Merge branch 'Sprint1' of https://github.com/dean11/Danbias into Network
This commit is contained in:
commit
10f8df45a8
Binary file not shown.
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@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\
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EndProject
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@ -175,6 +177,7 @@ Global
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@ -190,6 +193,18 @@ Global
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@ -0,0 +1,193 @@
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|
@ -0,0 +1,302 @@
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// File: TemplateMain.cpp
|
||||||
|
//
|
||||||
|
// BTH-D3D-Template
|
||||||
|
//
|
||||||
|
// Copyright (c) Stefan Petersson 2011. All rights reserved.
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
#define NOMINMAX
|
||||||
|
#include <Windows.h>
|
||||||
|
|
||||||
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
|
#include "IGame.h"
|
||||||
|
|
||||||
|
#include "L_inputClass.h"
|
||||||
|
|
||||||
|
// debug window include
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <fcntl.h>
|
||||||
|
#include <io.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Global Variables
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HINSTANCE g_hInst = NULL;
|
||||||
|
HWND g_hWnd = NULL;
|
||||||
|
|
||||||
|
GameLogic::IGame* game;
|
||||||
|
InputClass* inputObj;
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Forward declarations
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
|
||||||
|
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||||
|
HRESULT Render(float deltaTime);
|
||||||
|
HRESULT Update(float deltaTime);
|
||||||
|
HRESULT InitGame();
|
||||||
|
HRESULT CleanUp();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Entry point to the program. Initializes everything and goes into a message processing
|
||||||
|
// loop. Idle time is used to render the scene.
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
void SetStdOutToNewConsole()
|
||||||
|
{
|
||||||
|
// allocate a console for this app
|
||||||
|
AllocConsole();
|
||||||
|
|
||||||
|
// redirect unbuffered STDOUT to the console
|
||||||
|
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||||
|
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
|
||||||
|
FILE *fp = _fdopen( fileDescriptor, "w" );
|
||||||
|
*stdout = *fp;
|
||||||
|
setvbuf( stdout, NULL, _IONBF, 0 );
|
||||||
|
|
||||||
|
// give the console window a nicer title
|
||||||
|
|
||||||
|
SetConsoleTitle(L"Debug Output");
|
||||||
|
|
||||||
|
// give the console window a bigger buffer size
|
||||||
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||||
|
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
|
||||||
|
{
|
||||||
|
COORD bufferSize;
|
||||||
|
bufferSize.X = csbi.dwSize.X;
|
||||||
|
bufferSize.Y = 50;
|
||||||
|
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
|
||||||
|
{
|
||||||
|
BOOL success = SetDllDirectory(L"..\\..\\DLL");
|
||||||
|
if (success == 0)
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
if( FAILED( InitGame() ) )
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
__int64 cntsPerSec = 0;
|
||||||
|
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||||
|
float secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||||
|
|
||||||
|
__int64 prevTimeStamp = 0;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||||
|
|
||||||
|
//debug window
|
||||||
|
//SetStdOutToNewConsole();
|
||||||
|
|
||||||
|
// Main message loop
|
||||||
|
MSG msg = {0};
|
||||||
|
while(WM_QUIT != msg.message)
|
||||||
|
{
|
||||||
|
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||||
|
{
|
||||||
|
TranslateMessage( &msg );
|
||||||
|
DispatchMessage( &msg );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
__int64 currTimeStamp = 0;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||||
|
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||||
|
|
||||||
|
//render
|
||||||
|
Update(dt);
|
||||||
|
Render(dt);
|
||||||
|
|
||||||
|
prevTimeStamp = currTimeStamp;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
CleanUp();
|
||||||
|
return (int) msg.wParam;
|
||||||
|
}
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Register class and create window
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||||
|
{
|
||||||
|
// Register class
|
||||||
|
WNDCLASSEX wcex;
|
||||||
|
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||||
|
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||||
|
wcex.lpfnWndProc = WndProc;
|
||||||
|
wcex.cbClsExtra = 0;
|
||||||
|
wcex.cbWndExtra = 0;
|
||||||
|
wcex.hInstance = hInstance;
|
||||||
|
wcex.hIcon = 0;
|
||||||
|
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||||
|
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||||
|
wcex.lpszMenuName = NULL;
|
||||||
|
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||||
|
wcex.hIconSm = 0;
|
||||||
|
if( !RegisterClassEx(&wcex) )
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Adjust and create window
|
||||||
|
g_hInst = hInstance;
|
||||||
|
RECT rc = { 0, 0, 1024, 768 };
|
||||||
|
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||||
|
|
||||||
|
if(!(g_hWnd = CreateWindow(
|
||||||
|
L"BTH_D3D_Template",
|
||||||
|
L"BTH - Direct3D 11.0 Template",
|
||||||
|
WS_OVERLAPPEDWINDOW,
|
||||||
|
CW_USEDEFAULT,
|
||||||
|
CW_USEDEFAULT,
|
||||||
|
rc.right - rc.left,
|
||||||
|
rc.bottom - rc.top,
|
||||||
|
NULL,
|
||||||
|
NULL,
|
||||||
|
hInstance,
|
||||||
|
NULL)))
|
||||||
|
{
|
||||||
|
return E_FAIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
ShowWindow( g_hWnd, nCmdShow );
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
HRESULT InitGame()
|
||||||
|
{
|
||||||
|
inputObj = new InputClass;
|
||||||
|
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||||
|
{
|
||||||
|
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
|
||||||
|
game = new GameLogic::IGame();
|
||||||
|
game->Init();
|
||||||
|
game->StartGame();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
HRESULT Update(float deltaTime)
|
||||||
|
{
|
||||||
|
inputObj->Update();
|
||||||
|
GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||||
|
|
||||||
|
if(inputObj->IsKeyPressed(DIK_W))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_W;
|
||||||
|
}
|
||||||
|
else if(inputObj->IsKeyPressed(DIK_A))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_A;
|
||||||
|
}
|
||||||
|
else if(inputObj->IsKeyPressed(DIK_S))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_S;
|
||||||
|
}
|
||||||
|
else if(inputObj->IsKeyPressed(DIK_D))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_D;
|
||||||
|
}
|
||||||
|
|
||||||
|
game->Update(key);
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT Render(float deltaTime)
|
||||||
|
{
|
||||||
|
int isPressed = 0;
|
||||||
|
if(inputObj->IsKeyPressed(DIK_A))
|
||||||
|
{
|
||||||
|
isPressed = 1;
|
||||||
|
//std::cout<<"test";
|
||||||
|
}
|
||||||
|
|
||||||
|
// test view and projection matrix
|
||||||
|
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
||||||
|
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
||||||
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
||||||
|
|
||||||
|
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
|
||||||
|
view = view.GetInverse();
|
||||||
|
|
||||||
|
Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(3.14f/2, 1024/768, 1, 1000);
|
||||||
|
|
||||||
|
Oyster::Graphics::API::NewFrame(view, proj);
|
||||||
|
|
||||||
|
game->Render();
|
||||||
|
wchar_t title[255];
|
||||||
|
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||||
|
SetWindowText(g_hWnd, title);
|
||||||
|
|
||||||
|
Oyster::Graphics::API::EndFrame();
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT CleanUp()
|
||||||
|
{
|
||||||
|
|
||||||
|
if(game)
|
||||||
|
{
|
||||||
|
delete game;
|
||||||
|
game = NULL;
|
||||||
|
}
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Called every time the application receives a message
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||||
|
{
|
||||||
|
PAINTSTRUCT ps;
|
||||||
|
HDC hdc;
|
||||||
|
|
||||||
|
switch (message)
|
||||||
|
{
|
||||||
|
case WM_PAINT:
|
||||||
|
hdc = BeginPaint(hWnd, &ps);
|
||||||
|
EndPaint(hWnd, &ps);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case WM_DESTROY:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case WM_KEYDOWN:
|
||||||
|
|
||||||
|
switch(wParam)
|
||||||
|
{
|
||||||
|
case VK_ESCAPE:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,82 @@
|
||||||
|
#include "CollisionManager.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
namespace CollisionManager
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
//Object *realObj1 = refManager.GetMap(obj1);
|
||||||
|
//Object *realObj2 = refManager.GetMap(obj2);
|
||||||
|
//
|
||||||
|
//switch(realObj1->GetType())
|
||||||
|
//{
|
||||||
|
//case Object::OBJECT_TYPE_PLAYER:
|
||||||
|
|
||||||
|
// if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
|
||||||
|
// {
|
||||||
|
//CollisionManager::PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
|
||||||
|
// }
|
||||||
|
|
||||||
|
// break;
|
||||||
|
//case Object::OBJECT_TYPE_BOX:
|
||||||
|
|
||||||
|
// if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
|
||||||
|
// {
|
||||||
|
// CollisionManager::PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
|
||||||
|
// }
|
||||||
|
|
||||||
|
// break;
|
||||||
|
//}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
|
||||||
|
{
|
||||||
|
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
|
||||||
|
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||||
|
|
||||||
|
switch (realObj->GetType())
|
||||||
|
{
|
||||||
|
case Object::OBJECT_TYPE_BOX:
|
||||||
|
PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||||
|
break;
|
||||||
|
case Object::OBJECT_TYPE_PLAYER:
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
//spela ljud? ta skada? etc etc
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlayerVBox(Player &player, DynamicObject &box)
|
||||||
|
{
|
||||||
|
//spela ljud? ta skada? etc etc
|
||||||
|
}
|
||||||
|
|
||||||
|
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj)
|
||||||
|
{
|
||||||
|
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyBox));
|
||||||
|
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||||
|
|
||||||
|
switch (realObj->GetType())
|
||||||
|
{
|
||||||
|
case Object::OBJECT_TYPE_BOX:
|
||||||
|
|
||||||
|
break;
|
||||||
|
case Object::OBJECT_TYPE_PLAYER:
|
||||||
|
PlayerVBox(*(Player*)realObj,*box);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,27 @@
|
||||||
|
#ifndef COLLISIONMANAGER_H
|
||||||
|
#define COLLISIONMANAGER_H
|
||||||
|
|
||||||
|
#include "Object.h"
|
||||||
|
#include "PhysicsAPI.h"
|
||||||
|
#include "RefManager.h"
|
||||||
|
#include "DynamicObject.h"
|
||||||
|
#include "Player.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
namespace CollisionManager
|
||||||
|
{
|
||||||
|
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
|
||||||
|
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void PlayerVBox(Player &player, DynamicObject &box);
|
||||||
|
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,21 @@
|
||||||
|
#include "DynamicObject.h"
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
using namespace Oyster::Physics;
|
||||||
|
using namespace Utility::DynamicMemory;
|
||||||
|
|
||||||
|
DynamicObject::DynamicObject(void)
|
||||||
|
{
|
||||||
|
rigidBody = API::Instance().CreateSimpleRigidBody();
|
||||||
|
API::Instance().AddObject(rigidBody);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
DynamicObject::~DynamicObject(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void DynamicObject::Update()
|
||||||
|
{
|
||||||
|
//updatera objectet
|
||||||
|
}
|
|
@ -0,0 +1,28 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef DYNAMICOBJECT_H
|
||||||
|
#define DYNAMICOBJECT_H
|
||||||
|
|
||||||
|
#include "Object.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
class DynamicObject : public Object
|
||||||
|
{
|
||||||
|
|
||||||
|
public:
|
||||||
|
DynamicObject(void);
|
||||||
|
~DynamicObject(void);
|
||||||
|
|
||||||
|
void Update();
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,35 @@
|
||||||
|
#include "Game.h"
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
Game::Game(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Game::~Game(void)
|
||||||
|
{
|
||||||
|
//SAFE_DELETE(player);
|
||||||
|
if(player)
|
||||||
|
{
|
||||||
|
delete player;
|
||||||
|
player = NULL;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Game::Init()
|
||||||
|
{
|
||||||
|
player = new Player();
|
||||||
|
}
|
||||||
|
void Game::StartGame()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
void Game::Update(keyInput keyPressed)
|
||||||
|
{
|
||||||
|
player->Update(keyPressed);
|
||||||
|
}
|
||||||
|
void Game::Render()
|
||||||
|
{
|
||||||
|
player->Render();
|
||||||
|
}
|
|
@ -0,0 +1,31 @@
|
||||||
|
#ifndef GAME_H
|
||||||
|
#define GAME_H
|
||||||
|
|
||||||
|
#include "Level.h"
|
||||||
|
#include "Player.h"
|
||||||
|
#include "IGame.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
class Game
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
Game();
|
||||||
|
~Game();
|
||||||
|
|
||||||
|
void Init();
|
||||||
|
void StartGame();
|
||||||
|
void Update(keyInput keyPressed);
|
||||||
|
void Render();
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
Level* level;
|
||||||
|
Player* player;
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -24,30 +24,30 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
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|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
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|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
</PropertyGroup>
|
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|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
@ -66,34 +66,41 @@
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
<PropertyGroup Label="UserMacros" />
|
<PropertyGroup Label="UserMacros" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
|
<TargetExt>.dll</TargetExt>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
@ -101,10 +108,12 @@
|
||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
@ -114,12 +123,14 @@
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
@ -129,21 +140,34 @@
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
|
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
|
||||||
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
|
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
|
||||||
|
<Private>false</Private>
|
||||||
|
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
|
||||||
|
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
|
||||||
|
<LinkLibraryDependencies>false</LinkLibraryDependencies>
|
||||||
|
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
|
||||||
|
</ProjectReference>
|
||||||
|
<ProjectReference Include="..\Input\Input.vcxproj">
|
||||||
|
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
|
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
|
||||||
|
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||||
|
</ProjectReference>
|
||||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
|
@ -151,6 +175,29 @@
|
||||||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="DynamicObject.h" />
|
||||||
|
<ClInclude Include="Game.h" />
|
||||||
|
<ClInclude Include="IGame.h" />
|
||||||
|
<ClInclude Include="Level.h" />
|
||||||
|
<ClInclude Include="Object.h" />
|
||||||
|
<ClInclude Include="Player.h" />
|
||||||
|
<ClInclude Include="RefManager.h" />
|
||||||
|
<ClInclude Include="StaticObject.h" />
|
||||||
|
<ClInclude Include="Weapon.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="DynamicObject.cpp" />
|
||||||
|
<ClCompile Include="Game.cpp" />
|
||||||
|
<ClCompile Include="IGame.cpp" />
|
||||||
|
<ClCompile Include="Level.cpp" />
|
||||||
|
<ClCompile Include="Object.cpp" />
|
||||||
|
<ClCompile Include="Player.cpp" />
|
||||||
|
<ClCompile Include="RefManager.cpp" />
|
||||||
|
<ClCompile Include="StaticObject.cpp" />
|
||||||
|
<ClCompile Include="TestGLMain.cpp" />
|
||||||
|
<ClCompile Include="Weapon.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
@ -14,4 +14,65 @@
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||||
</Filter>
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="Game.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Level.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Object.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Player.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="IGame.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="StaticObject.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Weapon.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="DynamicObject.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="RefManager.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="Game.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Level.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Object.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Player.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="IGame.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="StaticObject.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Weapon.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="DynamicObject.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="RefManager.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="TestGLMain.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -0,0 +1,15 @@
|
||||||
|
#include "GameMode.h"
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
|
||||||
|
GameMode::GameMode(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
GameMode::~GameMode(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,22 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef GAMEMODE_H
|
||||||
|
#define GAMEMODE_H
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
class GameMode
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
GameMode(void);
|
||||||
|
~GameMode(void);
|
||||||
|
private:
|
||||||
|
//variabels that control what game rules the level runs on
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -0,0 +1,45 @@
|
||||||
|
#include "IGame.h"
|
||||||
|
#include "Game.h"
|
||||||
|
#include <windows.h>
|
||||||
|
|
||||||
|
BOOL WINAPI DllMain(
|
||||||
|
_In_ HINSTANCE hinstDLL,
|
||||||
|
_In_ DWORD fdwReason,
|
||||||
|
_In_ LPVOID lpvReserved
|
||||||
|
)
|
||||||
|
{
|
||||||
|
|
||||||
|
return TRUE;
|
||||||
|
}
|
||||||
|
using namespace GameLogic;
|
||||||
|
IGame::IGame()
|
||||||
|
{
|
||||||
|
gameModule = new Game();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
IGame::~IGame()
|
||||||
|
{
|
||||||
|
delete gameModule;
|
||||||
|
}
|
||||||
|
|
||||||
|
void IGame::Init()
|
||||||
|
{
|
||||||
|
gameModule->Init();
|
||||||
|
}
|
||||||
|
void IGame::StartGame()
|
||||||
|
{
|
||||||
|
gameModule->StartGame();
|
||||||
|
}
|
||||||
|
void IGame::Update(keyInput keyPressed)
|
||||||
|
{
|
||||||
|
gameModule->Update(keyPressed);
|
||||||
|
}
|
||||||
|
void IGame::Render()
|
||||||
|
{
|
||||||
|
gameModule->Render();
|
||||||
|
}
|
||||||
|
Game* IGame::getGameModule()
|
||||||
|
{
|
||||||
|
return gameModule;
|
||||||
|
}
|
|
@ -0,0 +1,47 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
#ifndef IGAME_H
|
||||||
|
#define IGAME_H
|
||||||
|
|
||||||
|
#if defined GAME_DLL_EXPORT
|
||||||
|
#define GAME_DLL_USAGE __declspec(dllexport)
|
||||||
|
#else
|
||||||
|
#define GAME_DLL_USAGE __declspec(dllimport)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
class Game;
|
||||||
|
|
||||||
|
enum keyInput
|
||||||
|
{
|
||||||
|
keyInput_W,
|
||||||
|
keyInput_A,
|
||||||
|
keyInput_S,
|
||||||
|
keyInput_D,
|
||||||
|
keyInput_none
|
||||||
|
};
|
||||||
|
|
||||||
|
class GAME_DLL_USAGE IGame
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
Game* gameModule;
|
||||||
|
public:
|
||||||
|
IGame();
|
||||||
|
~IGame();
|
||||||
|
|
||||||
|
|
||||||
|
void Init();
|
||||||
|
void StartGame();
|
||||||
|
/************************************************************************/
|
||||||
|
/* Get key input to update the player */
|
||||||
|
/************************************************************************/
|
||||||
|
void Update(keyInput keyPressed);
|
||||||
|
void Render();
|
||||||
|
Game* getGameModule();
|
||||||
|
private:
|
||||||
|
};
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -0,0 +1,12 @@
|
||||||
|
#include "Level.h"
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
Level::Level(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Level::~Level(void)
|
||||||
|
{
|
||||||
|
}
|
|
@ -0,0 +1,37 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef LEVEL_H
|
||||||
|
#define LEVEL_H
|
||||||
|
|
||||||
|
#include "StaticObject.h"
|
||||||
|
#include "DynamicObject.h"
|
||||||
|
#include "GameMode.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
class Level
|
||||||
|
{
|
||||||
|
|
||||||
|
public:
|
||||||
|
Level(void);
|
||||||
|
~Level(void);
|
||||||
|
|
||||||
|
private:
|
||||||
|
StaticObject** staticObjects;
|
||||||
|
int nrOfStaticObjects;
|
||||||
|
|
||||||
|
DynamicObject** dynamicObjects;
|
||||||
|
int nrOfDynamicObjects;
|
||||||
|
|
||||||
|
GameMode* gameMode;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -0,0 +1,52 @@
|
||||||
|
#include "Object.h"
|
||||||
|
#include "OysterMath.h"
|
||||||
|
#include "DllInterfaces\GFXAPI.h"
|
||||||
|
#include "CollisionManager.h"
|
||||||
|
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
using namespace Oyster::Math;
|
||||||
|
using namespace Oyster::Graphics::Model;
|
||||||
|
|
||||||
|
using namespace Utility::DynamicMemory;
|
||||||
|
using namespace Oyster::Physics;
|
||||||
|
|
||||||
|
Object::Object(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
model = new Model();
|
||||||
|
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
|
||||||
|
|
||||||
|
ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
|
||||||
|
|
||||||
|
rigidBody->SetCenter(Float3(50,0,0));
|
||||||
|
rigidBody->SetMass_KeepMomentum(30);
|
||||||
|
rigidBody->SetSize(Float3(2,2,2));
|
||||||
|
rigidBody->SetSubscription(true);
|
||||||
|
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
|
||||||
|
|
||||||
|
|
||||||
|
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Object::~Object(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
Oyster::Graphics::API::DeleteModel(model);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Object::Render()
|
||||||
|
{
|
||||||
|
this->rigidBody->GetOrientation(model->WorldMatrix);
|
||||||
|
Oyster::Graphics::API::RenderScene(model, 1);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Object::OBJECT_TYPE Object::GetType()
|
||||||
|
{
|
||||||
|
return this->type;
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef OBJECT_H
|
||||||
|
#define OBJECT_H
|
||||||
|
|
||||||
|
#include "PhysicsAPI.h"
|
||||||
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
|
|
||||||
|
#include "Model/Model.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
class Object
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
Object(void);
|
||||||
|
virtual ~Object(void);
|
||||||
|
|
||||||
|
enum OBJECT_TYPE
|
||||||
|
{
|
||||||
|
OBJECT_TYPE_PLAYER,
|
||||||
|
OBJECT_TYPE_BOX,
|
||||||
|
};
|
||||||
|
|
||||||
|
void Render();
|
||||||
|
|
||||||
|
OBJECT_TYPE GetType();
|
||||||
|
|
||||||
|
private:
|
||||||
|
OBJECT_TYPE type;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
|
||||||
|
//rigidBody
|
||||||
|
|
||||||
|
Oyster::Physics::ICustomBody *rigidBody;
|
||||||
|
Oyster::Graphics::Model::Model *model;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,56 @@
|
||||||
|
#include "Player.h"
|
||||||
|
#include "OysterMath.h"
|
||||||
|
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
using namespace Oyster::Physics;
|
||||||
|
using namespace Utility::DynamicMemory;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Player::Player(void)
|
||||||
|
:Object()
|
||||||
|
{
|
||||||
|
life = 100;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Player::~Player(void)
|
||||||
|
{
|
||||||
|
delete this->rigidBody;
|
||||||
|
}
|
||||||
|
void Player::Update(keyInput keyPressed)
|
||||||
|
{
|
||||||
|
if(keyPressed != keyInput_none)
|
||||||
|
{
|
||||||
|
Move();
|
||||||
|
|
||||||
|
if(keyPressed == keyInput_A)
|
||||||
|
{
|
||||||
|
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
|
||||||
|
pos.x -= 0.1;
|
||||||
|
rigidBody->SetCenter(pos);
|
||||||
|
}
|
||||||
|
if(keyPressed == keyInput_D)
|
||||||
|
{
|
||||||
|
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
|
||||||
|
pos.x += 0.1;
|
||||||
|
rigidBody->SetCenter(pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::Move()
|
||||||
|
{
|
||||||
|
//API::Instance().Update();
|
||||||
|
/*Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
|
||||||
|
pos.x += 0.1;
|
||||||
|
rigidBody->SetCenter(pos);*/
|
||||||
|
//API::Instance().SetCenter(rigidBody, pos);
|
||||||
|
}
|
||||||
|
void Player::Shoot()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,39 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef PLAYER_H
|
||||||
|
#define PLAYER_H
|
||||||
|
|
||||||
|
#include "Object.h"
|
||||||
|
#include "Weapon.h"
|
||||||
|
#include "IGame.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
class Player : public Object
|
||||||
|
{
|
||||||
|
|
||||||
|
public:
|
||||||
|
Player(void);
|
||||||
|
~Player(void);
|
||||||
|
|
||||||
|
void Update(keyInput keyPressed);
|
||||||
|
|
||||||
|
void Move();
|
||||||
|
void Shoot();
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
int life;
|
||||||
|
Weapon *weapon;
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -0,0 +1,47 @@
|
||||||
|
#include "RefManager.h"
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
|
||||||
|
|
||||||
|
RefManager* RefManager::instance = 0;
|
||||||
|
|
||||||
|
RefManager::RefManager(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
RefManager::~RefManager(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void RefManager::Release()
|
||||||
|
{
|
||||||
|
if (instance)
|
||||||
|
{
|
||||||
|
delete instance;
|
||||||
|
instance = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
RefManager* RefManager::getInstance( )
|
||||||
|
{
|
||||||
|
if (!instance)
|
||||||
|
{
|
||||||
|
instance = new RefManager();
|
||||||
|
};
|
||||||
|
return instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
|
||||||
|
{
|
||||||
|
return mapper[&body];
|
||||||
|
}
|
||||||
|
|
||||||
|
void RefManager::AddMapping(Oyster::Physics::ICustomBody &body, Object &obj)
|
||||||
|
{
|
||||||
|
mapper.insert(mapData(&body,&obj));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,37 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef REFMANAGER_H
|
||||||
|
#define REFMANAGER_H
|
||||||
|
|
||||||
|
#include<map>
|
||||||
|
#include "Object.h"
|
||||||
|
#include "PhysicsAPI.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
class RefManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
RefManager(void);
|
||||||
|
~RefManager(void);
|
||||||
|
|
||||||
|
static RefManager* getInstance( );
|
||||||
|
void Release();
|
||||||
|
|
||||||
|
|
||||||
|
Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
|
||||||
|
void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
static RefManager* instance;
|
||||||
|
std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -0,0 +1,12 @@
|
||||||
|
#include "StaticObject.h"
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
StaticObject::StaticObject(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
StaticObject::~StaticObject(void)
|
||||||
|
{
|
||||||
|
}
|
|
@ -0,0 +1,25 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef STATICOBJECT_H
|
||||||
|
#define STATICOBJECT_H
|
||||||
|
|
||||||
|
#include "Object.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
class StaticObject : public Object
|
||||||
|
{
|
||||||
|
|
||||||
|
public:
|
||||||
|
StaticObject(void);
|
||||||
|
~StaticObject(void);
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,337 @@
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// File: TemplateMain.cpp
|
||||||
|
//
|
||||||
|
// BTH-D3D-Template
|
||||||
|
//
|
||||||
|
// Copyright (c) Stefan Petersson 2011. All rights reserved.
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
#define NOMINMAX
|
||||||
|
#include <Windows.h>
|
||||||
|
#include "Core/Core.h"
|
||||||
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
|
#include "IGame.h"
|
||||||
|
|
||||||
|
#include "L_inputClass.h"
|
||||||
|
|
||||||
|
// debug window include
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <fcntl.h>
|
||||||
|
#include <io.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Global Variables
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HINSTANCE g_hInst = NULL;
|
||||||
|
HWND g_hWnd = NULL;
|
||||||
|
|
||||||
|
GameLogic::IGame* game;
|
||||||
|
InputClass* inputObj;
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Forward declarations
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
|
||||||
|
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||||
|
HRESULT Render(float deltaTime);
|
||||||
|
HRESULT Update(float deltaTime);
|
||||||
|
HRESULT InitDirect3D();
|
||||||
|
HRESULT InitGame();
|
||||||
|
HRESULT CleanUp();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Entry point to the program. Initializes everything and goes into a message processing
|
||||||
|
// loop. Idle time is used to render the scene.
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
void SetStdOutToNewConsole()
|
||||||
|
{
|
||||||
|
// allocate a console for this app
|
||||||
|
AllocConsole();
|
||||||
|
|
||||||
|
// redirect unbuffered STDOUT to the console
|
||||||
|
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||||
|
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
|
||||||
|
FILE *fp = _fdopen( fileDescriptor, "w" );
|
||||||
|
*stdout = *fp;
|
||||||
|
setvbuf( stdout, NULL, _IONBF, 0 );
|
||||||
|
|
||||||
|
// give the console window a nicer title
|
||||||
|
|
||||||
|
SetConsoleTitle(L"Debug Output");
|
||||||
|
|
||||||
|
// give the console window a bigger buffer size
|
||||||
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||||
|
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
|
||||||
|
{
|
||||||
|
COORD bufferSize;
|
||||||
|
bufferSize.X = csbi.dwSize.X;
|
||||||
|
bufferSize.Y = 50;
|
||||||
|
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
|
||||||
|
{
|
||||||
|
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
if( FAILED( InitDirect3D() ) )
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
if( FAILED( InitGame() ) )
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
__int64 cntsPerSec = 0;
|
||||||
|
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||||
|
float secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||||
|
|
||||||
|
__int64 prevTimeStamp = 0;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||||
|
|
||||||
|
//debugwindow
|
||||||
|
//SetStdOutToNewConsole();
|
||||||
|
// Main message loop
|
||||||
|
MSG msg = {0};
|
||||||
|
while(WM_QUIT != msg.message)
|
||||||
|
{
|
||||||
|
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||||
|
{
|
||||||
|
TranslateMessage( &msg );
|
||||||
|
DispatchMessage( &msg );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
__int64 currTimeStamp = 0;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||||
|
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||||
|
|
||||||
|
//render
|
||||||
|
Update(dt);
|
||||||
|
Render(dt);
|
||||||
|
|
||||||
|
prevTimeStamp = currTimeStamp;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
CleanUp();
|
||||||
|
return (int) msg.wParam;
|
||||||
|
}
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Register class and create window
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||||
|
{
|
||||||
|
// Register class
|
||||||
|
WNDCLASSEX wcex;
|
||||||
|
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||||
|
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||||
|
wcex.lpfnWndProc = WndProc;
|
||||||
|
wcex.cbClsExtra = 0;
|
||||||
|
wcex.cbWndExtra = 0;
|
||||||
|
wcex.hInstance = hInstance;
|
||||||
|
wcex.hIcon = 0;
|
||||||
|
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||||
|
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||||
|
wcex.lpszMenuName = NULL;
|
||||||
|
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||||
|
wcex.hIconSm = 0;
|
||||||
|
if( !RegisterClassEx(&wcex) )
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Adjust and create window
|
||||||
|
g_hInst = hInstance;
|
||||||
|
RECT rc = { 0, 0, 1024, 768 };
|
||||||
|
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||||
|
|
||||||
|
if(!(g_hWnd = CreateWindow(
|
||||||
|
L"BTH_D3D_Template",
|
||||||
|
L"BTH - Direct3D 11.0 Template",
|
||||||
|
WS_OVERLAPPEDWINDOW,
|
||||||
|
CW_USEDEFAULT,
|
||||||
|
CW_USEDEFAULT,
|
||||||
|
rc.right - rc.left,
|
||||||
|
rc.bottom - rc.top,
|
||||||
|
NULL,
|
||||||
|
NULL,
|
||||||
|
hInstance,
|
||||||
|
NULL)))
|
||||||
|
{
|
||||||
|
return E_FAIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
ShowWindow( g_hWnd, nCmdShow );
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Create Direct3D device and swap chain
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
HRESULT InitDirect3D()
|
||||||
|
{
|
||||||
|
/*HRESULT hr = S_OK;;
|
||||||
|
|
||||||
|
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
|
||||||
|
|
||||||
|
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
||||||
|
std::wstring EffectPath = L"SimpleDebug\\";
|
||||||
|
|
||||||
|
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
|
||||||
|
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
|
||||||
|
|
||||||
|
Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
|
||||||
|
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
|
||||||
|
|
||||||
|
D3D11_INPUT_ELEMENT_DESC inputDesc[] =
|
||||||
|
{
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
|
||||||
|
};
|
||||||
|
|
||||||
|
ID3D11InputLayout* layout;
|
||||||
|
|
||||||
|
Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
|
||||||
|
|
||||||
|
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
|
||||||
|
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
|
||||||
|
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
|
||||||
|
|
||||||
|
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT InitGame()
|
||||||
|
{
|
||||||
|
|
||||||
|
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
inputObj = new InputClass;
|
||||||
|
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||||
|
{
|
||||||
|
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
game = new GameLogic::IGame();
|
||||||
|
game->Init();
|
||||||
|
game->StartGame();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
HRESULT Update(float deltaTime)
|
||||||
|
{
|
||||||
|
inputObj->Update();
|
||||||
|
GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||||
|
|
||||||
|
if(inputObj->IsKeyPressed(DIK_W))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_W;
|
||||||
|
}
|
||||||
|
else if(inputObj->IsKeyPressed(DIK_A))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_A;
|
||||||
|
}
|
||||||
|
else if(inputObj->IsKeyPressed(DIK_S))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_S;
|
||||||
|
}
|
||||||
|
else if(inputObj->IsKeyPressed(DIK_D))
|
||||||
|
{
|
||||||
|
key = GameLogic::keyInput_D;
|
||||||
|
}
|
||||||
|
|
||||||
|
game->Update(key);
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT Render(float deltaTime)
|
||||||
|
{
|
||||||
|
int isPressed = 0;
|
||||||
|
if(inputObj->IsKeyPressed(DIK_A))
|
||||||
|
{
|
||||||
|
isPressed = 1;
|
||||||
|
//std::cout<<"test";
|
||||||
|
}
|
||||||
|
|
||||||
|
// test view and projection matrix
|
||||||
|
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
||||||
|
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
||||||
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
||||||
|
|
||||||
|
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
|
||||||
|
view = view.GetInverse();
|
||||||
|
|
||||||
|
Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(PI/2, 1024/768, 1, 1000);
|
||||||
|
|
||||||
|
Oyster::Graphics::API::NewFrame(view, proj);
|
||||||
|
|
||||||
|
game->Render();
|
||||||
|
wchar_t title[255];
|
||||||
|
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||||
|
SetWindowText(g_hWnd, title);
|
||||||
|
|
||||||
|
Oyster::Graphics::API::EndFrame();
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT CleanUp()
|
||||||
|
{
|
||||||
|
|
||||||
|
SAFE_DELETE(game);
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Called every time the application receives a message
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||||
|
{
|
||||||
|
PAINTSTRUCT ps;
|
||||||
|
HDC hdc;
|
||||||
|
|
||||||
|
switch (message)
|
||||||
|
{
|
||||||
|
case WM_PAINT:
|
||||||
|
hdc = BeginPaint(hWnd, &ps);
|
||||||
|
EndPaint(hWnd, &ps);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case WM_DESTROY:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case WM_KEYDOWN:
|
||||||
|
|
||||||
|
switch(wParam)
|
||||||
|
{
|
||||||
|
case VK_ESCAPE:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,12 @@
|
||||||
|
#include "Weapon.h"
|
||||||
|
|
||||||
|
using namespace GameLogic;
|
||||||
|
|
||||||
|
Weapon::Weapon(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Weapon::~Weapon(void)
|
||||||
|
{
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef WEAPON_H
|
||||||
|
#define WEAPON_H
|
||||||
|
|
||||||
|
#include "Object.h"
|
||||||
|
|
||||||
|
namespace GameLogic
|
||||||
|
{
|
||||||
|
|
||||||
|
class Weapon : public Object
|
||||||
|
{
|
||||||
|
|
||||||
|
public:
|
||||||
|
Weapon(void);
|
||||||
|
~Weapon(void);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -24,7 +24,7 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
@ -66,22 +66,22 @@
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
<PropertyGroup Label="UserMacros" />
|
<PropertyGroup Label="UserMacros" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
@ -90,6 +90,7 @@
|
||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -100,6 +101,7 @@
|
||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -112,6 +114,7 @@
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -126,6 +129,7 @@
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -145,11 +149,18 @@
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClInclude Include="Implementation\Octree.h" />
|
||||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
||||||
|
<ClInclude Include="Implementation\SimpleRigidBody.h" />
|
||||||
|
<ClInclude Include="Implementation\SphericalRigidBody.h" />
|
||||||
<ClInclude Include="PhysicsAPI.h" />
|
<ClInclude Include="PhysicsAPI.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClCompile Include="Implementation\Octree.cpp" />
|
||||||
|
<ClCompile Include="Implementation\DLLMain.cpp" />
|
||||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
||||||
|
<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
|
||||||
|
<ClCompile Include="Implementation\SphericalRigidBody.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
|
|
@ -27,10 +27,31 @@
|
||||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h">
|
<ClInclude Include="Implementation\PhysicsAPI_Impl.h">
|
||||||
<Filter>Header Files\Implementation</Filter>
|
<Filter>Header Files\Implementation</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="Implementation\SimpleRigidBody.h">
|
||||||
|
<Filter>Header Files\Implementation</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Implementation\SphericalRigidBody.h">
|
||||||
|
<Filter>Header Files\Implementation</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Implementation\Octree.h">
|
||||||
|
<Filter>Header Files\Implementation</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
|
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="Implementation\SimpleRigidBody.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Implementation\DLLMain.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Implementation\SphericalRigidBody.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Implementation\Octree.cpp">
|
||||||
|
<Filter>Header Files\Implementation</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -0,0 +1,11 @@
|
||||||
|
#define NOMINMAX
|
||||||
|
|
||||||
|
#include <windows.h>
|
||||||
|
#include "OysterMath.h"
|
||||||
|
|
||||||
|
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL,
|
||||||
|
_In_ DWORD fdwReason,
|
||||||
|
_In_ LPVOID lpvReserved )
|
||||||
|
{
|
||||||
|
return ::Oyster::Math::IsSupported();
|
||||||
|
}
|
|
@ -0,0 +1,119 @@
|
||||||
|
#include "Octree.h"
|
||||||
|
|
||||||
|
using namespace Oyster;
|
||||||
|
using namespace Physics;
|
||||||
|
|
||||||
|
Octree::Octree(unsigned int bufferSize, unsigned char numLayers, Math::Float3 worldSize)
|
||||||
|
{
|
||||||
|
this->worldNode.dataPtr = NULL;
|
||||||
|
|
||||||
|
this->worldNode.container.maxVertex = worldSize*0.5f;
|
||||||
|
this->worldNode.container.minVertex = -worldSize*0.5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Octree::~Octree()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Octree& Octree::operator=(const Octree& orig)
|
||||||
|
{
|
||||||
|
this->leafData = orig.leafData;
|
||||||
|
this->updateQueue = orig.updateQueue;
|
||||||
|
this->worldNode = orig.worldNode;
|
||||||
|
this->mapReferences = orig.mapReferences;
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Octree::AddObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef)
|
||||||
|
{
|
||||||
|
Data data;
|
||||||
|
//Data* tempPtr = this->worldNode.dataPtr;
|
||||||
|
|
||||||
|
data.container = customBodyRef->GetBoundingSphere();
|
||||||
|
data.queueRef = -1;
|
||||||
|
data.next = NULL;
|
||||||
|
data.prev = NULL;
|
||||||
|
data.customBodyRef = customBodyRef;
|
||||||
|
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (customBodyRef, this->leafData.size()));
|
||||||
|
this->leafData.push_back(data);
|
||||||
|
|
||||||
|
/*if(tempPtr != NULL)
|
||||||
|
{
|
||||||
|
tempPtr->prev->next = &this->leafData[this->leafData.size() - 1];
|
||||||
|
this->leafData[this->leafData.size() - 1].prev = tempPtr->prev;
|
||||||
|
tempPtr->prev = &this->leafData[this->leafData.size() - 1];
|
||||||
|
this->leafData[this->leafData.size() - 1].next = tempPtr;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this->worldNode.dataPtr = &this->leafData[this->leafData.size() - 1];
|
||||||
|
this->worldNode.dataPtr->next = this->worldNode.dataPtr;
|
||||||
|
this->worldNode.dataPtr->prev = this->worldNode.dataPtr;
|
||||||
|
}*/
|
||||||
|
}
|
||||||
|
|
||||||
|
void Octree::MoveToUpdateQueue(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef)
|
||||||
|
{
|
||||||
|
/*this->leafData[this->mapReferences[customBodyRef]].queueRef = this->updateQueue.size();
|
||||||
|
this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/
|
||||||
|
}
|
||||||
|
|
||||||
|
void Octree::DestroyObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef)
|
||||||
|
{
|
||||||
|
std::map<ICustomBody*, unsigned int>::iterator it = this->mapReferences.find(customBodyRef);
|
||||||
|
|
||||||
|
this->mapReferences.erase(it);
|
||||||
|
|
||||||
|
this->leafData.erase(this->leafData.begin() + this->leafData[this->mapReferences[customBodyRef]].queueRef);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<ICustomBody*> Octree::Sample(ICustomBody* customBodyRef)
|
||||||
|
{
|
||||||
|
std::vector<ICustomBody*> list;
|
||||||
|
|
||||||
|
auto object = this->mapReferences.find(customBodyRef);
|
||||||
|
|
||||||
|
if(object == this->mapReferences.end())
|
||||||
|
{
|
||||||
|
return list;
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int tempRef = object->second;
|
||||||
|
|
||||||
|
for(unsigned int i = 0; i<this->leafData.size(); i++)
|
||||||
|
{
|
||||||
|
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
|
||||||
|
{
|
||||||
|
list.push_back(this->leafData[i].customBodyRef);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return list;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
|
||||||
|
{
|
||||||
|
auto object = this->mapReferences.find(customBodyRef);
|
||||||
|
|
||||||
|
if(object == this->mapReferences.end())
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int tempRef = object->second;
|
||||||
|
|
||||||
|
for(unsigned int i = 0; i<this->leafData.size(); i++)
|
||||||
|
{
|
||||||
|
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
|
||||||
|
{
|
||||||
|
hitAction(*this, tempRef, i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ICustomBody* Octree::GetCustomBody(const unsigned int tempRef)
|
||||||
|
{
|
||||||
|
return this->leafData[tempRef].customBodyRef;
|
||||||
|
}
|
|
@ -0,0 +1,67 @@
|
||||||
|
#ifndef OCTREE_H
|
||||||
|
#define OCTREE_H
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
#include <map>
|
||||||
|
#include "Sphere.h"
|
||||||
|
#include "BoxAxisAligned.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
#include "../PhysicsAPI.h"
|
||||||
|
|
||||||
|
namespace Oyster
|
||||||
|
{
|
||||||
|
namespace Physics
|
||||||
|
{
|
||||||
|
class Octree
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
typedef void(*VistorAction)(Octree&, unsigned int, unsigned int);
|
||||||
|
|
||||||
|
struct Data
|
||||||
|
{
|
||||||
|
Data* prev;
|
||||||
|
Data* next;
|
||||||
|
|
||||||
|
Collision3D::Sphere container;
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
|
||||||
|
|
||||||
|
unsigned int queueRef;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct OctreeNode
|
||||||
|
{
|
||||||
|
OctreeNode* children[8];
|
||||||
|
Data* dataPtr;
|
||||||
|
Collision3D::BoxAxisAligned container;
|
||||||
|
};
|
||||||
|
|
||||||
|
Octree(unsigned int bufferSize = 0, unsigned char numLayers = 0, Math::Float3 worldSize = Math::Float3::null);
|
||||||
|
virtual ~Octree();
|
||||||
|
|
||||||
|
Octree& operator=(const Octree& orig);
|
||||||
|
|
||||||
|
void AddObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
|
||||||
|
|
||||||
|
void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
|
||||||
|
|
||||||
|
void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
|
||||||
|
|
||||||
|
std::vector<ICustomBody*> Sample(ICustomBody* customBodyRef);
|
||||||
|
void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
|
||||||
|
|
||||||
|
ICustomBody* GetCustomBody(const unsigned int tempRef);
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::vector < Data > leafData;
|
||||||
|
std::vector < Data* > updateQueue;
|
||||||
|
|
||||||
|
std::map< ICustomBody*, unsigned int > mapReferences;
|
||||||
|
|
||||||
|
OctreeNode worldNode;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -1,40 +1,79 @@
|
||||||
#include "PhysicsAPI_Impl.h"
|
#include "PhysicsAPI_Impl.h"
|
||||||
|
#include "OysterPhysics3D.h"
|
||||||
|
#include "SimpleRigidBody.h"
|
||||||
|
#include "SphericalRigidBody.h"
|
||||||
|
|
||||||
using namespace Oyster;
|
using namespace ::Oyster::Physics;
|
||||||
using namespace Physics;
|
using namespace ::Oyster::Physics3D;
|
||||||
|
using namespace ::Oyster::Math;
|
||||||
|
using namespace ::Oyster::Collision3D;
|
||||||
|
using namespace ::Utility::DynamicMemory;
|
||||||
|
|
||||||
API_Impl instance;
|
API_Impl API_instance;
|
||||||
|
|
||||||
API & Instance()
|
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
|
||||||
{
|
{
|
||||||
return instance;
|
return Formula::MomentOfInertia::Sphere(mass, radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius)
|
||||||
|
{
|
||||||
|
return Formula::MomentOfInertia::HollowSphere(mass, radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth )
|
||||||
|
{
|
||||||
|
return Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius )
|
||||||
|
{
|
||||||
|
return Formula::MomentOfInertia::Cylinder(mass, height, radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length )
|
||||||
|
{
|
||||||
|
return Formula::MomentOfInertia::RodCenter(mass, length);
|
||||||
|
}
|
||||||
|
|
||||||
|
API & API::Instance()
|
||||||
|
{
|
||||||
|
return API_instance;
|
||||||
}
|
}
|
||||||
|
|
||||||
API_Impl::API_Impl()
|
API_Impl::API_Impl()
|
||||||
{
|
: gravityConstant( Constant::gravity_constant ),
|
||||||
/** @todo TODO: Fix this constructor.*/
|
updateFrameLength( 1.0f / 120.0f ),
|
||||||
}
|
destructionAction( Default::EventAction_Destruction )
|
||||||
|
{}
|
||||||
|
|
||||||
API_Impl::~API_Impl()
|
API_Impl::~API_Impl() {}
|
||||||
|
|
||||||
|
void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this destructor.*/
|
//! @todo TODO: implement stub
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::SetDeltaTime( float deltaTime )
|
void API_Impl::SetDeltaTime( float deltaTime )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
updateFrameLength = deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::SetGravityConstant( float g )
|
void API_Impl::SetGravityConstant( float g )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
this->gravityConstant = g;
|
||||||
}
|
}
|
||||||
void API_Impl::SetAction( EventAction_Collision functionPointer )
|
|
||||||
|
void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
if( functionPointer )
|
||||||
}
|
{
|
||||||
void API_Impl::SetAction( EventAction_Destruction functionPointer )
|
this->destructionAction = functionPointer;
|
||||||
{
|
}
|
||||||
/** @todo TODO: Fix this function.*/
|
else
|
||||||
|
{
|
||||||
|
this->destructionAction = Default::EventAction_Destruction;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::Update()
|
void API_Impl::Update()
|
||||||
|
@ -42,22 +81,106 @@ void API_Impl::Update()
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::MoveToLimbo( unsigned int objRef )
|
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::MoveToLimbo( const ICustomBody* objRef )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
void API_Impl::ReleaseFromLimbo( unsigned int objRef )
|
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle )
|
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
void API_Impl::DestroyObject( unsigned int objRef )
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::DestroyObject( const ICustomBody* objRef )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
|
||||||
|
{
|
||||||
|
return new SimpleRigidBody( desc );
|
||||||
|
}
|
||||||
|
|
||||||
|
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const
|
||||||
|
{
|
||||||
|
return new SphericalRigidBody( desc );
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace Oyster { namespace Physics { namespace Default
|
||||||
|
{
|
||||||
|
|
||||||
|
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
|
||||||
|
{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
|
||||||
|
|
||||||
|
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
|
||||||
|
{ /* Do nothing except returning business as usual. */
|
||||||
|
return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
|
||||||
|
}
|
||||||
|
|
||||||
|
} } }
|
|
@ -13,22 +13,48 @@ namespace Oyster
|
||||||
API_Impl();
|
API_Impl();
|
||||||
virtual ~API_Impl();
|
virtual ~API_Impl();
|
||||||
|
|
||||||
|
void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
|
||||||
|
|
||||||
void SetDeltaTime( float deltaTime );
|
void SetDeltaTime( float deltaTime );
|
||||||
void SetGravityConstant( float g );
|
void SetGravityConstant( float g );
|
||||||
void SetAction( EventAction_Collision functionPointer );
|
void SetSubscription( EventAction_Destruction functionPointer );
|
||||||
void SetAction( EventAction_Destruction functionPointer );
|
|
||||||
|
|
||||||
void Update();
|
void Update();
|
||||||
|
|
||||||
void MoveToLimbo( unsigned int objRef );
|
bool IsInLimbo( const ICustomBody* objRef );
|
||||||
void ReleaseFromLimbo( unsigned int objRef );
|
void MoveToLimbo( const ICustomBody* objRef );
|
||||||
|
void ReleaseFromLimbo( const ICustomBody* objRef );
|
||||||
|
|
||||||
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle );
|
void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
|
||||||
void DestroyObject( unsigned int objRef );
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
|
||||||
|
void DestroyObject( const ICustomBody* objRef );
|
||||||
|
|
||||||
|
void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
|
||||||
|
void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
|
||||||
|
|
||||||
|
void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
|
||||||
|
void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
|
||||||
|
void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos );
|
||||||
|
void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
::Oyster::Math::Float gravityConstant, updateFrameLength;
|
||||||
|
EventAction_Destruction destructionAction;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
namespace Default
|
||||||
|
{
|
||||||
|
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
|
||||||
|
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -0,0 +1,175 @@
|
||||||
|
#include "SimpleRigidBody.h"
|
||||||
|
#include "PhysicsAPI_Impl.h"
|
||||||
|
|
||||||
|
using namespace ::Oyster::Physics;
|
||||||
|
using namespace ::Oyster::Physics3D;
|
||||||
|
using namespace ::Oyster::Math3D;
|
||||||
|
using namespace ::Oyster::Collision3D;
|
||||||
|
using namespace ::Utility::DynamicMemory;
|
||||||
|
using namespace ::Utility::Value;
|
||||||
|
|
||||||
|
SimpleRigidBody::SimpleRigidBody()
|
||||||
|
{
|
||||||
|
this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 16.0f, Float4x4::identity );
|
||||||
|
this->gravityNormal = Float3::null;
|
||||||
|
this->collisionAction = Default::EventAction_Collision;
|
||||||
|
this->ignoreGravity = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
|
||||||
|
{
|
||||||
|
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ),
|
||||||
|
desc.mass,
|
||||||
|
desc.inertiaTensor );
|
||||||
|
this->gravityNormal = Float3::null;
|
||||||
|
|
||||||
|
if( desc.subscription )
|
||||||
|
{
|
||||||
|
this->collisionAction = desc.subscription;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this->collisionAction = Default::EventAction_Collision;
|
||||||
|
}
|
||||||
|
|
||||||
|
this->ignoreGravity = desc.ignoreGravity;
|
||||||
|
}
|
||||||
|
|
||||||
|
SimpleRigidBody::~SimpleRigidBody() {}
|
||||||
|
|
||||||
|
UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
|
||||||
|
{
|
||||||
|
return new SimpleRigidBody( *this );
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SimpleRigidBody::IsAffectedByGravity() const
|
||||||
|
{
|
||||||
|
return !this->ignoreGravity;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
|
||||||
|
{
|
||||||
|
if( object.Intersects(this->rigid.box) )
|
||||||
|
{ //! @todo TODO: better implementation needed
|
||||||
|
deltaWhen = timeStepLength;
|
||||||
|
worldPointOfContact = Average( this->rigid.box.center, object.GetCenter() );
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
|
||||||
|
{
|
||||||
|
return this->rigid.box.Intersects( shape );
|
||||||
|
}
|
||||||
|
|
||||||
|
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() );
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
//! @todo TODO: better implementation needed
|
||||||
|
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->gravityNormal;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.box.center;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.box.rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.GetOrientation();
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.GetView();
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateState SimpleRigidBody::Update( Float timeStepLength )
|
||||||
|
{
|
||||||
|
this->rigid.Update_LeapFrog( timeStepLength );
|
||||||
|
|
||||||
|
// compare previous and new state and return result
|
||||||
|
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
|
||||||
|
return UpdateState_altered;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
|
||||||
|
{
|
||||||
|
if( functionPointer )
|
||||||
|
{
|
||||||
|
this->collisionAction = functionPointer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this->collisionAction = Default::EventAction_Collision;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetGravity( bool ignore)
|
||||||
|
{
|
||||||
|
this->ignoreGravity = ignore;
|
||||||
|
this->gravityNormal = Float3::null;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
||||||
|
{
|
||||||
|
this->gravityNormal = normalizedVector;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetMass_KeepVelocity( Float m )
|
||||||
|
{
|
||||||
|
this->rigid.SetMass_KeepVelocity( m );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetMass_KeepMomentum( Float m )
|
||||||
|
{
|
||||||
|
this->rigid.SetMass_KeepMomentum( m );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetCenter( const Float3 &worldPos )
|
||||||
|
{
|
||||||
|
this->rigid.SetCenter( worldPos );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
|
||||||
|
{
|
||||||
|
this->rigid.SetRotation( rotation );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
|
||||||
|
{
|
||||||
|
this->rigid.SetOrientation( orientation );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetSize( const Float3 &size )
|
||||||
|
{
|
||||||
|
this->rigid.SetSize( size );
|
||||||
|
}
|
|
@ -0,0 +1,52 @@
|
||||||
|
#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||||
|
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||||
|
|
||||||
|
#include "..\PhysicsAPI.h"
|
||||||
|
#include "RigidBody.h"
|
||||||
|
|
||||||
|
namespace Oyster { namespace Physics
|
||||||
|
{
|
||||||
|
class SimpleRigidBody : public ICustomBody
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
SimpleRigidBody();
|
||||||
|
SimpleRigidBody( const API::SimpleBodyDescription &desc );
|
||||||
|
virtual ~SimpleRigidBody();
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||||
|
|
||||||
|
bool IsAffectedByGravity() const;
|
||||||
|
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||||
|
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
||||||
|
|
||||||
|
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
|
||||||
|
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||||
|
|
||||||
|
void SetSubscription( EventAction_Collision functionPointer );
|
||||||
|
void SetGravity( bool ignore);
|
||||||
|
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||||
|
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
|
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
|
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||||
|
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
void SetSize( const ::Oyster::Math::Float3 &size );
|
||||||
|
|
||||||
|
private:
|
||||||
|
::Oyster::Physics3D::RigidBody rigid;
|
||||||
|
::Oyster::Math::Float3 gravityNormal;
|
||||||
|
EventAction_Collision collisionAction;
|
||||||
|
bool ignoreGravity;
|
||||||
|
};
|
||||||
|
} }
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,181 @@
|
||||||
|
#include "SphericalRigidBody.h"
|
||||||
|
#include "PhysicsAPI_Impl.h"
|
||||||
|
|
||||||
|
using namespace ::Oyster::Physics;
|
||||||
|
using namespace ::Oyster::Physics3D;
|
||||||
|
using namespace ::Oyster::Math3D;
|
||||||
|
using namespace ::Oyster::Collision3D;
|
||||||
|
using namespace ::Utility::DynamicMemory;
|
||||||
|
using namespace ::Utility::Value;
|
||||||
|
|
||||||
|
SphericalRigidBody::SphericalRigidBody()
|
||||||
|
{
|
||||||
|
this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 10.0f, Float4x4::identity );
|
||||||
|
this->gravityNormal = Float3::null;
|
||||||
|
this->collisionAction = Default::EventAction_Collision;
|
||||||
|
this->ignoreGravity = false;
|
||||||
|
this->body = Sphere( Float3::null, 0.5f );
|
||||||
|
}
|
||||||
|
|
||||||
|
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
|
||||||
|
{
|
||||||
|
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, Float3(2.0f * desc.radius) ),
|
||||||
|
desc.mass,
|
||||||
|
MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) );
|
||||||
|
this->gravityNormal = Float3::null;
|
||||||
|
|
||||||
|
if( desc.subscription )
|
||||||
|
{
|
||||||
|
this->collisionAction = desc.subscription;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this->collisionAction = Default::EventAction_Collision;
|
||||||
|
}
|
||||||
|
|
||||||
|
this->ignoreGravity = desc.ignoreGravity;
|
||||||
|
this->body = Sphere( desc.centerPosition, desc.radius );
|
||||||
|
}
|
||||||
|
|
||||||
|
SphericalRigidBody::~SphericalRigidBody() {}
|
||||||
|
|
||||||
|
UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
|
||||||
|
{
|
||||||
|
return new SphericalRigidBody( *this );
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SphericalRigidBody::IsAffectedByGravity() const
|
||||||
|
{
|
||||||
|
return !this->ignoreGravity;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SphericalRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
|
||||||
|
{
|
||||||
|
if( object.Intersects(this->body) )
|
||||||
|
{ //! @todo TODO: better implementation needed
|
||||||
|
deltaWhen = timeStepLength;
|
||||||
|
worldPointOfContact = Average( this->body.center, object.GetCenter() );
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SphericalRigidBody::Intersects( const ICollideable &shape ) const
|
||||||
|
{
|
||||||
|
return this->rigid.box.Intersects( shape );
|
||||||
|
}
|
||||||
|
|
||||||
|
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->body;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & SphericalRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
//! @todo TODO: better implementation needed
|
||||||
|
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->gravityNormal;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.box.center;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.box.rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.GetOrientation();
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = this->rigid.GetView();
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateState SphericalRigidBody::Update( Float timeStepLength )
|
||||||
|
{
|
||||||
|
this->rigid.Update_LeapFrog( timeStepLength );
|
||||||
|
this->body.center = this->rigid.GetCenter();
|
||||||
|
|
||||||
|
// compare previous and new state and return result
|
||||||
|
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
|
||||||
|
return UpdateState_altered;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
|
||||||
|
{
|
||||||
|
if( functionPointer )
|
||||||
|
{
|
||||||
|
this->collisionAction = functionPointer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this->collisionAction = Default::EventAction_Collision;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetGravity( bool ignore)
|
||||||
|
{
|
||||||
|
this->ignoreGravity = ignore;
|
||||||
|
this->gravityNormal = Float3::null;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
||||||
|
{
|
||||||
|
this->gravityNormal = normalizedVector;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetMass_KeepVelocity( Float m )
|
||||||
|
{
|
||||||
|
this->rigid.SetMass_KeepVelocity( m );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetMass_KeepMomentum( Float m )
|
||||||
|
{
|
||||||
|
this->rigid.SetMass_KeepMomentum( m );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetCenter( const Float3 &worldPos )
|
||||||
|
{
|
||||||
|
this->rigid.SetCenter( worldPos );
|
||||||
|
this->body.center = worldPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
|
||||||
|
{
|
||||||
|
this->rigid.SetRotation( rotation );
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
|
||||||
|
{
|
||||||
|
this->rigid.SetOrientation( orientation );
|
||||||
|
this->body.center = orientation.v[3].xyz;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SphericalRigidBody::SetSize( const Float3 &size )
|
||||||
|
{
|
||||||
|
this->rigid.SetSize( size );
|
||||||
|
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
|
||||||
|
}
|
|
@ -0,0 +1,55 @@
|
||||||
|
#ifndef OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
||||||
|
#define OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
||||||
|
|
||||||
|
#include "..\PhysicsAPI.h"
|
||||||
|
#include "RigidBody.h"
|
||||||
|
#include "Sphere.h"
|
||||||
|
|
||||||
|
namespace Oyster { namespace Physics
|
||||||
|
{
|
||||||
|
class SphericalRigidBody : public ICustomBody
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
SphericalRigidBody();
|
||||||
|
SphericalRigidBody( const API::SphericalBodyDescription &desc );
|
||||||
|
virtual ~SphericalRigidBody();
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||||
|
|
||||||
|
bool IsSubscribingCollisions() const;
|
||||||
|
bool IsAffectedByGravity() const;
|
||||||
|
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||||
|
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
||||||
|
|
||||||
|
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
|
||||||
|
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||||
|
|
||||||
|
void SetSubscription( EventAction_Collision functionPointer );
|
||||||
|
void SetGravity( bool ignore);
|
||||||
|
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||||
|
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
|
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
|
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||||
|
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
void SetSize( const ::Oyster::Math::Float3 &size );
|
||||||
|
|
||||||
|
private:
|
||||||
|
::Oyster::Physics3D::RigidBody rigid;
|
||||||
|
::Oyster::Math::Float3 gravityNormal;
|
||||||
|
EventAction_Collision collisionAction;
|
||||||
|
bool ignoreGravity;
|
||||||
|
::Oyster::Collision3D::Sphere body;
|
||||||
|
};
|
||||||
|
} }
|
||||||
|
|
||||||
|
#endif
|
|
@ -1,36 +0,0 @@
|
||||||
#ifndef PHYSICS_API_H
|
|
||||||
#define PHYSICS_API_H
|
|
||||||
|
|
||||||
#include "OysterMath.h"
|
|
||||||
|
|
||||||
namespace Oyster
|
|
||||||
{
|
|
||||||
namespace Physics
|
|
||||||
{
|
|
||||||
class API;
|
|
||||||
class IRigidBody;
|
|
||||||
class IParticle;
|
|
||||||
|
|
||||||
class API
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
static API & Instance();
|
|
||||||
};
|
|
||||||
|
|
||||||
class IRigidBody
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
class IParticle
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
namespace Collision
|
|
||||||
{}
|
|
||||||
}
|
|
||||||
#endif
|
|
|
@ -3,74 +3,431 @@
|
||||||
|
|
||||||
#include "OysterCollision3D.h"
|
#include "OysterCollision3D.h"
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
#include "Utilities.h"
|
|
||||||
|
#if defined PHYSICS_DLL_EXPORT
|
||||||
|
#define PHYSICS_DLL_USAGE __declspec(dllexport)
|
||||||
|
#else
|
||||||
|
#define PHYSICS_DLL_USAGE __declspec(dllimport)
|
||||||
|
#endif
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Physics
|
namespace Physics
|
||||||
{
|
{
|
||||||
class API;
|
class API;
|
||||||
class IRigidBody;
|
class ICustomBody;
|
||||||
class IParticle;
|
|
||||||
|
|
||||||
enum UpdateState
|
enum UpdateState
|
||||||
{
|
{
|
||||||
resting,
|
UpdateState_resting,
|
||||||
altered
|
UpdateState_altered
|
||||||
};
|
};
|
||||||
|
|
||||||
namespace Constant
|
namespace Constant
|
||||||
{
|
{
|
||||||
const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
|
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
|
||||||
}
|
}
|
||||||
|
|
||||||
class API
|
class PHYSICS_DLL_USAGE MomentOfInertia
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
|
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
|
||||||
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<IRigidBody> );
|
|
||||||
|
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
|
||||||
|
|
||||||
|
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
|
||||||
|
|
||||||
|
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
|
||||||
|
|
||||||
|
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
|
||||||
|
};
|
||||||
|
|
||||||
|
class PHYSICS_DLL_USAGE API
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
struct SimpleBodyDescription;
|
||||||
|
struct SphericalBodyDescription;
|
||||||
|
|
||||||
|
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
|
||||||
|
|
||||||
|
/** Gets the Physics instance. */
|
||||||
static API & Instance();
|
static API & Instance();
|
||||||
|
|
||||||
virtual void SetDeltaTime( float deltaTime ) = 0;
|
/********************************************************
|
||||||
virtual void SetGravityConstant( float g ) = 0;
|
* Clears all content and reset Engine assetts such as buffers.
|
||||||
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
|
* @param numObjects: The predicted max number of active objects.
|
||||||
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
|
* @param numGravityWells: The predicted max number of active gravity wells.
|
||||||
|
* @param worldSize: The size of acceptable physics space.
|
||||||
|
********************************************************/
|
||||||
|
virtual void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the time length of each physics update frame.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetDeltaTime( float seconds ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the Gravityconstant in the physics that will be
|
||||||
|
* used in ForceField calculations.
|
||||||
|
* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetGravityConstant( float g ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the function that will be called by the engine
|
||||||
|
* whenever an object is being destroyed for some reason.
|
||||||
|
* - Because DestroyObject(...) were called.
|
||||||
|
* - Out of memory forced engine to destroy an object.
|
||||||
|
* @param functionPointer: If NULL, an empty default function will be set.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Triggers the engine to run next update frame.
|
||||||
|
* All accumulated forces and changes will be consumed.
|
||||||
|
* EventAction functions might be called.
|
||||||
|
********************************************************/
|
||||||
virtual void Update() = 0;
|
virtual void Update() = 0;
|
||||||
|
|
||||||
virtual bool IsInLimbo( unsigned int objRef ) = 0;
|
/********************************************************
|
||||||
virtual void MoveToLimbo( unsigned int objRef ) = 0;
|
* An object in limbo state will be ignored during the physics frame Update.
|
||||||
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @return true if object is in limbo state.
|
||||||
|
********************************************************/
|
||||||
|
virtual bool IsInLimbo( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* An object in limbo state will be ignored during the physics frame Update.
|
||||||
|
* This will put an object in Limbo state.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
********************************************************/
|
||||||
|
virtual void MoveToLimbo( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* An object in limbo state will be ignored during the physics frame Update.
|
||||||
|
* This will clear the accumulated force/torque and remove the Limbo state.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
********************************************************/
|
||||||
|
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle ) = 0;
|
/********************************************************
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<IRigidBody> ExtractObject( unsigned int objRef ) = 0;
|
* Introduces a new object into the engine.
|
||||||
virtual void DestroyObject( unsigned int objRef ) = 0;
|
* @param handle: A pointer along with the responsibility to delete.
|
||||||
|
********************************************************/
|
||||||
|
virtual void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Fetches and removes an object from the engine.
|
||||||
|
* Will not call the provided EventAction_Destruction method.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Removes an object from the engine.
|
||||||
|
* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
********************************************************/
|
||||||
|
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Apply force on an object.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
||||||
|
* @param worldF: Vector with the direction and magnitude of the force. [N]
|
||||||
|
********************************************************/
|
||||||
|
virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Apply force on an object.
|
||||||
|
* @param objRefA: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param objRefB: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param deltaWhen: The elapsed simulation time since last update frame. [s]
|
||||||
|
* @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m]
|
||||||
|
********************************************************/
|
||||||
|
virtual void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
|
||||||
|
* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
|
||||||
|
* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the mass of an object without changing it's linear velocity.
|
||||||
|
* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param m: [kg]
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the mass of an object without changing it's linear velocity.
|
||||||
|
* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param m: [kg]
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Instantly moves an object.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Instantly redirects object.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param rotation: New rotation.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Instantly moves and redirects object.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param orientation: New orientation.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Resizes the boundingBox.
|
||||||
|
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
|
* @param size: New size of this [m]
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
||||||
|
* @param desc: @see API::SimpleBodyDescription
|
||||||
|
* @return A pointer along with the responsibility to delete.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
||||||
|
* @param desc: @see API::SphericalBodyDescription
|
||||||
|
* @return A pointer along with the responsibility to delete.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const = 0;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual ~API() {}
|
||||||
};
|
};
|
||||||
|
|
||||||
class IRigidBody
|
//! The root interface for all physical representations processable by the engine.
|
||||||
|
class PHYSICS_DLL_USAGE ICustomBody
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
virtual ~IRigidBody() {};
|
enum SubscriptMessage
|
||||||
|
{
|
||||||
|
SubscriptMessage_none,
|
||||||
|
SubscriptMessage_ignore_collision_response
|
||||||
|
};
|
||||||
|
|
||||||
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||||
|
|
||||||
virtual bool IsSubscribingCollisions() const = 0;
|
|
||||||
virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
|
|
||||||
|
|
||||||
virtual unsigned int GetReference() const = 0;
|
virtual ~ICustomBody() {};
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Creates a complete copy of the current (type)object.
|
||||||
|
* @return An ICustomBody pointer along with the responsibility to delete.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* @return true if Engine should apply gravity on this object.
|
||||||
|
********************************************************/
|
||||||
|
virtual bool IsAffectedByGravity() const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Performs a detailed Intersect test and returns if, when and where.
|
||||||
|
* @param object: What this is intersect testing against.
|
||||||
|
* @param timeStepLength: The value set by API::SetDeltaTime(...)
|
||||||
|
* @param deltaWhen: Time in seconds since last update frame til timeOfContact. 0.0f <= deltaWhen <= timeStepLength
|
||||||
|
* @param worldPointOfContact: Where at timeOfContact, this and object touches eachother.
|
||||||
|
* @return true if this truly intersects with object.
|
||||||
|
********************************************************/
|
||||||
|
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* param shape: Any defined sample shape.
|
||||||
|
* @return true if this truly intersects with shape.
|
||||||
|
********************************************************/
|
||||||
|
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Required by Engine's Collision Search.
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a sphere shape that contains the ICustomBody.
|
||||||
|
********************************************************/
|
||||||
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Required by Engine's Collision Responsing.
|
||||||
|
* @param worldPos: Should be worldPointOfContact from Intersects( ... )
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a surface normal in worldSpace.
|
||||||
|
********************************************************/
|
||||||
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* The gravity normal will have same direction as the total gravity force pulling on this and have the magnitude of 1.0f.
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a normalized vector in worldSpace. Exception: Null vector if no gravity been applied.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* The world position of this center of gravity.
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a position in worldSpace.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a copy of this's rotation matrix.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a copy of this's orientation matrix.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* @param targetMem: Provided memory that written into and then returned.
|
||||||
|
* @return a copy of this's view matrix.
|
||||||
|
********************************************************/
|
||||||
|
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Is called during API::Update
|
||||||
|
********************************************************/
|
||||||
|
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Sets the function that will be called by the engine
|
||||||
|
* whenever a collision occurs.
|
||||||
|
* @param functionPointer: If NULL, an empty default function will be set.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* @param ignore: True if Engine should not apply Gravity.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetGravity( bool ignore) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* Used by Engine
|
||||||
|
* @param normalizedVector: Should have same direction as the pullinggravity.
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetMass_KeepVelocity(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetMass_KeepMomentum(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetCenter(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetRotation(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetOrientation(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* To not be called if is in Engine
|
||||||
|
* Use API::SetSize(...)
|
||||||
|
********************************************************/
|
||||||
|
virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class IParticle
|
struct API::SimpleBodyDescription
|
||||||
{
|
{
|
||||||
public:
|
::Oyster::Math::Float4x4 rotation;
|
||||||
|
::Oyster::Math::Float3 centerPosition;
|
||||||
|
::Oyster::Math::Float3 size;
|
||||||
|
::Oyster::Math::Float mass;
|
||||||
|
::Oyster::Math::Float4x4 inertiaTensor;
|
||||||
|
ICustomBody::EventAction_Collision subscription;
|
||||||
|
bool ignoreGravity;
|
||||||
|
|
||||||
|
SimpleBodyDescription()
|
||||||
|
{
|
||||||
|
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||||
|
this->centerPosition = ::Oyster::Math::Float3::null;
|
||||||
|
this->size = ::Oyster::Math::Float3( 1.0f );
|
||||||
|
this->mass = 12.0f;
|
||||||
|
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
|
||||||
|
this->subscription = NULL;
|
||||||
|
this->ignoreGravity = false;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct API::SphericalBodyDescription
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 rotation;
|
||||||
|
::Oyster::Math::Float3 centerPosition;
|
||||||
|
::Oyster::Math::Float radius;
|
||||||
|
::Oyster::Math::Float mass;
|
||||||
|
ICustomBody::EventAction_Collision subscription;
|
||||||
|
bool ignoreGravity;
|
||||||
|
|
||||||
|
SphericalBodyDescription()
|
||||||
|
{
|
||||||
|
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||||
|
this->centerPosition = ::Oyster::Math::Float3::null;
|
||||||
|
this->radius = 0.5f;
|
||||||
|
this->mass = 10.0f;
|
||||||
|
this->subscription = NULL;
|
||||||
|
this->ignoreGravity = false;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
namespace Collision
|
|
||||||
{}
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
|
@ -18,13 +18,19 @@
|
||||||
<Platform>x64</Platform>
|
<Platform>x64</Platform>
|
||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="L_inputClass.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="L_inputClass.h" />
|
||||||
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
|
<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
|
||||||
<RootNamespace>Input</RootNamespace>
|
<RootNamespace>Input</RootNamespace>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
|
|
@ -14,4 +14,14 @@
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||||
</Filter>
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="L_inputClass.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="L_inputClass.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -0,0 +1,203 @@
|
||||||
|
#include "L_inputclass.h"
|
||||||
|
|
||||||
|
InputClass::InputClass()
|
||||||
|
{
|
||||||
|
m_directInput = NULL;
|
||||||
|
m_keyboard = NULL;
|
||||||
|
m_mouse = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
InputClass::~InputClass()
|
||||||
|
{
|
||||||
|
// Release the mouse.
|
||||||
|
if(m_mouse)
|
||||||
|
{
|
||||||
|
(m_mouse)->Unacquire();
|
||||||
|
(m_mouse)->Release();
|
||||||
|
(m_mouse) = NULL;
|
||||||
|
}
|
||||||
|
//SAFE_UNACQUIRE(m_mouse);
|
||||||
|
|
||||||
|
// Release the keyboard.
|
||||||
|
if(m_keyboard)
|
||||||
|
{
|
||||||
|
(m_keyboard)->Unacquire();
|
||||||
|
(m_keyboard)->Release();
|
||||||
|
(m_keyboard) = NULL;
|
||||||
|
}
|
||||||
|
//SAFE_UNACQUIRE(m_keyboard);
|
||||||
|
|
||||||
|
// Release the main interface to direct input.
|
||||||
|
if( m_directInput )
|
||||||
|
{
|
||||||
|
(m_directInput)->Release();
|
||||||
|
(m_directInput) = NULL;
|
||||||
|
}
|
||||||
|
//SAFE_RELEASE(m_directInput);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
|
||||||
|
{
|
||||||
|
HRESULT result;
|
||||||
|
|
||||||
|
// Initialize the main direct input interface.
|
||||||
|
result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Initialize the direct input interface for the keyboard.
|
||||||
|
result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the cooperative level of the keyboard to not share with other programs.
|
||||||
|
result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// Set the data format. In this case since it is a keyboard we can use the predefined data format.
|
||||||
|
result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now acquire the keyboard.
|
||||||
|
result = m_keyboard->Acquire();
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Initialize the direct input interface for the mouse.
|
||||||
|
result = m_directInput->CreateDevice(GUID_SysMouse, &m_mouse, NULL);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the data format for the mouse using the pre-defined mouse data format.
|
||||||
|
result = m_mouse->SetDataFormat(&c_dfDIMouse);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the cooperative level of the mouse to share with other programs.
|
||||||
|
result = m_mouse->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Acquire the mouse.
|
||||||
|
result = m_mouse->Acquire();
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool InputClass::Update()
|
||||||
|
{
|
||||||
|
bool result;
|
||||||
|
|
||||||
|
//Read the current state of the keyboard.
|
||||||
|
result = ReadKeyboard();
|
||||||
|
if(!result)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Read the current state of the mouse.
|
||||||
|
result = ReadMouse();
|
||||||
|
if(!result)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool InputClass::ReadKeyboard()
|
||||||
|
{
|
||||||
|
HRESULT result;
|
||||||
|
|
||||||
|
// Read the keyboard device.
|
||||||
|
result = m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
// If the keyboard lost focus or was not acquired then try to get control back.
|
||||||
|
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
|
||||||
|
{
|
||||||
|
m_keyboard->Acquire();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool InputClass::ReadMouse()
|
||||||
|
{
|
||||||
|
HRESULT result;
|
||||||
|
|
||||||
|
// Read the mouse device.
|
||||||
|
result = m_mouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&m_mouseState);
|
||||||
|
if(FAILED(result))
|
||||||
|
{
|
||||||
|
// If the mouse lost focus or was not acquired then try to get control back.
|
||||||
|
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
|
||||||
|
{
|
||||||
|
m_mouse->Acquire();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void InputClass::MouseMove(float &Pitch, float &RotateY )
|
||||||
|
{
|
||||||
|
//if left mouse button is pressed
|
||||||
|
if (m_mouseState.rgbButtons[0])
|
||||||
|
{
|
||||||
|
float dx = (static_cast<float>( m_mouseState.lX)/150);
|
||||||
|
float dy = (static_cast<float>( m_mouseState.lY)/150);
|
||||||
|
|
||||||
|
//
|
||||||
|
Pitch=dy;
|
||||||
|
RotateY=dx;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
bool InputClass::IsMousePressed()
|
||||||
|
{
|
||||||
|
if (m_mouseState.rgbButtons[0])
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
bool InputClass::IsKeyPressed(int key)
|
||||||
|
{
|
||||||
|
if( m_keyboardState[key] & 0x80 )
|
||||||
|
return true;
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
|
@ -0,0 +1,45 @@
|
||||||
|
#ifndef _INPUTCLASS_H_
|
||||||
|
#define _INPUTCLASS_H_
|
||||||
|
|
||||||
|
|
||||||
|
#define DIRECTINPUT_VERSION 0x0800
|
||||||
|
|
||||||
|
#pragma comment(lib, "dinput8.lib")
|
||||||
|
#pragma comment(lib, "dxguid.lib")
|
||||||
|
|
||||||
|
#include <dinput.h>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
class InputClass
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
IDirectInput8* m_directInput;
|
||||||
|
IDirectInputDevice8* m_keyboard;
|
||||||
|
IDirectInputDevice8* m_mouse;
|
||||||
|
|
||||||
|
unsigned char m_keyboardState[256];
|
||||||
|
DIMOUSESTATE m_mouseState;
|
||||||
|
|
||||||
|
bool ReadKeyboard();
|
||||||
|
bool ReadMouse();
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
InputClass();
|
||||||
|
~InputClass();
|
||||||
|
|
||||||
|
// Initialize DirectInput8Create and acquire the mouse and keyboard
|
||||||
|
bool Initialize(HINSTANCE, HWND, int, int);
|
||||||
|
|
||||||
|
//read the mouse and keyboard and send back
|
||||||
|
// delta mouse pos and if any button is pressed
|
||||||
|
bool Update();
|
||||||
|
|
||||||
|
bool IsKeyPressed(int key);
|
||||||
|
bool IsMousePressed();
|
||||||
|
void MouseMove(float &Pitch, float &RoateY);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -163,7 +163,7 @@
|
||||||
<ClInclude Include="Thread\IThreadObject.h" />
|
<ClInclude Include="Thread\IThreadObject.h" />
|
||||||
<ClInclude Include="Thread\OysterMutex.h" />
|
<ClInclude Include="Thread\OysterMutex.h" />
|
||||||
<ClInclude Include="Thread\OysterThread.h" />
|
<ClInclude Include="Thread\OysterThread.h" />
|
||||||
<ClInclude Include="Utilities-InlineImpl.h" />
|
<ClInclude Include="Utilities-Impl.h" />
|
||||||
<ClInclude Include="Utilities.h" />
|
<ClInclude Include="Utilities.h" />
|
||||||
<ClInclude Include="WinTimer.h" />
|
<ClInclude Include="WinTimer.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
|
@ -27,6 +27,12 @@
|
||||||
<ClCompile Include="Resource\OResourceHandler.cpp">
|
<ClCompile Include="Resource\OResourceHandler.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="Thread\OysterMutex.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Thread\OysterThread_Impl.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="Resource\Loaders\ByteLoader.cpp">
|
<ClCompile Include="Resource\Loaders\ByteLoader.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
@ -47,13 +53,22 @@
|
||||||
<ClInclude Include="WinTimer.h">
|
<ClInclude Include="WinTimer.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="Utilities-InlineImpl.h">
|
<ClInclude Include="Utilities-Impl.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Resource\OResource.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="Resource\OysterResource.h">
|
<ClInclude Include="Resource\OysterResource.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="Resource\OResource.h">
|
<ClInclude Include="Thread\IThreadObject.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Thread\OysterMutex.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="Thread\OysterThread.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="Thread\IThreadObject.h">
|
<ClInclude Include="Thread\IThreadObject.h">
|
||||||
|
|
|
@ -1,6 +1,3 @@
|
||||||
/////////////////////////////////////////////////////////////////////
|
|
||||||
// Created by [Dennis Andersen] [2013]
|
|
||||||
/////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
#include "..\OResource.h"
|
#include "..\OResource.h"
|
||||||
#include "..\..\Utilities.h"
|
#include "..\..\Utilities.h"
|
||||||
|
|
|
@ -1,7 +1,3 @@
|
||||||
/////////////////////////////////////////////////////////////////////
|
|
||||||
// Created by [Dennis Andersen] [2013]
|
|
||||||
/////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
#include "OResource.h"
|
#include "OResource.h"
|
||||||
|
|
||||||
using namespace Oyster::Resource;
|
using namespace Oyster::Resource;
|
||||||
|
|
|
@ -23,46 +23,71 @@ public:
|
||||||
} resourcePrivate;
|
} resourcePrivate;
|
||||||
|
|
||||||
|
|
||||||
OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType type)
|
OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType type, int customID, bool force)
|
||||||
{
|
{
|
||||||
if(!filename) return 0;
|
if(!filename) return 0;
|
||||||
|
|
||||||
OResource *resourceData = resourcePrivate.FindResource(filename);
|
OResource *resourceData = resourcePrivate.FindResource(filename);
|
||||||
|
|
||||||
if(resourceData)
|
if(resourceData)
|
||||||
{
|
{
|
||||||
//Add new reference
|
if(force)
|
||||||
resourcePrivate.SaveResource(resourceData, false);
|
{
|
||||||
return resourceData->GetResourceHandle();
|
return OysterResource::ReloadResource(filename);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Add new reference
|
||||||
|
resourcePrivate.SaveResource(resourceData, false);
|
||||||
|
return resourceData->GetResourceHandle();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
resourceData = OResource::Load(filename, type);
|
||||||
|
if(resourceData)
|
||||||
|
{
|
||||||
|
resourceData->SetResourceID(customID);
|
||||||
|
resourcePrivate.SaveResource(resourceData);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
resourceData = OResource::Load(filename, type);
|
|
||||||
|
|
||||||
if(!resourceData) return 0;
|
|
||||||
|
|
||||||
resourcePrivate.SaveResource(resourceData);
|
|
||||||
|
|
||||||
return resourceData->GetResourceHandle();
|
return resourceData->GetResourceHandle();
|
||||||
}
|
}
|
||||||
OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, int CustomId)
|
OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, int customId, bool force)
|
||||||
{
|
{
|
||||||
if(!filename) return 0;
|
if(!filename)
|
||||||
if(!loadFnc) return 0;
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
if(!loadFnc)
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
OResource *resourceData = resourcePrivate.FindResource(filename);
|
OResource *resourceData = resourcePrivate.FindResource(filename);
|
||||||
if(resourceData)
|
if(resourceData)
|
||||||
{
|
{
|
||||||
//Add new reference
|
if(force)
|
||||||
resourcePrivate.SaveResource(resourceData, false);
|
{
|
||||||
return resourceData->GetResourceHandle();
|
return OysterResource::ReloadResource(filename);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Add new reference
|
||||||
|
resourcePrivate.SaveResource(resourceData, false);
|
||||||
|
return resourceData->GetResourceHandle();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
resourceData = OResource::Load(filename, loadFnc);
|
||||||
|
if(resourceData)
|
||||||
|
{
|
||||||
|
resourceData->SetResourceID(customId);
|
||||||
|
resourcePrivate.SaveResource(resourceData);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
resourceData = OResource::Load(filename, loadFnc);
|
|
||||||
|
|
||||||
if(!resourceData) return 0;
|
|
||||||
|
|
||||||
resourceData->SetResourceID(CustomId);
|
|
||||||
|
|
||||||
resourcePrivate.SaveResource(resourceData);
|
|
||||||
|
|
||||||
return (OHRESOURCE)resourceData->GetResourceHandle();
|
return (OHRESOURCE)resourceData->GetResourceHandle();
|
||||||
}
|
}
|
||||||
|
|
|
@ -28,7 +28,7 @@ namespace Oyster
|
||||||
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
||||||
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
||||||
|
|
||||||
ResourceType_COUNT, /**< Not used. */
|
ResourceType_COUNT, /**< Handle can be interpeted as ? */
|
||||||
|
|
||||||
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
|
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
|
||||||
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
|
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
|
||||||
|
@ -54,16 +54,17 @@ namespace Oyster
|
||||||
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
|
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
|
||||||
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
||||||
*/
|
*/
|
||||||
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type);
|
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Load a resource with a custom loading function
|
* Load a resource with a custom loading function
|
||||||
* @param filename The path to the resource.
|
* @param filename The path to the resource.
|
||||||
* @param force If set to true, the resource will be reloaded even if exists.
|
|
||||||
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
|
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
|
||||||
|
* @param customId A custom ID that can be used.
|
||||||
|
* @param force If set to true, the resource will be reloaded even if exists.
|
||||||
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
||||||
*/
|
*/
|
||||||
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, int CustomId = -1);
|
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, int customId = -1, bool force = false);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Reload a resource
|
* Reload a resource
|
||||||
|
|
|
@ -10,14 +10,14 @@
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
|
|
||||||
using namespace Oyster::Thread;
|
using namespace Oyster::Thread;
|
||||||
using namespace Utility::DynamicMemory::SmartPointer;
|
using namespace Utility::DynamicMemory;
|
||||||
|
|
||||||
|
|
||||||
#pragma region Declerations
|
#pragma region Declerations
|
||||||
|
|
||||||
struct ThreadData;
|
struct ThreadData;
|
||||||
/** A typical Oyster thread function */
|
/** A typical Oyster thread function */
|
||||||
typedef void (*ThreadFunction)(StdSmartPointer<ThreadData>&);
|
typedef void (*ThreadFunction)(SmartPointer<ThreadData>&);
|
||||||
|
|
||||||
enum OYSTER_THREAD_STATE
|
enum OYSTER_THREAD_STATE
|
||||||
{
|
{
|
||||||
|
@ -32,12 +32,13 @@ using namespace Utility::DynamicMemory::SmartPointer;
|
||||||
struct ThreadData
|
struct ThreadData
|
||||||
{
|
{
|
||||||
std::atomic<OYSTER_THREAD_STATE> state; //<! The current thread state.
|
std::atomic<OYSTER_THREAD_STATE> state; //<! The current thread state.
|
||||||
//OYSTER_THREAD_STATE state; //<! The current thread state.
|
SmartPointer<std::thread> workerThread; //<! The worker thread.
|
||||||
StdSmartPointer<std::thread> workerThread; //<! The worker thread.
|
|
||||||
std::thread::id callingThread; //<! The owner thread.
|
std::thread::id callingThread; //<! The owner thread.
|
||||||
IThreadObject *owner; //<! The owner of the thread as IThread.
|
IThreadObject *owner; //<! The owner of the thread as IThread.
|
||||||
std::atomic<int> msec; //<! A timer in miliseconds.
|
std::atomic<int> msec; //<! A timer in miliseconds.
|
||||||
|
|
||||||
//OysterMutex mutexLock; //<! The lock, locking the member variabls.
|
//OysterMutex mutexLock; //<! The lock, locking the member variabls.
|
||||||
|
//OYSTER_THREAD_STATE state; //<! The current thread state.
|
||||||
|
|
||||||
ThreadData() {}
|
ThreadData() {}
|
||||||
~ThreadData() {}
|
~ThreadData() {}
|
||||||
|
@ -45,7 +46,7 @@ using namespace Utility::DynamicMemory::SmartPointer;
|
||||||
};
|
};
|
||||||
struct OysterThread::PrivateData
|
struct OysterThread::PrivateData
|
||||||
{
|
{
|
||||||
StdSmartPointer<ThreadData> threadData;
|
SmartPointer<ThreadData> threadData;
|
||||||
|
|
||||||
PrivateData()
|
PrivateData()
|
||||||
:threadData(new ThreadData())
|
:threadData(new ThreadData())
|
||||||
|
@ -76,11 +77,11 @@ using namespace Utility::DynamicMemory::SmartPointer;
|
||||||
|
|
||||||
int tempId = 0;
|
int tempId = 0;
|
||||||
std::vector<int> IDS;
|
std::vector<int> IDS;
|
||||||
static void ThreadingFunction(StdSmartPointer<ThreadData> &origin)
|
static void ThreadingFunction(SmartPointer<ThreadData> &origin)
|
||||||
{
|
{
|
||||||
|
|
||||||
bool shouldContinue;
|
bool shouldContinue;
|
||||||
StdSmartPointer<ThreadData> w = origin;
|
SmartPointer<ThreadData> w = origin;
|
||||||
|
|
||||||
theBegining:
|
theBegining:
|
||||||
|
|
||||||
|
|
|
@ -1,8 +1,11 @@
|
||||||
/////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////
|
||||||
// Inline and template implementations for
|
// Inline and template implementations for
|
||||||
// the Utility Collection of Miscellanious Handy Functions
|
// the Utility Collection of Miscellanious Handy Functions
|
||||||
// © Dan Andersson 2013
|
//
|
||||||
// © Dennis Andersen 2013 TODO: Is this correct?
|
// Created 2013 by Dan Andersson
|
||||||
|
// Edited 2013 by
|
||||||
|
// * Dan Andersson
|
||||||
|
// * Dennis Andersen
|
||||||
/////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
#ifndef UTILITIES_INLINE_IMPL_H
|
#ifndef UTILITIES_INLINE_IMPL_H
|
||||||
|
@ -32,6 +35,7 @@ namespace Utility
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#pragma region UnuiqePointer
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
UniquePointer<Type>::UniquePointer( Type *assignedInstance )
|
UniquePointer<Type>::UniquePointer( Type *assignedInstance )
|
||||||
{
|
{
|
||||||
|
@ -39,17 +43,17 @@ namespace Utility
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
UniquePointer<Type>::~UniquePointer()
|
UniquePointer<Type>::UniquePointer( const UniquePointer<Type> &donor )
|
||||||
{
|
{
|
||||||
SafeDeleteInstance( this->ownedInstance );
|
this->ownedInstance = donor.ownedInstance;
|
||||||
|
donor.ownedInstance = NULL;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( Type *assignedInstance )
|
UniquePointer<Type>::~UniquePointer()
|
||||||
{
|
{
|
||||||
SafeDeleteInstance( this->ownedInstance );
|
SafeDeleteInstance( this->ownedInstance );
|
||||||
this->ownedInstance = assignedInstance;
|
|
||||||
return *this;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
|
@ -91,6 +95,18 @@ namespace Utility
|
||||||
return this->ownedInstance != NULL;
|
return this->ownedInstance != NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename Type>
|
||||||
|
bool UniquePointer<Type>::operator == ( Type *stray ) const
|
||||||
|
{
|
||||||
|
return this->ownedInstance == stray;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename Type>
|
||||||
|
bool UniquePointer<Type>::operator != ( Type *stray ) const
|
||||||
|
{
|
||||||
|
return this->ownedInstance != stray;
|
||||||
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
Type* UniquePointer<Type>::Release()
|
Type* UniquePointer<Type>::Release()
|
||||||
{
|
{
|
||||||
|
@ -112,16 +128,17 @@ namespace Utility
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
UniqueArray<Type>::~UniqueArray()
|
UniqueArray<Type>::UniqueArray( const UniqueArray<Type> &donor )
|
||||||
{
|
{
|
||||||
SafeDeleteArray( this->ownedArray );
|
this->ownedArray = donor.ownedArray;
|
||||||
|
donor.ownedArray = NULL;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
UniqueArray<Type> & UniqueArray<Type>::operator = ( Type assignedArray[] )
|
UniqueArray<Type>::~UniqueArray()
|
||||||
{
|
{
|
||||||
SafeDeleteArray( this->ownedArray );
|
SafeDeleteArray( this->ownedArray );
|
||||||
this->ownedArray = assignedArray;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>
|
template<typename Type>
|
||||||
|
@ -150,7 +167,20 @@ namespace Utility
|
||||||
return this->ownedArray != NULL;
|
return this->ownedArray != NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename Type>Type* UniqueArray<Type>::Release()
|
template<typename Type>
|
||||||
|
bool UniqueArray<Type>::operator == ( Type *stray ) const
|
||||||
|
{
|
||||||
|
return this->ownedArray == stray;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename Type>
|
||||||
|
bool UniqueArray<Type>::operator != ( Type *stray ) const
|
||||||
|
{
|
||||||
|
return this->ownedArray != stray;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename Type>
|
||||||
|
Type* UniqueArray<Type>::Release()
|
||||||
{
|
{
|
||||||
Type *copy = this->ownedArray;
|
Type *copy = this->ownedArray;
|
||||||
this->ownedArray = NULL;
|
this->ownedArray = NULL;
|
||||||
|
@ -162,110 +192,114 @@ namespace Utility
|
||||||
{
|
{
|
||||||
return this->operator bool();
|
return this->operator bool();
|
||||||
}
|
}
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
namespace SmartPointer
|
#pragma region SmartPointer
|
||||||
|
template<typename T> void SmartPointer<T>::Destroy()
|
||||||
{
|
{
|
||||||
template<typename T> void StdSmartPointer<T>::Destroy()
|
delete this->_rc;
|
||||||
{
|
this->_rc = NULL;
|
||||||
delete this->_rc;
|
|
||||||
this->_rc = NULL;
|
//Use default function for memory deallocation.
|
||||||
delete this->_ptr;
|
SafeDeleteInstance<T>(this->_ptr);
|
||||||
this->_ptr = NULL;
|
|
||||||
}
|
this->_ptr = NULL;
|
||||||
template<typename T> StdSmartPointer<T>::StdSmartPointer()
|
}
|
||||||
:_rc(0), _ptr(0)
|
template<typename T> SmartPointer<T>::SmartPointer()
|
||||||
{ }
|
:_rc(0), _ptr(0)
|
||||||
template<typename T> StdSmartPointer<T>::StdSmartPointer(T* p)
|
{ }
|
||||||
:_ptr(p)
|
template<typename T> SmartPointer<T>::SmartPointer(T* p)
|
||||||
{
|
:_ptr(p)
|
||||||
this->_rc = new ReferenceCount();
|
{
|
||||||
|
this->_rc = new ReferenceCount();
|
||||||
|
this->_rc->Incref();
|
||||||
|
}
|
||||||
|
template<typename T> SmartPointer<T>::SmartPointer(const SmartPointer& d)
|
||||||
|
:_ptr(d._ptr), _rc(d._rc)
|
||||||
|
{
|
||||||
|
if(this->_rc)
|
||||||
this->_rc->Incref();
|
this->_rc->Incref();
|
||||||
}
|
}
|
||||||
template<typename T> StdSmartPointer<T>::StdSmartPointer(const StdSmartPointer& d)
|
template<typename T> SmartPointer<T>::~SmartPointer()
|
||||||
:_ptr(d._ptr), _rc(d._rc)
|
{
|
||||||
|
if (this->_rc && this->_rc->Decref() == 0)
|
||||||
{
|
{
|
||||||
if(this->_rc)
|
Destroy();
|
||||||
this->_rc->Incref();
|
|
||||||
}
|
}
|
||||||
template<typename T> StdSmartPointer<T>::~StdSmartPointer()
|
}
|
||||||
|
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (const SmartPointer<T>& p)
|
||||||
|
{
|
||||||
|
if (this != &p)
|
||||||
{
|
{
|
||||||
if (this->_rc && this->_rc->Decref() == 0)
|
//Last to go?
|
||||||
|
if(this->_rc && this->_rc->Decref() == 0)
|
||||||
{
|
{
|
||||||
|
//Call child specific
|
||||||
Destroy();
|
Destroy();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
this->_ptr = p._ptr;
|
||||||
|
this->_rc = p._rc;
|
||||||
|
this->_rc->Incref();
|
||||||
}
|
}
|
||||||
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (const StdSmartPointer<T>& p)
|
return *this;
|
||||||
|
}
|
||||||
|
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (T* p)
|
||||||
|
{
|
||||||
|
if (this->_ptr != p)
|
||||||
{
|
{
|
||||||
if (this != &p)
|
//Last to go?
|
||||||
|
if(this->_rc)
|
||||||
{
|
{
|
||||||
//Last to go?
|
if(this->_rc->Decref() == 0)
|
||||||
if(this->_rc && this->_rc->Decref() == 0)
|
|
||||||
{
|
{
|
||||||
//Call child specific
|
//Call child specific
|
||||||
Destroy();
|
Destroy();
|
||||||
}
|
|
||||||
|
|
||||||
this->_ptr = p._ptr;
|
|
||||||
this->_rc = p._rc;
|
|
||||||
this->_rc->Incref();
|
|
||||||
}
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (T* p)
|
|
||||||
{
|
|
||||||
if (this->_ptr != p)
|
|
||||||
{
|
|
||||||
//Last to go?
|
|
||||||
if(this->_rc)
|
|
||||||
{
|
|
||||||
if(this->_rc->Decref() == 0)
|
|
||||||
{
|
|
||||||
//Call child specific
|
|
||||||
Destroy();
|
|
||||||
this->_rc = new ReferenceCount();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
this->_rc = new ReferenceCount();
|
this->_rc = new ReferenceCount();
|
||||||
|
}
|
||||||
this->_ptr = p;
|
|
||||||
this->_rc->Incref();
|
|
||||||
}
|
}
|
||||||
return *this;
|
else
|
||||||
}
|
this->_rc = new ReferenceCount();
|
||||||
template<typename T> inline bool StdSmartPointer<T>::operator== (const StdSmartPointer<T>& d)
|
|
||||||
{
|
this->_ptr = p;
|
||||||
return d._ptr == this->_ptr;
|
this->_rc->Incref();
|
||||||
}
|
|
||||||
template<typename T> inline bool StdSmartPointer<T>::operator== (const T& p)
|
|
||||||
{
|
|
||||||
return &p == this->_ptr;
|
|
||||||
}
|
|
||||||
template<typename T> inline T& StdSmartPointer<T>::operator* ()
|
|
||||||
{
|
|
||||||
return *this->_ptr;
|
|
||||||
}
|
|
||||||
template<typename T> inline T* StdSmartPointer<T>::operator-> ()
|
|
||||||
{
|
|
||||||
return this->_ptr;
|
|
||||||
}
|
|
||||||
template<typename T> inline StdSmartPointer<T>::operator T* ()
|
|
||||||
{
|
|
||||||
return this->_ptr;
|
|
||||||
}
|
|
||||||
template<typename T> inline StdSmartPointer<T>::operator bool()
|
|
||||||
{
|
|
||||||
return (this->_ptr != 0);
|
|
||||||
}
|
|
||||||
template<typename T> inline T* StdSmartPointer<T>::Get()
|
|
||||||
{
|
|
||||||
return this->_ptr;
|
|
||||||
}
|
|
||||||
template<typename T> inline bool StdSmartPointer<T>::IsValid()
|
|
||||||
{
|
|
||||||
return (this->_ptr != NULL) ? true : false;
|
|
||||||
}
|
}
|
||||||
|
return *this;
|
||||||
}
|
}
|
||||||
|
template<typename T> inline bool SmartPointer<T>::operator== (const SmartPointer<T>& d)
|
||||||
|
{
|
||||||
|
return d._ptr == this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool SmartPointer<T>::operator== (const T& p)
|
||||||
|
{
|
||||||
|
return &p == this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline T& SmartPointer<T>::operator* ()
|
||||||
|
{
|
||||||
|
return *this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline T* SmartPointer<T>::operator-> ()
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline SmartPointer<T>::operator T* ()
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline SmartPointer<T>::operator bool()
|
||||||
|
{
|
||||||
|
return (this->_ptr != 0);
|
||||||
|
}
|
||||||
|
template<typename T> inline T* SmartPointer<T>::Get()
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool SmartPointer<T>::IsValid()
|
||||||
|
{
|
||||||
|
return (this->_ptr != NULL) ? true : false;
|
||||||
|
}
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,10 @@
|
||||||
/////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////
|
||||||
// Utility Collection of Miscellanious Handy Functions
|
// Utility Collection of Miscellanious Handy Functions
|
||||||
// © Dan Andersson 2013
|
//
|
||||||
// © Dennis Andersen 2013
|
// Created 2013 by Dan Andersson
|
||||||
|
// Edited 2013 by
|
||||||
|
// * Dan Andersson
|
||||||
|
// * Dennis Andersen
|
||||||
/////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
#ifndef UTILITIES_H
|
#ifndef UTILITIES_H
|
||||||
|
@ -18,153 +21,212 @@ namespace Utility
|
||||||
{
|
{
|
||||||
namespace DynamicMemory
|
namespace DynamicMemory
|
||||||
{
|
{
|
||||||
/// If dynamicInstance is not NULL, then delete
|
/******************************************************************
|
||||||
|
* If dynamicInstance is not NULL, then delete.
|
||||||
|
******************************************************************/
|
||||||
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
|
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
|
||||||
|
|
||||||
/// If dynamicArray is not NULL, then delete []
|
/******************************************************************
|
||||||
|
* If dynamicArray is not NULL, then delete [].
|
||||||
|
******************************************************************/
|
||||||
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
|
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
|
||||||
|
|
||||||
template<typename Type>
|
//! A simple reference counter with some extra functionality
|
||||||
struct UniquePointer
|
|
||||||
{ /// Wrapper to safely transfer dynamic ownership/responsibility
|
|
||||||
public:
|
|
||||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
|
||||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
|
|
||||||
UniquePointer( Type *assignedInstance = NULL );
|
|
||||||
|
|
||||||
/// Will auto delete assigned dynamic instance.
|
|
||||||
~UniquePointer();
|
|
||||||
|
|
||||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
|
||||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
|
|
||||||
UniquePointer<Type> & operator = ( Type *assignedInstance );
|
|
||||||
|
|
||||||
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
|
||||||
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
|
|
||||||
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
|
|
||||||
|
|
||||||
/// Access the assigned dynamic instance. Will crash if nothing there
|
|
||||||
operator Type* ();
|
|
||||||
|
|
||||||
/// Access the assigned dynamic instance. Will crash if nothing there
|
|
||||||
operator const Type* () const;
|
|
||||||
|
|
||||||
/// Access members of the assigned dynamic instance. Will crash if nothing there
|
|
||||||
Type * operator -> ();
|
|
||||||
|
|
||||||
/// Access members of the assigned dynamic instance. Will crash if nothing there
|
|
||||||
const Type * operator -> () const;
|
|
||||||
|
|
||||||
/// If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
|
||||||
operator bool () const;
|
|
||||||
|
|
||||||
/// This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
|
|
||||||
Type* Release();
|
|
||||||
|
|
||||||
/// (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
|
||||||
bool HaveOwnership() const;
|
|
||||||
|
|
||||||
private:
|
|
||||||
mutable Type *ownedInstance;
|
|
||||||
};
|
|
||||||
|
|
||||||
template<typename Type>
|
|
||||||
struct UniqueArray
|
|
||||||
{ /// Wrapper to safely transfer dynamic ownership/responsibility
|
|
||||||
public:
|
|
||||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
|
||||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
|
|
||||||
UniqueArray( Type assignedArray[] = NULL );
|
|
||||||
|
|
||||||
/// Will auto delete assigned dynamic array.
|
|
||||||
~UniqueArray();
|
|
||||||
|
|
||||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
|
||||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
|
|
||||||
UniqueArray<Type> & operator = ( Type assignedArray[] );
|
|
||||||
|
|
||||||
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
|
||||||
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
|
|
||||||
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
|
|
||||||
|
|
||||||
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
|
||||||
/// Will crash if out-of-bound or there is no assigned array.
|
|
||||||
template<typename Index> Type & operator [] ( Index i );
|
|
||||||
|
|
||||||
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
|
||||||
/// Will crash if out-of-bound or there is no assigned array.
|
|
||||||
template<typename Index> const Type & operator [] ( Index i ) const;
|
|
||||||
|
|
||||||
/// If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
|
|
||||||
operator bool () const;
|
|
||||||
|
|
||||||
/// This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
|
|
||||||
Type* Release();
|
|
||||||
|
|
||||||
/// (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
|
|
||||||
bool HaveOwnership() const;
|
|
||||||
|
|
||||||
private:
|
|
||||||
mutable Type *ownedArray;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ReferenceCount
|
struct ReferenceCount
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
std::atomic<int> count;
|
int count;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ReferenceCount() :count(0) { }
|
ReferenceCount() :count(0) { }
|
||||||
ReferenceCount(const ReferenceCount& o) { count.store(o.count); }
|
ReferenceCount(const ReferenceCount& o) { count = o.count; }
|
||||||
inline const ReferenceCount& operator=(const ReferenceCount& o) { count.store(o.count); return *this;}
|
inline const ReferenceCount& operator=(const ReferenceCount& o) { count = o.count; return *this;}
|
||||||
inline void Incref() { this->count++; }
|
inline void Incref() { this->count++; }
|
||||||
inline void Incref(int c) { this->count += c; }
|
inline void Incref(int c) { this->count += c; }
|
||||||
inline int Decref() { return --this->count;}
|
inline int Decref() { return --this->count;}
|
||||||
inline void Reset() { this->count = 0; }
|
inline void Reset() { this->count = 0; }
|
||||||
};
|
};
|
||||||
|
|
||||||
namespace SmartPointer
|
//! Wrapper to safely transfer dynamic ownership/responsibility
|
||||||
|
template<typename Type> struct UniquePointer
|
||||||
{
|
{
|
||||||
//! Smart pointer for a regular object.
|
public:
|
||||||
/**
|
/******************************************************************
|
||||||
* Regular objects, objects that is deleted normaly (ie not COM objects, or array pointers)
|
* Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||||
* can use this class to easy the use of dynamic memory
|
* If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
|
||||||
*/
|
******************************************************************/
|
||||||
template<typename T>
|
UniquePointer( Type *assignedInstance = NULL );
|
||||||
struct StdSmartPointer
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
ReferenceCount *_rc;
|
|
||||||
T *_ptr;
|
|
||||||
|
|
||||||
/** Destroys the pointer and returns the memory allocated. */
|
/******************************************************************
|
||||||
void Destroy();
|
* Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||||
|
* If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
|
||||||
|
******************************************************************/
|
||||||
|
UniquePointer( const UniquePointer<Type> &donor );
|
||||||
|
|
||||||
public:
|
/******************************************************************
|
||||||
StdSmartPointer();
|
* Will auto delete assigned dynamic instance.
|
||||||
StdSmartPointer(T* p);
|
******************************************************************/
|
||||||
StdSmartPointer(const StdSmartPointer& d);
|
~UniquePointer();
|
||||||
virtual~StdSmartPointer();
|
|
||||||
StdSmartPointer<T>& operator= (const StdSmartPointer<T>& p);
|
|
||||||
StdSmartPointer<T>& operator= (T* p);
|
|
||||||
bool operator== (const StdSmartPointer<T>& d);
|
|
||||||
bool operator== (const T& p);
|
|
||||||
T& operator* ();
|
|
||||||
T* operator-> ();
|
|
||||||
operator T* ();
|
|
||||||
operator bool();
|
|
||||||
|
|
||||||
/**
|
/******************************************************************
|
||||||
* Returns the connected pointer */
|
* Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||||
T* Get();
|
* If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
|
||||||
|
******************************************************************/
|
||||||
|
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
|
||||||
|
|
||||||
/** Checks if the pointer is valid (not NULL)
|
/******************************************************************
|
||||||
Returns true for valid, else false. */
|
* Access the assigned dynamic instance. Will crash if nothing there
|
||||||
bool IsValid();
|
******************************************************************/
|
||||||
};
|
operator Type* ();
|
||||||
}
|
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Access the assigned dynamic instance. Will crash if nothing there
|
||||||
|
******************************************************************/
|
||||||
|
operator const Type* () const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Access members of the assigned dynamic instance. Will crash if nothing there
|
||||||
|
******************************************************************/
|
||||||
|
Type * operator -> ();
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Access members of the assigned dynamic instance. Will crash if nothing there
|
||||||
|
******************************************************************/
|
||||||
|
const Type * operator -> () const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return true if this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||||
|
******************************************************************/
|
||||||
|
operator bool () const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return true if this ownedInstance matches with stray
|
||||||
|
******************************************************************/
|
||||||
|
bool operator == ( Type *stray ) const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return false if this ownedInstance matches with stray
|
||||||
|
******************************************************************/
|
||||||
|
bool operator != ( Type *stray ) const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
|
||||||
|
******************************************************************/
|
||||||
|
Type* Release();
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return true if this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||||
|
* inline of @see operator bool () const
|
||||||
|
******************************************************************/
|
||||||
|
bool HaveOwnership() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
mutable Type *ownedInstance;
|
||||||
|
};
|
||||||
|
|
||||||
|
//! Wrapper to safely transfer dynamic ownership/responsibility
|
||||||
|
template<typename Type> struct UniqueArray
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
/******************************************************************
|
||||||
|
* Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||||
|
* If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
|
||||||
|
******************************************************************/
|
||||||
|
UniqueArray( Type assignedArray[] = NULL );
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||||
|
* If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
|
||||||
|
******************************************************************/
|
||||||
|
UniqueArray( const UniqueArray<Type> &donor );
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Will auto delete assigned dynamic array.
|
||||||
|
******************************************************************/
|
||||||
|
~UniqueArray();
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||||
|
* If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
|
||||||
|
******************************************************************/
|
||||||
|
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||||
|
* Will crash if out-of-bound or there is no assigned array.
|
||||||
|
******************************************************************/
|
||||||
|
template<typename Index> Type & operator [] ( Index i );
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||||
|
* Will crash if out-of-bound or there is no assigned array.
|
||||||
|
******************************************************************/
|
||||||
|
template<typename Index> const Type & operator [] ( Index i ) const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return true if this UniqueArray have a current ownership/responsibility of a dynamic array.
|
||||||
|
******************************************************************/
|
||||||
|
operator bool () const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return true if this ownedInstance matches with stray.
|
||||||
|
******************************************************************/
|
||||||
|
bool operator == ( Type *stray ) const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return false if this ownedInstance matches with stray.
|
||||||
|
******************************************************************/
|
||||||
|
bool operator != ( Type *stray ) const;
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
|
||||||
|
******************************************************************/
|
||||||
|
Type* Release();
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* @return true if this UniqueArray have a current ownership/responsibility of a dynamic array.
|
||||||
|
* inline of @see operator bool () const
|
||||||
|
******************************************************************/
|
||||||
|
bool HaveOwnership() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
mutable Type *ownedArray;
|
||||||
|
};
|
||||||
|
|
||||||
|
//! Wrapper to manage references on a pointer.
|
||||||
|
template<typename T> struct SmartPointer
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
ReferenceCount *_rc;
|
||||||
|
T *_ptr;
|
||||||
|
|
||||||
|
/** Destroys the pointer and returns the memory allocated. */
|
||||||
|
void Destroy();
|
||||||
|
|
||||||
|
public:
|
||||||
|
SmartPointer();
|
||||||
|
SmartPointer(T* p);
|
||||||
|
SmartPointer(const SmartPointer& d);
|
||||||
|
virtual~SmartPointer();
|
||||||
|
SmartPointer<T>& operator= (const SmartPointer<T>& p);
|
||||||
|
SmartPointer<T>& operator= (T* p);
|
||||||
|
bool operator== (const SmartPointer<T>& d);
|
||||||
|
bool operator== (const T& p);
|
||||||
|
T& operator* ();
|
||||||
|
T* operator-> ();
|
||||||
|
operator T* ();
|
||||||
|
operator bool();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns the connected pointer
|
||||||
|
*/
|
||||||
|
T* Get();
|
||||||
|
|
||||||
|
/** Checks if the pointer is valid (not NULL)
|
||||||
|
* Returns true for valid, else false.
|
||||||
|
*/
|
||||||
|
bool IsValid();
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
namespace String
|
namespace String
|
||||||
|
@ -260,7 +322,7 @@ namespace Utility
|
||||||
inline ValueType Degree( const ValueType &radian )
|
inline ValueType Degree( const ValueType &radian )
|
||||||
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
|
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
|
||||||
|
|
||||||
// SPECIALIZATIONS //////////////////////////////////////////
|
// SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||||
|
|
||||||
template<> inline char Average<char>( const char &valueA, const char &valueB )
|
template<> inline char Average<char>( const char &valueA, const char &valueB )
|
||||||
{ return (valueA + valueB) >> 1; }
|
{ return (valueA + valueB) >> 1; }
|
||||||
|
@ -310,8 +372,13 @@ namespace Utility
|
||||||
template<> inline unsigned long long AverageWithDelta<unsigned long long>( const unsigned long long &origin, const unsigned long long &delta )
|
template<> inline unsigned long long AverageWithDelta<unsigned long long>( const unsigned long long &origin, const unsigned long long &delta )
|
||||||
{ return origin + (delta >> 1); }
|
{ return origin + (delta >> 1); }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
namespace Thread
|
||||||
|
{
|
||||||
|
//Utilities for threading
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#include "Utilities-InlineImpl.h"
|
#include "Utilities-Impl.h"
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -1,19 +1,18 @@
|
||||||
#include "Buffer.h"
|
|
||||||
#include "Core.h"
|
#include "Core.h"
|
||||||
|
|
||||||
using namespace Oyster::Graphics;
|
using namespace Oyster::Graphics;
|
||||||
|
|
||||||
Buffer::Buffer()
|
Core::Buffer::Buffer()
|
||||||
{
|
{
|
||||||
mBuffer = NULL;
|
mBuffer = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
Buffer::~Buffer()
|
Core::Buffer::~Buffer()
|
||||||
{
|
{
|
||||||
SAFE_RELEASE(mBuffer);
|
SAFE_RELEASE(mBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT Buffer::Apply(UINT32 misc) const
|
HRESULT Core::Buffer::Apply(UINT32 misc) const
|
||||||
{
|
{
|
||||||
HRESULT hr = S_OK;
|
HRESULT hr = S_OK;
|
||||||
|
|
||||||
|
@ -59,7 +58,7 @@ HRESULT Buffer::Apply(UINT32 misc) const
|
||||||
return hr;
|
return hr;
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
||||||
{
|
{
|
||||||
D3D11_BUFFER_DESC bufferDesc;
|
D3D11_BUFFER_DESC bufferDesc;
|
||||||
|
|
||||||
|
@ -154,13 +153,13 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
||||||
|
|
||||||
if(FAILED(hr))
|
if(FAILED(hr))
|
||||||
{
|
{
|
||||||
MessageBox(NULL, "Unable to create buffer.", "Slenda Error", MB_ICONERROR | MB_OK);
|
//MessageBox(NULL, L"Unable to create buffer.", L"Slenda Error", MB_ICONERROR | MB_OK);
|
||||||
}
|
}
|
||||||
|
|
||||||
return hr;
|
return hr;
|
||||||
}
|
}
|
||||||
|
|
||||||
void* Buffer::Map()
|
void* Core::Buffer::Map()
|
||||||
{
|
{
|
||||||
void* ret = NULL;
|
void* ret = NULL;
|
||||||
if(mUsage == BUFFER_CPU_WRITE || mUsage == BUFFER_CPU_READ || mUsage == BUFFER_CPU_WRITE_DISCARD)
|
if(mUsage == BUFFER_CPU_WRITE || mUsage == BUFFER_CPU_READ || mUsage == BUFFER_CPU_WRITE_DISCARD)
|
||||||
|
@ -192,17 +191,17 @@ void* Buffer::Map()
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Buffer::Unmap()
|
void Core::Buffer::Unmap()
|
||||||
{
|
{
|
||||||
Core::deviceContext->Unmap( mBuffer, 0 );
|
Core::deviceContext->Unmap( mBuffer, 0 );
|
||||||
}
|
}
|
||||||
|
|
||||||
Buffer::operator ID3D11Buffer *()
|
Core::Buffer::operator ID3D11Buffer *()
|
||||||
{
|
{
|
||||||
return this->mBuffer;
|
return this->mBuffer;
|
||||||
}
|
}
|
||||||
|
|
||||||
Buffer::operator const ID3D11Buffer *() const
|
Core::Buffer::operator const ID3D11Buffer *() const
|
||||||
{
|
{
|
||||||
return this->mBuffer;
|
return this->mBuffer;
|
||||||
}
|
}
|
|
@ -1,79 +0,0 @@
|
||||||
#pragma once
|
|
||||||
#ifndef CoreBuffer
|
|
||||||
#define CoreBuffer
|
|
||||||
|
|
||||||
#include "CoreIncludes.h"
|
|
||||||
|
|
||||||
namespace Oyster
|
|
||||||
{
|
|
||||||
namespace Graphics
|
|
||||||
{
|
|
||||||
class Buffer
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
enum BUFFER_TYPE
|
|
||||||
{
|
|
||||||
VERTEX_BUFFER,
|
|
||||||
INDEX_BUFFER,
|
|
||||||
CONSTANT_BUFFER_VS,
|
|
||||||
CONSTANT_BUFFER_GS,
|
|
||||||
CONSTANT_BUFFER_PS,
|
|
||||||
CONSTANT_BUFFER_CS,
|
|
||||||
STRUCTURED_BUFFER,
|
|
||||||
BUFFER_TYPE_COUNT
|
|
||||||
};
|
|
||||||
|
|
||||||
enum BUFFER_USAGE
|
|
||||||
{
|
|
||||||
BUFFER_DEFAULT,
|
|
||||||
BUFFER_STREAM_OUT_TARGET,
|
|
||||||
BUFFER_CPU_WRITE,
|
|
||||||
BUFFER_CPU_WRITE_DISCARD,
|
|
||||||
BUFFER_CPU_READ,
|
|
||||||
BUFFER_USAGE_COUNT,
|
|
||||||
BUFFER_USAGE_IMMUTABLE
|
|
||||||
};
|
|
||||||
|
|
||||||
struct BUFFER_INIT_DESC
|
|
||||||
{
|
|
||||||
BUFFER_TYPE Type;
|
|
||||||
UINT32 NumElements;
|
|
||||||
UINT32 ElementSize;
|
|
||||||
BUFFER_USAGE Usage;
|
|
||||||
void* InitData;
|
|
||||||
|
|
||||||
BUFFER_INIT_DESC()
|
|
||||||
{
|
|
||||||
InitData = NULL;
|
|
||||||
Usage = BUFFER_DEFAULT;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
protected:
|
|
||||||
ID3D11Buffer* mBuffer;
|
|
||||||
BUFFER_TYPE mType;
|
|
||||||
BUFFER_USAGE mUsage;
|
|
||||||
|
|
||||||
UINT32 mElementSize;
|
|
||||||
UINT32 mElementCount;
|
|
||||||
public:
|
|
||||||
Buffer();
|
|
||||||
virtual ~Buffer();
|
|
||||||
|
|
||||||
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
|
|
||||||
|
|
||||||
void* Map();
|
|
||||||
void Unmap();
|
|
||||||
|
|
||||||
operator ID3D11Buffer*();
|
|
||||||
operator const ID3D11Buffer*() const;
|
|
||||||
|
|
||||||
HRESULT Apply(UINT32 misc = 0) const;
|
|
||||||
|
|
||||||
ID3D11Buffer* GetBufferPointer();
|
|
||||||
UINT32 GetVertexSize();
|
|
||||||
UINT32 GetElementCount();
|
|
||||||
};
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
|
@ -4,9 +4,8 @@
|
||||||
#define Core_h
|
#define Core_h
|
||||||
|
|
||||||
|
|
||||||
#include "CoreIncludes.h"
|
#include "Dx11Includes.h"
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include "Buffer.h"
|
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
|
@ -35,6 +34,72 @@ namespace Oyster
|
||||||
static D3D11_VIEWPORT* viewPort;
|
static D3D11_VIEWPORT* viewPort;
|
||||||
|
|
||||||
static Oyster::Math::Float2 resolution;
|
static Oyster::Math::Float2 resolution;
|
||||||
|
|
||||||
|
class Buffer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
enum BUFFER_TYPE
|
||||||
|
{
|
||||||
|
VERTEX_BUFFER,
|
||||||
|
INDEX_BUFFER,
|
||||||
|
CONSTANT_BUFFER_VS,
|
||||||
|
CONSTANT_BUFFER_GS,
|
||||||
|
CONSTANT_BUFFER_PS,
|
||||||
|
CONSTANT_BUFFER_CS,
|
||||||
|
STRUCTURED_BUFFER,
|
||||||
|
BUFFER_TYPE_COUNT
|
||||||
|
};
|
||||||
|
|
||||||
|
enum BUFFER_USAGE
|
||||||
|
{
|
||||||
|
BUFFER_DEFAULT,
|
||||||
|
BUFFER_STREAM_OUT_TARGET,
|
||||||
|
BUFFER_CPU_WRITE,
|
||||||
|
BUFFER_CPU_WRITE_DISCARD,
|
||||||
|
BUFFER_CPU_READ,
|
||||||
|
BUFFER_USAGE_COUNT,
|
||||||
|
BUFFER_USAGE_IMMUTABLE
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BUFFER_INIT_DESC
|
||||||
|
{
|
||||||
|
BUFFER_TYPE Type;
|
||||||
|
UINT32 NumElements;
|
||||||
|
UINT32 ElementSize;
|
||||||
|
BUFFER_USAGE Usage;
|
||||||
|
void* InitData;
|
||||||
|
|
||||||
|
BUFFER_INIT_DESC()
|
||||||
|
{
|
||||||
|
InitData = NULL;
|
||||||
|
Usage = BUFFER_DEFAULT;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
protected:
|
||||||
|
ID3D11Buffer* mBuffer;
|
||||||
|
BUFFER_TYPE mType;
|
||||||
|
BUFFER_USAGE mUsage;
|
||||||
|
|
||||||
|
UINT32 mElementSize;
|
||||||
|
UINT32 mElementCount;
|
||||||
|
public:
|
||||||
|
Buffer();
|
||||||
|
virtual ~Buffer();
|
||||||
|
|
||||||
|
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
|
||||||
|
|
||||||
|
void* Map();
|
||||||
|
void Unmap();
|
||||||
|
|
||||||
|
operator ID3D11Buffer*();
|
||||||
|
operator const ID3D11Buffer*() const;
|
||||||
|
|
||||||
|
HRESULT Apply(UINT32 misc = 0) const;
|
||||||
|
|
||||||
|
ID3D11Buffer* GetBufferPointer();
|
||||||
|
UINT32 GetVertexSize();
|
||||||
|
UINT32 GetElementCount();
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
class ShaderManager
|
class ShaderManager
|
||||||
|
|
|
@ -6,10 +6,14 @@
|
||||||
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
|
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
|
||||||
#include <windows.h>
|
#include <windows.h>
|
||||||
#include <D3D11.h>
|
#include <D3D11.h>
|
||||||
#include <d3dcompiler.h>
|
|
||||||
|
|
||||||
#pragma comment(lib, "d3d11.lib")
|
#pragma comment(lib, "d3d11.lib")
|
||||||
|
|
||||||
|
#ifdef _DEBUG
|
||||||
|
#include <d3dcompiler.h>
|
||||||
#pragma comment(lib, "d3dcompiler.lib")
|
#pragma comment(lib, "d3dcompiler.lib")
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#include <string>
|
#include <string>
|
|
@ -103,8 +103,8 @@ namespace Oyster
|
||||||
desc.BufferDesc.RefreshRate.Denominator=1;
|
desc.BufferDesc.RefreshRate.Denominator=1;
|
||||||
desc.BufferDesc.RefreshRate.Numerator=60;
|
desc.BufferDesc.RefreshRate.Numerator=60;
|
||||||
|
|
||||||
desc.BufferDesc.Height = Size.y;
|
desc.BufferDesc.Height = (UINT)Size.y;
|
||||||
desc.BufferDesc.Width = Size.x;
|
desc.BufferDesc.Width = (UINT)Size.x;
|
||||||
|
|
||||||
if(Core::swapChain)
|
if(Core::swapChain)
|
||||||
{
|
{
|
||||||
|
@ -180,8 +180,8 @@ namespace Oyster
|
||||||
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||||
desc.CPUAccessFlags=0;
|
desc.CPUAccessFlags=0;
|
||||||
desc.MiscFlags=0;
|
desc.MiscFlags=0;
|
||||||
desc.Height = Size.y;
|
desc.Height = (UINT)Size.y;
|
||||||
desc.Width = Size.x;
|
desc.Width = (UINT)Size.x;
|
||||||
|
|
||||||
if(Core::depthStencil)
|
if(Core::depthStencil)
|
||||||
{
|
{
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
#include "Core.h"
|
#include "Core.h"
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
const char* ShaderFunction = "main";
|
const char* ShaderFunction = "main";
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
#include "..\OysterGraphics\Core\CoreIncludes.h"
|
#include "..\OysterGraphics\Core\Dx11Includes.h"
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
|
@ -19,6 +19,18 @@ namespace Oyster
|
||||||
Oyster::Math::Matrix V;
|
Oyster::Math::Matrix V;
|
||||||
Oyster::Math::Matrix P;
|
Oyster::Math::Matrix P;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct FinalVertex
|
||||||
|
{
|
||||||
|
Oyster::Math::Float3 pos;
|
||||||
|
Oyster::Math::Float2 uv;
|
||||||
|
Oyster::Math::Float3 normal;
|
||||||
|
Oyster::Math::Float3 tangent;
|
||||||
|
Oyster::Math::Float3 biTangent;
|
||||||
|
Oyster::Math::Float4 boneIndex;
|
||||||
|
Oyster::Math::Float4 boneWeights;
|
||||||
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,66 @@
|
||||||
|
#include "GFXAPI.h"
|
||||||
|
#include "../Core/Core.h"
|
||||||
|
#include "../Render/Resources/Resources.h"
|
||||||
|
#include "../Render/Rendering/Render.h"
|
||||||
|
#include "../FileLoader/ObjReader.h"
|
||||||
|
|
||||||
|
namespace Oyster
|
||||||
|
{
|
||||||
|
namespace Graphics
|
||||||
|
{
|
||||||
|
API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
|
||||||
|
{
|
||||||
|
Core::resolution = resulotion;
|
||||||
|
|
||||||
|
if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
|
||||||
|
{
|
||||||
|
return API::Fail;
|
||||||
|
}
|
||||||
|
if(Render::Resources::Init() == Core::Init::Fail)
|
||||||
|
{
|
||||||
|
return API::Fail;
|
||||||
|
}
|
||||||
|
|
||||||
|
Render::Preparations::Basic::SetViewPort();
|
||||||
|
return API::Sucsess;
|
||||||
|
}
|
||||||
|
|
||||||
|
void API::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
|
||||||
|
{
|
||||||
|
Render::Rendering::Basic::NewFrame(View, Projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
void API::RenderScene(Model::Model* models, int count)
|
||||||
|
{
|
||||||
|
Render::Rendering::Basic::RenderScene(models,count);
|
||||||
|
}
|
||||||
|
|
||||||
|
void API::EndFrame()
|
||||||
|
{
|
||||||
|
Render::Rendering::Basic::EndFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
API::State API::SetOptions(API::Option option)
|
||||||
|
{
|
||||||
|
return API::Sucsess;
|
||||||
|
}
|
||||||
|
|
||||||
|
Model::Model* API::CreateModel(std::wstring filename)
|
||||||
|
{
|
||||||
|
Model::Model* m = new Model::Model();
|
||||||
|
m->WorldMatrix = Oyster::Math::Float4x4::identity;
|
||||||
|
m->Visible = true;
|
||||||
|
|
||||||
|
OBJReader or;
|
||||||
|
or.readOBJFile(filename);
|
||||||
|
m->info = or.toModel();
|
||||||
|
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
|
void API::DeleteModel(Model::Model* model)
|
||||||
|
{
|
||||||
|
delete model;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,42 @@
|
||||||
|
#pragma once
|
||||||
|
#include <string>
|
||||||
|
#include "..\Model\Model.h"
|
||||||
|
#include "OysterMath.h"
|
||||||
|
#include <Windows.h>
|
||||||
|
|
||||||
|
#if defined GFX_DLL_EXPORT
|
||||||
|
#define GFX_DLL_USAGE __declspec(dllexport)
|
||||||
|
#else
|
||||||
|
#define GFX_DLL_USAGE __declspec(dllimport)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
namespace Oyster
|
||||||
|
{
|
||||||
|
namespace Graphics
|
||||||
|
{
|
||||||
|
class GFX_DLL_USAGE API
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
enum State
|
||||||
|
{
|
||||||
|
Sucsess,
|
||||||
|
Fail
|
||||||
|
};
|
||||||
|
struct Option
|
||||||
|
{
|
||||||
|
};
|
||||||
|
|
||||||
|
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
|
||||||
|
//! @brief from Oyster::Math Float4x4, expects corect methods
|
||||||
|
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
|
||||||
|
static void RenderScene(Oyster::Graphics::Model::Model* models, int count);
|
||||||
|
static void EndFrame();
|
||||||
|
|
||||||
|
static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
|
||||||
|
static void DeleteModel(Oyster::Graphics::Model::Model* model);
|
||||||
|
|
||||||
|
static State SetOptions(Option);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
|
@ -2,6 +2,7 @@
|
||||||
#include "..\Definitions\GraphicalDefinition.h"
|
#include "..\Definitions\GraphicalDefinition.h"
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
|
#include "TextureLoader.h"
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
OBJReader::OBJReader()
|
OBJReader::OBJReader()
|
||||||
|
@ -95,17 +96,17 @@ void OBJReader::readOBJFile( std::wstring fileName )
|
||||||
inStream.close();
|
inStream.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
|
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
|
||||||
{
|
{
|
||||||
Oyster::Graphics::Buffer* b = new Oyster::Graphics::Buffer();
|
Oyster::Graphics::Core::Buffer* b = new Oyster::Graphics::Core::Buffer();
|
||||||
Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
|
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC desc;
|
||||||
Oyster::Graphics::Render::ModelInfo* modelInfo = new Oyster::Graphics::Render::ModelInfo();
|
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
|
||||||
|
|
||||||
desc.ElementSize = 32;
|
desc.ElementSize = 32;
|
||||||
desc.InitData = &this->_myOBJ[0];
|
desc.InitData = &this->_myOBJ[0];
|
||||||
desc.NumElements = this->_myOBJ.size();
|
desc.NumElements = this->_myOBJ.size();
|
||||||
desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
desc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
||||||
desc.Usage = Oyster::Graphics::Buffer::BUFFER_DEFAULT;
|
desc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_DEFAULT;
|
||||||
HRESULT hr = S_OK;
|
HRESULT hr = S_OK;
|
||||||
|
|
||||||
hr = b->Init(desc);
|
hr = b->Init(desc);
|
||||||
|
@ -117,6 +118,8 @@ Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
|
||||||
modelInfo->VertexCount = (int)desc.NumElements;
|
modelInfo->VertexCount = (int)desc.NumElements;
|
||||||
modelInfo->Vertices = b;
|
modelInfo->Vertices = b;
|
||||||
|
|
||||||
|
//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
|
||||||
|
|
||||||
|
|
||||||
return modelInfo;
|
return modelInfo;
|
||||||
}
|
}
|
||||||
|
|
|
@ -49,7 +49,7 @@ class OBJReader
|
||||||
~OBJReader();
|
~OBJReader();
|
||||||
|
|
||||||
void readOBJFile( std::wstring fileName);
|
void readOBJFile( std::wstring fileName);
|
||||||
Oyster::Graphics::Render::ModelInfo* toModel();
|
Oyster::Graphics::Model::ModelInfo* toModel();
|
||||||
|
|
||||||
};
|
};
|
||||||
#endif
|
#endif
|
|
@ -0,0 +1,7 @@
|
||||||
|
#include "TextureLoader.h"
|
||||||
|
#include "..\Core\Dx11Includes.h"
|
||||||
|
|
||||||
|
Oyster::Resource::CustomData* Oyster::Graphics::Loading::LoadTexture()
|
||||||
|
{
|
||||||
|
return NULL;
|
||||||
|
}
|
|
@ -0,0 +1,13 @@
|
||||||
|
#pragma once
|
||||||
|
#include "..\..\Misc\Resource\OysterResource.h"
|
||||||
|
namespace Oyster
|
||||||
|
{
|
||||||
|
namespace Graphics
|
||||||
|
{
|
||||||
|
namespace Loading
|
||||||
|
{
|
||||||
|
void UnloadTexture();
|
||||||
|
Oyster::Resource::CustomData* LoadTexture();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,28 +1,19 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
#ifndef Mesh_h
|
#ifndef Mesh_h
|
||||||
#define Mesh_h
|
#define Mesh_h
|
||||||
|
|
||||||
//#include "../Engine.h"
|
|
||||||
|
|
||||||
|
|
||||||
//#include "..\Core\CoreIncludes.h"
|
|
||||||
//#include "..\Core\Buffer.h"
|
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
//#include "ICollideable.h"
|
|
||||||
#include "ModelInfo.h"
|
|
||||||
|
|
||||||
//using namespace Oyster::Math;
|
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Graphics
|
namespace Graphics
|
||||||
{
|
{
|
||||||
namespace Render
|
namespace Model
|
||||||
{
|
{
|
||||||
struct Model
|
struct Model
|
||||||
{
|
{
|
||||||
ModelInfo* info;
|
//! do not Edit, linked to render data
|
||||||
Oyster::Math::Float4x4 World;
|
void* info;
|
||||||
|
Oyster::Math::Float4x4 WorldMatrix;
|
||||||
bool Visible;
|
bool Visible;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,26 +2,19 @@
|
||||||
#ifndef MODELINFO_h
|
#ifndef MODELINFO_h
|
||||||
#define MODELINFO_h
|
#define MODELINFO_h
|
||||||
|
|
||||||
//#include "../Engine.h"
|
|
||||||
|
|
||||||
|
#include "..\Core\Core.h"
|
||||||
#include "..\Core\CoreIncludes.h"
|
|
||||||
#include "..\Core\Buffer.h"
|
|
||||||
//#include "OysterMath.h"
|
|
||||||
//#include "ICollideable.h"
|
|
||||||
|
|
||||||
//using namespace Oyster::Math;
|
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Graphics
|
namespace Graphics
|
||||||
{
|
{
|
||||||
namespace Render
|
namespace Model
|
||||||
{
|
{
|
||||||
struct ModelInfo
|
struct ModelInfo
|
||||||
{
|
{
|
||||||
std::vector<ID3D11ShaderResourceView*> Material;
|
std::vector<ID3D11ShaderResourceView*> Material;
|
||||||
Buffer *Vertices,*Indecies;
|
Core::Buffer *Vertices,*Indecies;
|
||||||
bool Indexed;
|
bool Indexed;
|
||||||
int VertexCount;
|
int VertexCount;
|
||||||
};
|
};
|
||||||
|
|
|
@ -24,7 +24,7 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
@ -66,22 +66,22 @@
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
<PropertyGroup Label="UserMacros" />
|
<PropertyGroup Label="UserMacros" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
@ -91,6 +91,7 @@
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -105,6 +106,7 @@
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -118,6 +120,7 @@
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -133,6 +136,7 @@
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
@ -145,16 +149,19 @@
|
||||||
<ClCompile Include="Core\Core.cpp" />
|
<ClCompile Include="Core\Core.cpp" />
|
||||||
<ClCompile Include="Core\Init.cpp" />
|
<ClCompile Include="Core\Init.cpp" />
|
||||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||||
|
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||||
|
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||||
<ClCompile Include="Render\Resources\Resources.cpp" />
|
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="Core\Buffer.h" />
|
|
||||||
<ClInclude Include="Core\Core.h" />
|
<ClInclude Include="Core\Core.h" />
|
||||||
<ClInclude Include="Core\CoreIncludes.h" />
|
<ClInclude Include="Core\Dx11Includes.h" />
|
||||||
|
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||||
|
<ClInclude Include="FileLoader\TextureLoader.h" />
|
||||||
<ClInclude Include="Model\Model.h" />
|
<ClInclude Include="Model\Model.h" />
|
||||||
<ClInclude Include="Model\ModelInfo.h" />
|
<ClInclude Include="Model\ModelInfo.h" />
|
||||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||||
|
@ -171,6 +178,20 @@
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||||
|
</FxCompile>
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||||
|
@ -203,6 +224,11 @@
|
||||||
</AssemblerOutput>
|
</AssemblerOutput>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||||
|
<None Include="OysterGraphics.vcxproj.orig" />
|
||||||
|
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
@ -1,80 +1,40 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Filter Include="Source Files">
|
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" />
|
||||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Header Files">
|
|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
|
||||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Resource Files">
|
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
|
||||||
</Filter>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="Core\Buffer.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Core\Core.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Core\ShaderManager.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Core\Init.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Render\Resources\Resources.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="FileLoader\ObjReader.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="Core\Buffer.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Core\Core.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Core\CoreIncludes.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Render\Preparations\Preparations.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Render\Rendering\Render.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Model\ModelInfo.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Model\Model.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Render\Resources\Resources.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Definitions\GraphicalDefinition.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="FileLoader\ObjReader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
|
||||||
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
|
||||||
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="Core\Buffer.cpp" />
|
||||||
|
<ClCompile Include="Core\Core.cpp" />
|
||||||
|
<ClCompile Include="Core\Init.cpp" />
|
||||||
|
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||||
|
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||||
|
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||||
|
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||||
|
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||||
|
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||||
|
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="Core\Core.h" />
|
||||||
|
<ClInclude Include="Core\Dx11Includes.h" />
|
||||||
|
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||||
|
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||||
|
<ClInclude Include="FileLoader\TextureLoader.h" />
|
||||||
|
<ClInclude Include="Model\Model.h" />
|
||||||
|
<ClInclude Include="Model\ModelInfo.h" />
|
||||||
|
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||||
|
<ClInclude Include="Render\Rendering\Render.h" />
|
||||||
|
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||||
|
<ClInclude Include="Render\Resources\Resources.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
||||||
|
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||||
|
<None Include="OysterGraphics.vcxproj.orig" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -1,6 +1,7 @@
|
||||||
#include "Render.h"
|
#include "Render.h"
|
||||||
#include "../Resources/Resources.h"
|
#include "../Resources/Resources.h"
|
||||||
#include "../../Definitions/GraphicalDefinition.h"
|
#include "../../Definitions/GraphicalDefinition.h"
|
||||||
|
#include "../../Model/ModelInfo.h"
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
|
@ -28,27 +29,30 @@ namespace Oyster
|
||||||
Resources::VPData.Apply();
|
Resources::VPData.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Basic::RenderScene(Model* models, int count)
|
void Basic::RenderScene(Model::Model* models, int count)
|
||||||
{
|
{
|
||||||
for(int i = 0; i < count; ++i)
|
for(int i = 0; i < count; ++i)
|
||||||
{
|
{
|
||||||
if(models[i].Visible)
|
if(models[i].Visible)
|
||||||
{
|
{
|
||||||
void* data = Resources::ModelData.Map();
|
void* data = Resources::ModelData.Map();
|
||||||
memcpy(data,&(models[i].World),64);
|
memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
|
||||||
Resources::ModelData.Unmap();
|
Resources::ModelData.Unmap();
|
||||||
|
|
||||||
//Set Materials :: NONE
|
//Set Materials :: NONE
|
||||||
|
|
||||||
models[i].info->Vertices->Apply();
|
Model
|
||||||
if(models[i].info->Indexed)
|
::ModelInfo* info = (Model::ModelInfo*)models[i].info;
|
||||||
|
|
||||||
|
info->Vertices->Apply();
|
||||||
|
if(info->Indexed)
|
||||||
{
|
{
|
||||||
models[i].info->Indecies->Apply();
|
info->Indecies->Apply();
|
||||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(models[i].info->VertexCount,0,0);
|
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Oyster::Graphics::Core::deviceContext->Draw(models[i].info->VertexCount,0);
|
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -17,7 +17,7 @@ namespace Oyster
|
||||||
public:
|
public:
|
||||||
|
|
||||||
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
|
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
|
||||||
static void RenderScene(Model* models, int count);
|
static void RenderScene(Model::Model* models, int count);
|
||||||
static void EndFrame();
|
static void EndFrame();
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,9 @@
|
||||||
#include "Resources.h"
|
#include "Resources.h"
|
||||||
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
|
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
|
||||||
|
|
||||||
const std::wstring PathFromExeToHlsl = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
// /Bin/Executable/Tester ->
|
||||||
|
// /Code/OysterGraphics/Shader/HLSL
|
||||||
|
const std::wstring PathFromExeToHlsl = L"..\\..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
|
||||||
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
|
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
|
||||||
const std::wstring VertexDebug = L"DebugVertex";
|
const std::wstring VertexDebug = L"DebugVertex";
|
||||||
const std::wstring PixelRed = L"DebugPixel";
|
const std::wstring PixelRed = L"DebugPixel";
|
||||||
|
@ -9,6 +11,7 @@ const std::wstring PixelRed = L"DebugPixel";
|
||||||
typedef Oyster::Graphics::Core::ShaderManager::ShaderType ShaderType;
|
typedef Oyster::Graphics::Core::ShaderManager::ShaderType ShaderType;
|
||||||
typedef Oyster::Graphics::Core::ShaderManager::Get GetShader;
|
typedef Oyster::Graphics::Core::ShaderManager::Get GetShader;
|
||||||
typedef Oyster::Graphics::Core::ShaderManager Shader;
|
typedef Oyster::Graphics::Core::ShaderManager Shader;
|
||||||
|
typedef Oyster::Graphics::Core::Buffer Buffer;
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
|
@ -96,8 +99,8 @@ namespace Oyster
|
||||||
obj.CBuffers.Vertex.push_back(&VPData);
|
obj.CBuffers.Vertex.push_back(&VPData);
|
||||||
obj.RenderStates.Rasterizer = rs;
|
obj.RenderStates.Rasterizer = rs;
|
||||||
|
|
||||||
|
ModelData.Apply(1);
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
return Core::Init::Sucsess;
|
return Core::Init::Sucsess;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -16,8 +16,8 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static Core::ShaderManager::ShaderEffect obj;
|
static Core::ShaderManager::ShaderEffect obj;
|
||||||
static Buffer ModelData;
|
static Core::Buffer ModelData;
|
||||||
static Buffer VPData;
|
static Core::Buffer VPData;
|
||||||
|
|
||||||
static Core::Init::State Init();
|
static Core::Init::State Init();
|
||||||
};
|
};
|
||||||
|
|
|
@ -0,0 +1,41 @@
|
||||||
|
struct VertexIn
|
||||||
|
{
|
||||||
|
float3 pos : POSITION;
|
||||||
|
float2 UV : TEXCOORD;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float3 tangent : TANGENT;
|
||||||
|
float3 biTangent : BITANGENT;
|
||||||
|
float4 boneIndex : BONEINDEX;
|
||||||
|
float4 boneWeight : BONEWEIGHT;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexOut
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float4 ViewPos : POSITION;
|
||||||
|
float2 UV : TEXCOORD;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float3 tangent : TANGENT;
|
||||||
|
float3 biTangent : BITANGENT;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PixelOut
|
||||||
|
{
|
||||||
|
float4 DiffuseGlow : SV_TARGET0;
|
||||||
|
float4 NormalSpec : SV_TARGET1;
|
||||||
|
};
|
||||||
|
|
||||||
|
Texture2D Diffuse : register(t0);
|
||||||
|
Texture2D Specular : register(t1);
|
||||||
|
|
||||||
|
cbuffer PerFrame : register(b0)
|
||||||
|
{
|
||||||
|
matrix View;
|
||||||
|
float4x4 Projection;
|
||||||
|
matrix VP;
|
||||||
|
}
|
||||||
|
|
||||||
|
cbuffer PerModel : register(b1)
|
||||||
|
{
|
||||||
|
matrix World;
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
#include "GBufferHeader.hlsli"
|
||||||
|
|
||||||
|
PixelOut main(VertexOut input)
|
||||||
|
{
|
||||||
|
PixelOut output;
|
||||||
|
output.DiffuseGlow = float4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
output.NormalSpec = float4(input.normal, 1.0f);
|
||||||
|
return output;
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
#include "GBufferHeader.hlsli"
|
||||||
|
|
||||||
|
VertexOut main( VertexIn input )
|
||||||
|
{
|
||||||
|
VertexOut output;
|
||||||
|
matrix WV = mul(View, World);
|
||||||
|
output.ViewPos = mul(WV, float4(input.pos,1));
|
||||||
|
output.pos = mul(Projection, output.ViewPos);
|
||||||
|
output.UV = input.UV;
|
||||||
|
output.normal = float4(input.normal, 0);
|
||||||
|
return output;
|
||||||
|
}
|
|
@ -18,11 +18,11 @@ struct VertexIn
|
||||||
|
|
||||||
float4 main( VertexIn input ) : SV_POSITION
|
float4 main( VertexIn input ) : SV_POSITION
|
||||||
{
|
{
|
||||||
float4 postTransform = float4(input.pos*0.1f,1);
|
float4 postTransform = mul( World, float4(input.pos,1) );
|
||||||
postTransform.y += 1.5f;
|
//float4 postTransform = float4(input.pos,1);
|
||||||
//return postTransform;
|
//return postTransform;
|
||||||
//return mul(View, float4(input.pos,1));
|
//return mul(View, float4(input.pos,1));
|
||||||
matrix VP = mul(Projection, View);
|
matrix VP = mul(Projection, View);
|
||||||
//matrix WVP = mul(World, VP);
|
//matrix WVP = mul(World, VP);
|
||||||
return mul(VP, float4(input.pos*0.1f,1) );
|
return mul(VP, postTransform );
|
||||||
}
|
}
|
|
@ -444,8 +444,8 @@ namespace LinearAlgebra3D
|
||||||
ScalarType c = 1 / (nearClip - farClip);
|
ScalarType c = 1 / (nearClip - farClip);
|
||||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
|
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
|
||||||
0, 2/height, 0, 0,
|
0, 2/height, 0, 0,
|
||||||
0, 0, -c, 0, 0,
|
0, 0, -c, nearClip*c,
|
||||||
0, nearClip*c, 1 );
|
0, 0, 0, 1 );
|
||||||
}
|
}
|
||||||
|
|
||||||
/*******************************************************************
|
/*******************************************************************
|
||||||
|
@ -460,15 +460,27 @@ namespace LinearAlgebra3D
|
||||||
*******************************************************************/
|
*******************************************************************/
|
||||||
template<typename ScalarType>
|
template<typename ScalarType>
|
||||||
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
{ /** @todo TODO: not tested */
|
{
|
||||||
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
||||||
dDepth = farClip / (farClip - nearClip);
|
dDepth = farClip / (farClip - nearClip);
|
||||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
|
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
|
||||||
0, fov, 0, 0,
|
0, fov, 0, 0,
|
||||||
0, 0, dDepth, -(dDepth * nearClip),
|
0, 0, dDepth, -(dDepth * nearClip),
|
||||||
0, 0, 1, 0 );
|
0, 0, 1, 0 );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename ScalarType>
|
||||||
|
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
|
{ /** @todo TODO: not tested */
|
||||||
|
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
||||||
|
dDepth = farClip / (farClip - nearClip);
|
||||||
|
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0,
|
||||||
|
0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0,
|
||||||
|
0, 0, dDepth, -(dDepth * nearClip),
|
||||||
|
0, 0, 1, 0 );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
template<typename ScalarType>
|
template<typename ScalarType>
|
||||||
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
|
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
|
||||||
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
|
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
|
||||||
|
|
|
@ -29,7 +29,7 @@ namespace LinearAlgebra
|
||||||
Matrix2x2( );
|
Matrix2x2( );
|
||||||
Matrix2x2( const ScalarType &m11, const ScalarType &m12,
|
Matrix2x2( const ScalarType &m11, const ScalarType &m12,
|
||||||
const ScalarType &m21, const ScalarType &m22 );
|
const ScalarType &m21, const ScalarType &m22 );
|
||||||
Matrix2x2( const Vector2<ScalarType> vec[2] );
|
explicit Matrix2x2( const Vector2<ScalarType> vec[2] );
|
||||||
Matrix2x2( const Vector2<ScalarType> &vec1, const Vector2<ScalarType> &vec2 );
|
Matrix2x2( const Vector2<ScalarType> &vec1, const Vector2<ScalarType> &vec2 );
|
||||||
explicit Matrix2x2( const ScalarType element[4] );
|
explicit Matrix2x2( const ScalarType element[4] );
|
||||||
Matrix2x2( const Matrix2x2<ScalarType> &matrix );
|
Matrix2x2( const Matrix2x2<ScalarType> &matrix );
|
||||||
|
@ -80,7 +80,7 @@ namespace LinearAlgebra
|
||||||
Matrix3x3( const ScalarType &m11, const ScalarType &m12, const ScalarType &m13,
|
Matrix3x3( const ScalarType &m11, const ScalarType &m12, const ScalarType &m13,
|
||||||
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23,
|
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23,
|
||||||
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33 );
|
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33 );
|
||||||
Matrix3x3( const Vector3<ScalarType> vec[3] );
|
explicit Matrix3x3( const Vector3<ScalarType> vec[3] );
|
||||||
Matrix3x3( const Vector3<ScalarType> &vec1, const Vector3<ScalarType> &vec2, const Vector3<ScalarType> &vec3 );
|
Matrix3x3( const Vector3<ScalarType> &vec1, const Vector3<ScalarType> &vec2, const Vector3<ScalarType> &vec3 );
|
||||||
explicit Matrix3x3( const ScalarType element[9] );
|
explicit Matrix3x3( const ScalarType element[9] );
|
||||||
Matrix3x3( const Matrix3x3<ScalarType> &matrix );
|
Matrix3x3( const Matrix3x3<ScalarType> &matrix );
|
||||||
|
@ -132,7 +132,7 @@ namespace LinearAlgebra
|
||||||
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23, const ScalarType &m24,
|
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23, const ScalarType &m24,
|
||||||
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33, const ScalarType &m34,
|
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33, const ScalarType &m34,
|
||||||
const ScalarType &m41, const ScalarType &m42, const ScalarType &m43, const ScalarType &m44 );
|
const ScalarType &m41, const ScalarType &m42, const ScalarType &m43, const ScalarType &m44 );
|
||||||
Matrix4x4( const Vector4<ScalarType> vec[4] );
|
explicit Matrix4x4( const Vector4<ScalarType> vec[4] );
|
||||||
Matrix4x4( const Vector4<ScalarType> &vec1, const Vector4<ScalarType> &vec2, const Vector4<ScalarType> &vec3, const Vector4<ScalarType> &vec4 );
|
Matrix4x4( const Vector4<ScalarType> &vec1, const Vector4<ScalarType> &vec2, const Vector4<ScalarType> &vec3, const Vector4<ScalarType> &vec4 );
|
||||||
explicit Matrix4x4( const ScalarType element[16] );
|
explicit Matrix4x4( const ScalarType element[16] );
|
||||||
Matrix4x4( const Matrix4x4<ScalarType> &matrix );
|
Matrix4x4( const Matrix4x4<ScalarType> &matrix );
|
||||||
|
|
|
@ -141,6 +141,16 @@ namespace Oyster { namespace Math3D
|
||||||
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
|
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||||
|
{
|
||||||
|
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos ), targetMem );
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||||
|
{
|
||||||
|
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos ), targetMem );
|
||||||
|
}
|
||||||
|
|
||||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
||||||
{
|
{
|
||||||
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
|
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
|
||||||
|
|
|
@ -213,6 +213,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
||||||
//! @todo TODO: Add documentation and not tested
|
//! @todo TODO: Add documentation and not tested
|
||||||
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
//! @todo TODO: Add documentation and not tested
|
||||||
|
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
//! @todo TODO: Add documentation and not tested
|
||||||
|
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
||||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
|
|
@ -8,13 +8,19 @@
|
||||||
using namespace ::Oyster::Collision3D;
|
using namespace ::Oyster::Collision3D;
|
||||||
using namespace ::Oyster::Math3D;
|
using namespace ::Oyster::Math3D;
|
||||||
|
|
||||||
Box::Box( )
|
Box::Box( ) : ICollideable(Type_box)
|
||||||
: ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
|
{
|
||||||
{}
|
this->rotation = Float4x4::identity;
|
||||||
|
this->center =0.0f;
|
||||||
|
this->boundingOffset = Float3(0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
|
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box)
|
||||||
: ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
|
{
|
||||||
{}
|
this->rotation = r;
|
||||||
|
this->center = p;
|
||||||
|
this->boundingOffset = Float3(s*0.5);
|
||||||
|
}
|
||||||
|
|
||||||
Box::~Box( ) {}
|
Box::~Box( ) {}
|
||||||
|
|
||||||
|
@ -31,28 +37,28 @@ Box & Box::operator = ( const Box &box )
|
||||||
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) );
|
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) );
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Box::Intersects( const ICollideable *target ) const
|
bool Box::Intersects( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_universe: return true;
|
case Type_universe: return true;
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||||
// case Type_triangle: return false; // TODO: :
|
// case Type_triangle: return false; // TODO: :
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
|
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
|
||||||
case Type_box: return Utility::Intersect( *this, *(Box*)target );
|
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
|
||||||
// case Type_frustrum: return false; // TODO: :
|
// case Type_frustrum: return false; // TODO: :
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Box::Contains( const ICollideable *target ) const
|
bool Box::Contains( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
// case Type_sphere: return false; // TODO:
|
// case Type_sphere: return false; // TODO:
|
||||||
// case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
// case Type_box_axis_aligned: return false; // TODO:
|
// case Type_box_axis_aligned: return false; // TODO:
|
||||||
|
|
|
@ -33,8 +33,8 @@ namespace Oyster { namespace Collision3D
|
||||||
Box & operator = ( const Box &box );
|
Box & operator = ( const Box &box );
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||||
bool Intersects( const ICollideable *target ) const;
|
bool Intersects( const ICollideable &target ) const;
|
||||||
bool Contains( const ICollideable *target ) const;
|
bool Contains( const ICollideable &target ) const;
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
|
@ -8,10 +8,24 @@
|
||||||
using namespace ::Oyster::Collision3D;
|
using namespace ::Oyster::Collision3D;
|
||||||
using namespace ::Oyster::Math3D;
|
using namespace ::Oyster::Math3D;
|
||||||
|
|
||||||
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned), minVertex(-0.5f,-0.5f,-0.5f), maxVertex(0.5f,0.5f,0.5f) {}
|
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
|
||||||
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned), minVertex(_minVertex), maxVertex(_maxVertex) {}
|
{
|
||||||
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip )
|
this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
|
||||||
: ICollideable(Type_box_axis_aligned), minVertex(leftClip, bottomClip, nearClip), maxVertex(rightClip, topClip, farClip) {}
|
this->maxVertex = Float3( 0.5f, 0.5f, 0.5f );
|
||||||
|
}
|
||||||
|
|
||||||
|
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned)
|
||||||
|
{
|
||||||
|
this->minVertex = _minVertex;
|
||||||
|
this->maxVertex = _maxVertex;
|
||||||
|
}
|
||||||
|
|
||||||
|
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip ) : ICollideable(Type_box_axis_aligned)
|
||||||
|
{
|
||||||
|
this->minVertex = Float3( leftClip, bottomClip, nearClip );
|
||||||
|
this->maxVertex = Float3( rightClip, topClip, farClip );
|
||||||
|
}
|
||||||
|
|
||||||
BoxAxisAligned::~BoxAxisAligned( ) {}
|
BoxAxisAligned::~BoxAxisAligned( ) {}
|
||||||
|
|
||||||
BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
||||||
|
@ -22,28 +36,30 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
||||||
}
|
}
|
||||||
|
|
||||||
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
|
||||||
|
|
||||||
bool BoxAxisAligned::Intersects( const ICollideable *target ) const
|
|
||||||
{
|
{
|
||||||
switch( target->type )
|
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) );
|
||||||
|
}
|
||||||
|
|
||||||
|
bool BoxAxisAligned::Intersects( const ICollideable &target ) const
|
||||||
|
{
|
||||||
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_universe: return true;
|
case Type_universe: return true;
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||||
// case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
|
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
|
||||||
// case Type_box: return false; // TODO:
|
// case Type_box: return false; // TODO:
|
||||||
// case Type_frustrum: return false; // TODO:
|
// case Type_frustrum: return false; // TODO:
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool BoxAxisAligned::Contains( const ICollideable *target ) const
|
bool BoxAxisAligned::Contains( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
// case Type_point: return false; // TODO:
|
// case Type_point: return false; // TODO:
|
||||||
// case Type_sphere: return false; // TODO:
|
// case Type_sphere: return false; // TODO:
|
||||||
|
|
|
@ -28,8 +28,8 @@ namespace Oyster { namespace Collision3D
|
||||||
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
|
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||||
bool Intersects( const ICollideable *target ) const;
|
bool Intersects( const ICollideable &target ) const;
|
||||||
bool Contains( const ICollideable *target ) const;
|
bool Contains( const ICollideable &target ) const;
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
|
@ -74,13 +74,22 @@ namespace PrivateStatic
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Frustrum::Frustrum() : ICollideable(Type_frustrum),
|
Frustrum::Frustrum() : ICollideable(Type_frustrum)
|
||||||
leftPlane(Float3::standard_unit_x, -0.5f), rightPlane(-Float3::standard_unit_x, 0.5f),
|
{
|
||||||
bottomPlane(Float3::standard_unit_y, -0.5f), topPlane(-Float3::standard_unit_y, 0.5f),
|
this->leftPlane = Plane( Float3::standard_unit_x, -0.5f );
|
||||||
nearPlane(Float3::standard_unit_z, -0.5f), farPlane(-Float3::standard_unit_z, 0.5f) {}
|
this->rightPlane = Plane(-Float3::standard_unit_x, 0.5f ),
|
||||||
|
this->bottomPlane = Plane( Float3::standard_unit_y, -0.5f );
|
||||||
|
this->topPlane = Plane(-Float3::standard_unit_y, 0.5f );
|
||||||
|
this->nearPlane = Plane( Float3::standard_unit_z, -0.5f );
|
||||||
|
this->farPlane = Plane(-Float3::standard_unit_z, 0.5f );
|
||||||
|
}
|
||||||
|
|
||||||
Frustrum::Frustrum( const Float4x4 &vp ) : ICollideable(Type_frustrum)
|
Frustrum::Frustrum( const Float4x4 &vp ) : ICollideable(Type_frustrum)
|
||||||
{ PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane, this->topPlane, this->nearPlane, this->farPlane, vp ); }
|
{
|
||||||
|
PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane,
|
||||||
|
this->topPlane, this->nearPlane, this->farPlane,
|
||||||
|
vp );
|
||||||
|
}
|
||||||
|
|
||||||
Frustrum::~Frustrum() {}
|
Frustrum::~Frustrum() {}
|
||||||
|
|
||||||
|
@ -191,29 +200,29 @@ void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] )
|
||||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
||||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
||||||
|
|
||||||
bool Frustrum::Intersects( const ICollideable *target ) const
|
bool Frustrum::Intersects( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_universe: return true;
|
case Type_universe: return true;
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||||
// case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
|
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
|
||||||
case Type_box: return Utility::Intersect( *this, *(Box*)target );
|
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
|
||||||
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)target );
|
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)&target );
|
||||||
// case Type_line: return false; // TODO:
|
// case Type_line: return false; // TODO:
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Frustrum::Contains( const ICollideable *target ) const
|
bool Frustrum::Contains( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
// case Type_ray: return false; // TODO:
|
// case Type_ray: return false; // TODO:
|
||||||
// case Type_sphere: return false; // TODO:
|
// case Type_sphere: return false; // TODO:
|
||||||
// case Type_plane: return false; // TODO:
|
// case Type_plane: return false; // TODO:
|
||||||
|
|
|
@ -38,8 +38,8 @@ namespace Oyster { namespace Collision3D
|
||||||
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
|
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||||
bool Intersects( const ICollideable *target ) const;
|
bool Intersects( const ICollideable &target ) const;
|
||||||
bool Contains( const ICollideable *target ) const;
|
bool Contains( const ICollideable &target ) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
// INLINE IMPLEMENTATIONS ///////////////////////////////////////
|
// INLINE IMPLEMENTATIONS ///////////////////////////////////////
|
||||||
|
|
|
@ -6,7 +6,5 @@
|
||||||
|
|
||||||
using namespace ::Oyster::Collision3D;
|
using namespace ::Oyster::Collision3D;
|
||||||
|
|
||||||
ICollideable::ICollideable( Type _type )
|
ICollideable::ICollideable( Type _type ) : type(_type) {}
|
||||||
: type(_type) {}
|
|
||||||
|
|
||||||
ICollideable::~ICollideable() {}
|
ICollideable::~ICollideable() {}
|
|
@ -8,7 +8,7 @@
|
||||||
|
|
||||||
#include "Utilities.h"
|
#include "Utilities.h"
|
||||||
|
|
||||||
namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes and intercollission algorithms.
|
namespace Oyster { namespace Collision3D //! Contains a collection of 3D shapes and intercollission algorithms.
|
||||||
{
|
{
|
||||||
class ICollideable
|
class ICollideable
|
||||||
{
|
{
|
||||||
|
@ -34,8 +34,8 @@ namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes
|
||||||
virtual ~ICollideable();
|
virtual ~ICollideable();
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
|
||||||
virtual bool Intersects( const ICollideable *target ) const = 0;
|
virtual bool Intersects( const ICollideable &target ) const = 0;
|
||||||
virtual bool Contains( const ICollideable *target ) const = 0;
|
virtual bool Contains( const ICollideable &target ) const = 0;
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
#endif
|
#endif
|
|
@ -8,9 +8,24 @@
|
||||||
using namespace ::Oyster::Collision3D;
|
using namespace ::Oyster::Collision3D;
|
||||||
using namespace ::Oyster::Math3D;
|
using namespace ::Oyster::Math3D;
|
||||||
|
|
||||||
Line::Line( ) : ICollideable(Type_line), ray(), length(0.0f) {}
|
Line::Line( ) : ICollideable(Type_line)
|
||||||
Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line), ray(_ray), length(_length) {}
|
{
|
||||||
Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line), ray(origin, normalizedDirection), length(_length) {}
|
this->ray = Ray();
|
||||||
|
this->length = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line)
|
||||||
|
{
|
||||||
|
this->ray = _ray;
|
||||||
|
this->length = _length;
|
||||||
|
}
|
||||||
|
|
||||||
|
Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line)
|
||||||
|
{
|
||||||
|
this->ray = Ray( origin, normalizedDirection );
|
||||||
|
this->length = _length;
|
||||||
|
}
|
||||||
|
|
||||||
Line::~Line( ) {}
|
Line::~Line( ) {}
|
||||||
|
|
||||||
Line & Line::operator = ( const Line &line )
|
Line & Line::operator = ( const Line &line )
|
||||||
|
@ -23,9 +38,9 @@ Line & Line::operator = ( const Line &line )
|
||||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
|
::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
|
||||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
|
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
|
||||||
|
|
||||||
bool Line::Intersects( const ICollideable *target ) const
|
bool Line::Intersects( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
if( target->type == Type_universe )
|
if( target.type == Type_universe )
|
||||||
{
|
{
|
||||||
this->ray.collisionDistance = 0.0f;
|
this->ray.collisionDistance = 0.0f;
|
||||||
return true;
|
return true;
|
||||||
|
@ -38,5 +53,5 @@ bool Line::Intersects( const ICollideable *target ) const
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Line::Contains( const ICollideable *target ) const
|
bool Line::Contains( const ICollideable &target ) const
|
||||||
{ /* TODO: : */ return false; }
|
{ /* TODO: : */ return false; }
|
||||||
|
|
|
@ -29,8 +29,8 @@ namespace Oyster { namespace Collision3D
|
||||||
Line & operator = ( const Line &line );
|
Line & operator = ( const Line &line );
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||||
bool Intersects( const ICollideable *target ) const;
|
bool Intersects( const ICollideable &target ) const;
|
||||||
bool Contains( const ICollideable *target ) const;
|
bool Contains( const ICollideable &target ) const;
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
|
@ -201,6 +201,96 @@ namespace Oyster { namespace Physics3D
|
||||||
namespace MomentOfInertia
|
namespace MomentOfInertia
|
||||||
{ /// Library of Formulas to calculate moment of inerta for simple shapes
|
{ /// Library of Formulas to calculate moment of inerta for simple shapes
|
||||||
/** @todo TODO: add MomentOfInertia tensor formulas */
|
/** @todo TODO: add MomentOfInertia tensor formulas */
|
||||||
|
inline ::Oyster::Math::Float CalculateSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return (2.0f/5.0f)*mass*radius*radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 Sphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateSphere( mass , radius );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = inertia.m[0][0];
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateHollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return (2.0f/3.0f)*mass*radius*radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 HollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateHollowSphere( mass, radius );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = inertia.m[0][0];
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCuboidX( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float depth )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(height*height + depth*depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCuboidY( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(width*width + depth*depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCuboidZ( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float width, const ::Oyster::Math::Float height )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(height*height + width*width);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 Cuboid( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidX( mass , height, depth );
|
||||||
|
inertia.m[1][1] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidY( mass , width, depth );
|
||||||
|
inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidZ( mass , height, width );
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateRodCenter( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(length*length);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 RodCenter( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateRodCenter( mass , length );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = inertia.m[0][0];
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCylinderXY( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(3.0f*radius*radius + height*height);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCylinderZ( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return 0.5f*mass*(radius*radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 Cylinder( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderXY( mass , height, radius );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderZ( mass , radius );
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} }
|
} }
|
||||||
|
|
|
@ -8,8 +8,18 @@
|
||||||
using namespace ::Oyster::Collision3D;
|
using namespace ::Oyster::Collision3D;
|
||||||
using namespace ::Oyster::Math;
|
using namespace ::Oyster::Math;
|
||||||
|
|
||||||
Plane::Plane( ) : ICollideable(Type_plane), normal(), phasing(0.0f) {}
|
Plane::Plane( ) : ICollideable(Type_plane)
|
||||||
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(Type_plane), normal(n), phasing(p) {}
|
{
|
||||||
|
this->normal = Float3::standard_unit_z;
|
||||||
|
this->phasing = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(Type_plane)
|
||||||
|
{
|
||||||
|
this->normal = n;
|
||||||
|
this->phasing = p;
|
||||||
|
}
|
||||||
|
|
||||||
Plane::~Plane( ) {}
|
Plane::~Plane( ) {}
|
||||||
|
|
||||||
Plane & Plane::operator = ( const Plane &plane )
|
Plane & Plane::operator = ( const Plane &plane )
|
||||||
|
@ -22,32 +32,32 @@ Plane & Plane::operator = ( const Plane &plane )
|
||||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
|
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
|
||||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) ); }
|
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) ); }
|
||||||
|
|
||||||
bool Plane::Intersects( const ICollideable *target ) const
|
bool Plane::Intersects( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_universe: return true;
|
case Type_universe: return true;
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );
|
||||||
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
case Type_box: return Utility::Intersect( *(Box*)&target, *this );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
case Type_line: return false; // TODO:
|
case Type_line: return false; // TODO:
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Plane::Contains( const ICollideable *target ) const
|
bool Plane::Contains( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
case Type_ray: return Utility::Contains( *this, *(Ray*)target );
|
case Type_ray: return Utility::Contains( *this, *(Ray*)&target );
|
||||||
case Type_plane: return Utility::Contains( *this, *(Plane*)target );
|
case Type_plane: return Utility::Contains( *this, *(Plane*)&target );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -28,8 +28,8 @@ namespace Oyster { namespace Collision3D
|
||||||
Plane & operator = ( const Plane &plane );
|
Plane & operator = ( const Plane &plane );
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||||
bool Intersects( const ICollideable *target ) const;
|
bool Intersects( const ICollideable &target ) const;
|
||||||
bool Contains( const ICollideable *target ) const;
|
bool Contains( const ICollideable &target ) const;
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
|
@ -8,8 +8,16 @@
|
||||||
using namespace ::Oyster::Collision3D;
|
using namespace ::Oyster::Collision3D;
|
||||||
using namespace ::Oyster::Math3D;
|
using namespace ::Oyster::Math3D;
|
||||||
|
|
||||||
Point::Point( ) : ICollideable(Type_point), center() {}
|
Point::Point( ) : ICollideable(Type_point)
|
||||||
Point::Point( const Float3 &pos ) : ICollideable(Type_point), center(pos) {}
|
{
|
||||||
|
this->center = Float3::null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Point::Point( const Float3 &pos ) : ICollideable(Type_point)
|
||||||
|
{
|
||||||
|
this->center = pos;
|
||||||
|
}
|
||||||
|
|
||||||
Point::~Point( ) {}
|
Point::~Point( ) {}
|
||||||
|
|
||||||
Point & Point::operator = ( const Point &point )
|
Point & Point::operator = ( const Point &point )
|
||||||
|
@ -19,30 +27,32 @@ Point & Point::operator = ( const Point &point )
|
||||||
}
|
}
|
||||||
|
|
||||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
|
::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
|
||||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) ); }
|
|
||||||
|
|
||||||
bool Point::Intersects( const ICollideable *target ) const
|
|
||||||
{
|
{
|
||||||
switch( target->type )
|
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) );
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Point::Intersects( const ICollideable &target ) const
|
||||||
|
{
|
||||||
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_universe: return true;
|
case Type_universe: return true;
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
case Type_ray: return Utility::Intersect( *(Ray*)target, *this, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance );
|
||||||
case Type_sphere: Utility::Intersect( *(Sphere*)target, *this );
|
case Type_sphere: Utility::Intersect( *(Sphere*)&target, *this );
|
||||||
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
|
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this );
|
||||||
case Type_triangle: return false; // TODO:
|
//case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );
|
||||||
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
case Type_box: return Utility::Intersect( *(Box*)&target, *this );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Point::Contains( const ICollideable *target ) const
|
bool Point::Contains( const ICollideable &target ) const
|
||||||
{
|
{
|
||||||
switch( target->type )
|
switch( target.type )
|
||||||
{
|
{
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -27,8 +27,8 @@ namespace Oyster { namespace Collision3D
|
||||||
Point & operator = ( const Point &point );
|
Point & operator = ( const Point &point );
|
||||||
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||||
bool Intersects( const ICollideable *target ) const;
|
bool Intersects( const ICollideable &target ) const;
|
||||||
bool Contains( const ICollideable *target ) const;
|
bool Contains( const ICollideable &target ) const;
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue