState::myData
{
myData(){}
//std::vector<C_Object*> object;
int modelCount;
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Oyster::Network::NetworkClient* nwClient;
gameStateState state;
}privData;
GameState::GameState(void)
{
key_forward = false;
key_backward = false;
key_strafeRight = false;
key_strafeLeft = false;
}
GameState::~GameState(void)
{
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delete this->camera;
delete this->privData;
}
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
{
// load models
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camera = new Camera;
privData = new myData();
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
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pitch = 0;
//tELL SERver ready
nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
return true;
}
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GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(315.0f, 0.0f ,5.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.2f);
plight.Radius = 100.0f;
plight.Bright = 0.9f;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10.0f,350.0f,5.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f);
plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(350.0f,350.0f,5.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f);
plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10.0f,350.0f,350.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f);
plight.Radius = 200.0f;
plight.Bright = 0.7f;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10.0f,-15.0f,5.0f);
plight.Color = Oyster::Math::Float3(0.0f,0.0f,1.0f);
plight.Radius = 50.0f;
plight.Bright = 2.0f;
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Oyster::Graphics::API::AddLight(plight);
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LoadModels();
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InitCamera(Oyster::Math::Float3(0.0f,0.0f,20.0f));
// hardcoded objects
LoadModels();
Float3 startPos = Float3(0,0,20.0f);
InitCamera(startPos);
return gameStateState_playing;
}
bool GameState::LoadModels()
{
// open file
// read file
// init models
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int nrOfBoxex = 5;
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int id = 100;
// add world model
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ModelInitData modelData;
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.rotation = Oyster::Math::Quaternion::identity;
modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.modelPath = L"world_earth.dan";
modelData.id = id++;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
/*
// add box model
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.rotation = Oyster::Math::Quaternion::identity;
modelData.scale = Oyster::Math::Float3(1,1,1);
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modelData.modelPath = L"crate_colonists.dan";
for(int i =0; i< nrOfBoxex; i ++)
{
modelData.position = Oyster::Math::Float3(4,320,0);
modelData.id = id++;
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
}
// add crystal model
modelData.position = Oyster::Math::Float3(10, 301, 0);
modelData.modelPath = L"crystalformation_b.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add house model
modelData.position = Oyster::Math::Float3(-50, 290, 0);
//Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
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modelData.visible = true;
modelData.modelPath = L"building_corporation.dan";
modelData.id = id++;
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// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add player model
modelData.position = Oyster::Math::Float3(0, 320, 0);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add player model 2
modelData.position = Oyster::Math::Float3(50, 320, 0);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add jumppad
modelData.position = Oyster::Math::Float3(4, 300.3, 0);
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modelData.modelPath = L"jumppad_round.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add sky sphere
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.scale = Oyster::Math::Float3(800,800,800);
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modelData.modelPath = L"skysphere.dan";
modelData.id = id++;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);*/
return true;
}
bool GameState::LoadModels(std::string mapFile)
{
GameLogic::LevelLoader levelLoader;
std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
objects = levelLoader.LoadLevel(mapFile);
int objCount = objects.size();
int modelId = 0;
ModelInitData modelData;
for (int i = 0; i < objCount; i++)
{
GameLogic::ObjectTypeHeader* obj = objects.at(i);
switch (obj->typeID)
{
case GameLogic::ObjectType::ObjectType_LevelMetaData:
break;
case GameLogic::ObjectType::ObjectType_Static:
{
GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
modelData.visible = true;
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.id = modelId++;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
}
break;
case GameLogic::ObjectType::ObjectType_Dynamic:
{
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
modelData.visible = true;
modelData.id = modelId++;
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
}
break;
case GameLogic::ObjectType::ObjectType_Light:
{
GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
if(lightData->lightType == GameLogic::LightType_PointLight)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = ((GameLogic::PointLight*)lightData)->position;
plight.Color = lightData->diffuseColor;
plight.Radius = 100;
plight.Bright = 0.9f;
Oyster::Graphics::API::AddLight(plight);
}
}
break;
default:
break;
}
}
myId += modelId++;
// add player model
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.visible = true;
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
/*C_Player* obj = new C_Player();
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privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
*/
return true;
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}
bool GameState::InitCamera(Float3 startPos)
{
Float3 dir = Float3(0,0,1);
Float3 up = Float3(0,1,0);
Float3 pos = Float3(0, 0, 20);
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camera->LookAt(pos, dir, up);
camera->SetLens(pi/4, 1024/768, 1, 1000);
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camera->UpdateViewMatrix();
Oyster::Graphics::API::SetProjection(camera->Proj());
return true;
}
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void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world)
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{
myId = id;
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ModelInitData modelData;
C_Object* obj;
modelData.visible = true;
//modelData.world = world;
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modelData.position = Oyster::Math::Float3(world[12], world[13], world[14]);
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modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(0,0,0), 1);
modelData.scale = Oyster::Math::Float3(1,1,1);
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modelData.modelPath = modelName;
modelData.id = myId;
obj = new C_Player();
this->dynamicObjects.Push(obj);
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
Oyster::Math::Float3 cameraLook = camera->GetLook();
Oyster::Math::Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
camera->setRight(right);
camera->setUp(up);
camera->setLook(objForward);
up *= 2;
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objForward *= 3;
Oyster::Math::Float3 cameraPos = up + pos + objForward;
camera->SetPosition(cameraPos);
camera->UpdateViewMatrix();
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}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading: //Will this ever happen in this scope??
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{
// load map
// wait for all players
LoadGame();
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GameLogic::Protocol_General_Status gameStatus;
gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
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privData->nwClient->Send(gameStatus);
privData->state = gameStateState_playing;
}
break;
case gameStateState_playing:
// read server data
// update objects
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{
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readKeyInput(KeyInput);
camera->UpdateViewMatrix();
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}
break;
case gameStateState_end:
return ClientState_Lobby;
break;
default:
break;
}
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
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Oyster::Graphics::API::SetView(camera->View());
Oyster::Graphics::API::NewFrame();
for (unsigned int i = 0; i < staticObjects.Size(); i++)
{
staticObjects[i]->Render();
}
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
{
dynamicObjects[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
/*for (unsigned int i = 0; i < privData->object.size(); i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}*/
delete privData;
privData = NULL;
return true;
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}
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void GameState::readKeyInput(InputClass* KeyInput)
{
if(KeyInput->IsKeyPressed(DIK_W))
{
if(!key_forward)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
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key_forward = true;
}
}
else
key_forward = false;
if(KeyInput->IsKeyPressed(DIK_S))
{
if(!key_backward)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
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key_backward = true;
}
}
else
key_backward = false;
if(KeyInput->IsKeyPressed(DIK_A))
{
if(!key_strafeLeft)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
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key_strafeLeft = true;
}
}
else
key_strafeLeft = false;
if(KeyInput->IsKeyPressed(DIK_D))
{
if(!key_strafeRight)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
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key_strafeRight = true;
}
}
else
key_strafeRight = false;
//send delta mouse movement
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//if (KeyInput->IsMousePressed())
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{
camera->Yaw(-KeyInput->GetYaw());
camera->Pitch(KeyInput->GetPitch());
pitch = KeyInput->GetPitch();
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camera->UpdateViewMatrix();
GameLogic::Protocol_PlayerLook playerLookDir;
Oyster::Math::Float4 look = camera->GetLook();
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playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
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privData->nwClient->Send(playerLookDir);
}
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// shoot
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if(KeyInput->IsKeyPressed(DIK_Z))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = true;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_X))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_C))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
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privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
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// jump
if(KeyInput->IsKeyPressed(DIK_SPACE))
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{
if(!key_Jump)
{
privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
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key_Jump = true;
}
}
else
key_Jump = false;
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// send event data
//
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
}
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void GameState::Protocol(ProtocolStruct* pos)
{
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}
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void GameState::Protocol( PlayerPos* pos )
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{
//Oyster::Math::Float4x4 world, translate;
//world = Oyster::Math::Float4x4::identity;
//translate = Oyster::Math::Float4x4::identity;
//translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
//world = world * translate;
////privData->object[0]->setPos( world );
//for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
//{
// dynamicObjects[i]->Render();
//}
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}
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void GameState::Protocol( ObjPos* pos )
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{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = pos->worldPos[i];
}
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//printf("pos for obj %d, ",pos->object_ID );
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
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{
if(dynamicObjects[i]->GetId() == pos->object_ID)
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{
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//dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
dynamicObjects[i]->setWorld(world);
if(dynamicObjects[i]->GetId() == myId) // playerobj
{
Float3 right = Float3(world[0], world[1], world[2]);
Float3 up = Float3(world[4], world[5], world[6]);
Float3 objForward = Float3(world[8], world[9], world[10]);
Float3 pos = Float3(world[12], world[13], world[14]);
Float3 cameraLook = camera->GetLook();
Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
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//camera->setRight(right);
//camera->setUp(up);
//camera->setLook(objForward);
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up *= 1;
objForward *= -2;
Oyster::Math::Float3 cameraPos = pos + up + objForward;
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//camera->SetPosition(cameraPos);
//camera->UpdateViewMatrix();
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}
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}
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}
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}
void GameState::Protocol( NewObj* newObj )
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{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = newObj->worldPos[i];
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}
ModelInitData modelData;
//modelData.world = world;
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modelData.visible = true;
modelData.id = newObj->object_ID;
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//not sure if this is good parsing rom char* to wstring
const char* path = newObj->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
// load models
C_DynamicObj* player = new C_DynamicObj();
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player->Init(modelData);
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dynamicObjects.Push(player);
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}
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
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{
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
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{
if(dynamicObjects[i]->GetId() == obj->object_ID)
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{
//dynamicObjects[i]->Release();
dynamicObjects[i].Release();
//dynamicObjects.erase(privData->object.begin() + i );
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}
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}
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//privData->object[obj->object_ID]->Release( );
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}
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//void GameState::Protocol(LightPos pos);