Merge branch 'Sprint1' of https://github.com/dean11/Danbias into Network

This commit is contained in:
Pontus Fransson 2013-11-29 09:36:31 +01:00
commit 10f8df45a8
110 changed files with 4566 additions and 811 deletions

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@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
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Global
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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;
}

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@ -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;
}
}
}
}

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@ -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

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@ -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
}

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@ -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

35
Code/GameLogic/Game.cpp Normal file
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@ -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();
}

31
Code/GameLogic/Game.h Normal file
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@ -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

View File

@ -24,30 +24,30 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -66,34 +66,41 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<TargetExt>.dll</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<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>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -101,10 +108,12 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -114,12 +123,14 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<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>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -129,21 +140,34 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
<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 Include="..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
</ProjectReference>
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference>
@ -151,6 +175,29 @@
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
</ProjectReference>
</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" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -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>
</Filter>
</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>

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@ -0,0 +1,15 @@
#include "GameMode.h"
using namespace GameLogic;
GameMode::GameMode(void)
{
}
GameMode::~GameMode(void)
{
}

22
Code/GameLogic/GameMode.h Normal file
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@ -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

45
Code/GameLogic/IGame.cpp Normal file
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@ -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;
}

47
Code/GameLogic/IGame.h Normal file
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@ -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

12
Code/GameLogic/Level.cpp Normal file
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@ -0,0 +1,12 @@
#include "Level.h"
using namespace GameLogic;
Level::Level(void)
{
}
Level::~Level(void)
{
}

37
Code/GameLogic/Level.h Normal file
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@ -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

52
Code/GameLogic/Object.cpp Normal file
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@ -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;
}

49
Code/GameLogic/Object.h Normal file
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@ -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

56
Code/GameLogic/Player.cpp Normal file
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@ -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()
{
}

39
Code/GameLogic/Player.h Normal file
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@ -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

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@ -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));
}

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@ -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

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@ -0,0 +1,12 @@
#include "StaticObject.h"
using namespace GameLogic;
StaticObject::StaticObject(void)
{
}
StaticObject::~StaticObject(void)
{
}

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@ -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

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@ -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;
}

12
Code/GameLogic/Weapon.cpp Normal file
View File

@ -0,0 +1,12 @@
#include "Weapon.h"
using namespace GameLogic;
Weapon::Weapon(void)
{
}
Weapon::~Weapon(void)
{
}

26
Code/GameLogic/Weapon.h Normal file
View File

@ -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

View File

@ -24,7 +24,7 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
@ -66,22 +66,22 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
</PropertyGroup>
@ -90,6 +90,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -100,6 +101,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -112,6 +114,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -126,6 +129,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -145,11 +149,18 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Implementation\Octree.h" />
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
<ClInclude Include="Implementation\SimpleRigidBody.h" />
<ClInclude Include="Implementation\SphericalRigidBody.h" />
<ClInclude Include="PhysicsAPI.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Implementation\Octree.cpp" />
<ClCompile Include="Implementation\DLLMain.cpp" />
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
<ClCompile Include="Implementation\SphericalRigidBody.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -27,10 +27,31 @@
<ClInclude Include="Implementation\PhysicsAPI_Impl.h">
<Filter>Header Files\Implementation</Filter>
</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>
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
<Filter>Source Files</Filter>
</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>
</Project>

View File

@ -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();
}

View File

@ -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;
}

View File

@ -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

View File

@ -1,40 +1,79 @@
#include "PhysicsAPI_Impl.h"
#include "OysterPhysics3D.h"
#include "SimpleRigidBody.h"
#include "SphericalRigidBody.h"
using namespace Oyster;
using namespace Physics;
using namespace ::Oyster::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()
{
/** @todo TODO: Fix this constructor.*/
}
: gravityConstant( Constant::gravity_constant ),
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 )
{
/** @todo TODO: Fix this function.*/
updateFrameLength = deltaTime;
}
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.*/
}
void API_Impl::SetAction( EventAction_Destruction functionPointer )
{
/** @todo TODO: Fix this function.*/
if( functionPointer )
{
this->destructionAction = functionPointer;
}
else
{
this->destructionAction = Default::EventAction_Destruction;
}
}
void API_Impl::Update()
@ -42,22 +81,106 @@ void API_Impl::Update()
/** @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.*/
}
void API_Impl::ReleaseFromLimbo( unsigned int objRef )
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
{
/** @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.*/
}
return 0;
::Utility::DynamicMemory::UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
{
//! @todo TODO: implement stub
return NULL;
}
void API_Impl::DestroyObject( unsigned int objRef )
void API_Impl::DestroyObject( const ICustomBody* objRef )
{
/** @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;
}
} } }

View File

@ -13,22 +13,48 @@ namespace Oyster
API_Impl();
virtual ~API_Impl();
void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
void SetDeltaTime( float deltaTime );
void SetGravityConstant( float g );
void SetAction( EventAction_Collision functionPointer );
void SetAction( EventAction_Destruction functionPointer );
void SetSubscription( EventAction_Destruction functionPointer );
void Update();
void MoveToLimbo( unsigned int objRef );
void ReleaseFromLimbo( unsigned int objRef );
bool IsInLimbo( const ICustomBody* objRef );
void MoveToLimbo( const ICustomBody* objRef );
void ReleaseFromLimbo( const ICustomBody* objRef );
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle );
void DestroyObject( unsigned int objRef );
void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
::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

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#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 );
}

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#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

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#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 )?
}

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#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

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#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

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#include "OysterCollision3D.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 Physics
{
class API;
class IRigidBody;
class IParticle;
class ICustomBody;
enum UpdateState
{
resting,
altered
UpdateState_resting,
UpdateState_altered
};
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:
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<IRigidBody> );
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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();
virtual void SetDeltaTime( float deltaTime ) = 0;
virtual void SetGravityConstant( float g ) = 0;
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Clears all content and reset Engine assetts such as buffers.
* @param numObjects: The predicted max number of active objects.
* @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 bool IsInLimbo( unsigned int objRef ) = 0;
virtual void MoveToLimbo( unsigned int objRef ) = 0;
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* @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;
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle ) = 0;
virtual ::Utility::DynamicMemory::UniquePointer<IRigidBody> ExtractObject( unsigned int objRef ) = 0;
virtual void DestroyObject( unsigned int 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;
/********************************************************
* Introduces a new object into the engine.
* @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:
virtual ~IRigidBody() {};
enum SubscriptMessage
{
SubscriptMessage_none,
SubscriptMessage_ignore_collision_response
};
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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;
/********************************************************
* 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;
/********************************************************
* 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;
virtual bool IsSubscribingCollisions() const = 0;
virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 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;
virtual unsigned int GetReference() const = 0;
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 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

View File

@ -18,13 +18,19 @@
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="L_inputClass.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="L_inputClass.h" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
<RootNamespace>Input</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>

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@ -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>
</Filter>
</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>

203
Code/Input/L_inputClass.cpp Normal file
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@ -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;
}

45
Code/Input/L_inputClass.h Normal file
View File

@ -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

View File

@ -163,7 +163,7 @@
<ClInclude Include="Thread\IThreadObject.h" />
<ClInclude Include="Thread\OysterMutex.h" />
<ClInclude Include="Thread\OysterThread.h" />
<ClInclude Include="Utilities-InlineImpl.h" />
<ClInclude Include="Utilities-Impl.h" />
<ClInclude Include="Utilities.h" />
<ClInclude Include="WinTimer.h" />
</ItemGroup>

View File

@ -27,6 +27,12 @@
<ClCompile Include="Resource\OResourceHandler.cpp">
<Filter>Source Files</Filter>
</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">
<Filter>Source Files</Filter>
</ClCompile>
@ -47,13 +53,22 @@
<ClInclude Include="WinTimer.h">
<Filter>Header Files</Filter>
</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>
</ClInclude>
<ClInclude Include="Resource\OysterResource.h">
<Filter>Header Files</Filter>
</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>
</ClInclude>
<ClInclude Include="Thread\IThreadObject.h">

View File

@ -1,6 +1,3 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\OResource.h"
#include "..\..\Utilities.h"

View File

@ -1,7 +1,3 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "OResource.h"
using namespace Oyster::Resource;

View File

@ -23,46 +23,71 @@ public:
} 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;
OResource *resourceData = resourcePrivate.FindResource(filename);
if(resourceData)
{
if(force)
{
return OysterResource::ReloadResource(filename);
}
else
{
//Add new reference
resourcePrivate.SaveResource(resourceData, false);
return resourceData->GetResourceHandle();
}
}
else
{
resourceData = OResource::Load(filename, type);
if(!resourceData) return 0;
if(resourceData)
{
resourceData->SetResourceID(customID);
resourcePrivate.SaveResource(resourceData);
}
}
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(!loadFnc) return 0;
if(!filename)
{
return 0;
}
if(!loadFnc)
{
return 0;
}
OResource *resourceData = resourcePrivate.FindResource(filename);
if(resourceData)
{
if(force)
{
return OysterResource::ReloadResource(filename);
}
else
{
//Add new reference
resourcePrivate.SaveResource(resourceData, false);
return resourceData->GetResourceHandle();
}
}
else
{
resourceData = OResource::Load(filename, loadFnc);
if(!resourceData) return 0;
resourceData->SetResourceID(CustomId);
if(resourceData)
{
resourceData->SetResourceID(customId);
resourcePrivate.SaveResource(resourceData);
}
}
return (OHRESOURCE)resourceData->GetResourceHandle();
}

View File

@ -28,7 +28,7 @@ namespace Oyster
ResourceType_Byte_UNICODE, /**< 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_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.
* @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
* @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 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.
*/
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

View File

@ -10,14 +10,14 @@
#include <atomic>
using namespace Oyster::Thread;
using namespace Utility::DynamicMemory::SmartPointer;
using namespace Utility::DynamicMemory;
#pragma region Declerations
struct ThreadData;
/** A typical Oyster thread function */
typedef void (*ThreadFunction)(StdSmartPointer<ThreadData>&);
typedef void (*ThreadFunction)(SmartPointer<ThreadData>&);
enum OYSTER_THREAD_STATE
{
@ -32,12 +32,13 @@ using namespace Utility::DynamicMemory::SmartPointer;
struct ThreadData
{
std::atomic<OYSTER_THREAD_STATE> state; //<! The current thread state.
//OYSTER_THREAD_STATE state; //<! The current thread state.
StdSmartPointer<std::thread> workerThread; //<! The worker thread.
SmartPointer<std::thread> workerThread; //<! The worker thread.
std::thread::id callingThread; //<! The owner thread.
IThreadObject *owner; //<! The owner of the thread as IThread.
std::atomic<int> msec; //<! A timer in miliseconds.
//OysterMutex mutexLock; //<! The lock, locking the member variabls.
//OYSTER_THREAD_STATE state; //<! The current thread state.
ThreadData() {}
~ThreadData() {}
@ -45,7 +46,7 @@ using namespace Utility::DynamicMemory::SmartPointer;
};
struct OysterThread::PrivateData
{
StdSmartPointer<ThreadData> threadData;
SmartPointer<ThreadData> threadData;
PrivateData()
:threadData(new ThreadData())
@ -76,11 +77,11 @@ using namespace Utility::DynamicMemory::SmartPointer;
int tempId = 0;
std::vector<int> IDS;
static void ThreadingFunction(StdSmartPointer<ThreadData> &origin)
static void ThreadingFunction(SmartPointer<ThreadData> &origin)
{
bool shouldContinue;
StdSmartPointer<ThreadData> w = origin;
SmartPointer<ThreadData> w = origin;
theBegining:

View File

@ -1,8 +1,11 @@
/////////////////////////////////////////////////////////////////////
// Inline and template implementations for
// 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
@ -32,6 +35,7 @@ namespace Utility
}
}
#pragma region UnuiqePointer
template<typename Type>
UniquePointer<Type>::UniquePointer( Type *assignedInstance )
{
@ -39,17 +43,17 @@ namespace Utility
}
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>
UniquePointer<Type> & UniquePointer<Type>::operator = ( Type *assignedInstance )
UniquePointer<Type>::~UniquePointer()
{
SafeDeleteInstance( this->ownedInstance );
this->ownedInstance = assignedInstance;
return *this;
}
template<typename Type>
@ -91,6 +95,18 @@ namespace Utility
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>
Type* UniquePointer<Type>::Release()
{
@ -112,16 +128,17 @@ namespace Utility
}
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>
UniqueArray<Type> & UniqueArray<Type>::operator = ( Type assignedArray[] )
UniqueArray<Type>::~UniqueArray()
{
SafeDeleteArray( this->ownedArray );
this->ownedArray = assignedArray;
}
template<typename Type>
@ -150,7 +167,20 @@ namespace Utility
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;
this->ownedArray = NULL;
@ -162,39 +192,42 @@ namespace Utility
{
return this->operator bool();
}
#pragma endregion
namespace SmartPointer
{
template<typename T> void StdSmartPointer<T>::Destroy()
#pragma region SmartPointer
template<typename T> void SmartPointer<T>::Destroy()
{
delete this->_rc;
this->_rc = NULL;
delete this->_ptr;
//Use default function for memory deallocation.
SafeDeleteInstance<T>(this->_ptr);
this->_ptr = NULL;
}
template<typename T> StdSmartPointer<T>::StdSmartPointer()
template<typename T> SmartPointer<T>::SmartPointer()
:_rc(0), _ptr(0)
{ }
template<typename T> StdSmartPointer<T>::StdSmartPointer(T* p)
template<typename T> SmartPointer<T>::SmartPointer(T* p)
:_ptr(p)
{
this->_rc = new ReferenceCount();
this->_rc->Incref();
}
template<typename T> StdSmartPointer<T>::StdSmartPointer(const StdSmartPointer& d)
template<typename T> SmartPointer<T>::SmartPointer(const SmartPointer& d)
:_ptr(d._ptr), _rc(d._rc)
{
if(this->_rc)
this->_rc->Incref();
}
template<typename T> StdSmartPointer<T>::~StdSmartPointer()
template<typename T> SmartPointer<T>::~SmartPointer()
{
if (this->_rc && this->_rc->Decref() == 0)
{
Destroy();
}
}
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (const StdSmartPointer<T>& p)
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (const SmartPointer<T>& p)
{
if (this != &p)
{
@ -211,7 +244,7 @@ namespace Utility
}
return *this;
}
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (T* p)
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (T* p)
{
if (this->_ptr != p)
{
@ -233,39 +266,40 @@ namespace Utility
}
return *this;
}
template<typename T> inline bool StdSmartPointer<T>::operator== (const StdSmartPointer<T>& d)
template<typename T> inline bool SmartPointer<T>::operator== (const SmartPointer<T>& d)
{
return d._ptr == this->_ptr;
}
template<typename T> inline bool StdSmartPointer<T>::operator== (const T& p)
template<typename T> inline bool SmartPointer<T>::operator== (const T& p)
{
return &p == this->_ptr;
}
template<typename T> inline T& StdSmartPointer<T>::operator* ()
template<typename T> inline T& SmartPointer<T>::operator* ()
{
return *this->_ptr;
}
template<typename T> inline T* StdSmartPointer<T>::operator-> ()
template<typename T> inline T* SmartPointer<T>::operator-> ()
{
return this->_ptr;
}
template<typename T> inline StdSmartPointer<T>::operator T* ()
template<typename T> inline SmartPointer<T>::operator T* ()
{
return this->_ptr;
}
template<typename T> inline StdSmartPointer<T>::operator bool()
template<typename T> inline SmartPointer<T>::operator bool()
{
return (this->_ptr != 0);
}
template<typename T> inline T* StdSmartPointer<T>::Get()
template<typename T> inline T* SmartPointer<T>::Get()
{
return this->_ptr;
}
template<typename T> inline bool StdSmartPointer<T>::IsValid()
template<typename T> inline bool SmartPointer<T>::IsValid()
{
return (this->_ptr != NULL) ? true : false;
}
}
#pragma endregion
}
}

View File

@ -1,7 +1,10 @@
/////////////////////////////////////////////////////////////////////
// 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
@ -18,120 +21,180 @@ namespace Utility
{
namespace DynamicMemory
{
/// If dynamicInstance is not NULL, then delete
/******************************************************************
* If dynamicInstance is not NULL, then delete.
******************************************************************/
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>
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;
};
//! A simple reference counter with some extra functionality
struct ReferenceCount
{
private:
std::atomic<int> count;
int count;
public:
ReferenceCount() :count(0) { }
ReferenceCount(const ReferenceCount& o) { count.store(o.count); }
inline const ReferenceCount& operator=(const ReferenceCount& o) { count.store(o.count); return *this;}
ReferenceCount(const ReferenceCount& o) { count = o.count; }
inline const ReferenceCount& operator=(const ReferenceCount& o) { count = o.count; return *this;}
inline void Incref() { this->count++; }
inline void Incref(int c) { this->count += c; }
inline int Decref() { return --this->count;}
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.
/**
* Regular objects, objects that is deleted normaly (ie not COM objects, or array pointers)
* can use this class to easy the use of dynamic memory
*/
template<typename T>
struct StdSmartPointer
public:
/******************************************************************
* Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
* If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
******************************************************************/
UniquePointer( Type *assignedInstance = NULL );
/******************************************************************
* 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 );
/******************************************************************
* Will auto delete assigned dynamic instance.
******************************************************************/
~UniquePointer();
/******************************************************************
* 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<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;
/******************************************************************
* @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;
@ -141,13 +204,13 @@ namespace Utility
void Destroy();
public:
StdSmartPointer();
StdSmartPointer(T* p);
StdSmartPointer(const StdSmartPointer& d);
virtual~StdSmartPointer();
StdSmartPointer<T>& operator= (const StdSmartPointer<T>& p);
StdSmartPointer<T>& operator= (T* p);
bool operator== (const StdSmartPointer<T>& d);
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-> ();
@ -155,18 +218,17 @@ namespace Utility
operator bool();
/**
* Returns the connected pointer */
* Returns the connected pointer
*/
T* Get();
/** Checks if the pointer is valid (not NULL)
Returns true for valid, else false. */
* Returns true for valid, else false.
*/
bool IsValid();
};
}
}
namespace String
{
// string
@ -260,7 +322,7 @@ namespace Utility
inline ValueType Degree( const ValueType &radian )
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
// SPECIALIZATIONS //////////////////////////////////////////
// SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
template<> inline char Average<char>( const char &valueA, const char &valueB )
{ 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 )
{ return origin + (delta >> 1); }
}
namespace Thread
{
//Utilities for threading
}
}
#include "Utilities-InlineImpl.h"
#include "Utilities-Impl.h"
#endif

View File

@ -1,19 +1,18 @@
#include "Buffer.h"
#include "Core.h"
using namespace Oyster::Graphics;
Buffer::Buffer()
Core::Buffer::Buffer()
{
mBuffer = NULL;
}
Buffer::~Buffer()
Core::Buffer::~Buffer()
{
SAFE_RELEASE(mBuffer);
}
HRESULT Buffer::Apply(UINT32 misc) const
HRESULT Core::Buffer::Apply(UINT32 misc) const
{
HRESULT hr = S_OK;
@ -59,7 +58,7 @@ HRESULT Buffer::Apply(UINT32 misc) const
return hr;
}
HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
{
D3D11_BUFFER_DESC bufferDesc;
@ -154,13 +153,13 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
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;
}
void* Buffer::Map()
void* Core::Buffer::Map()
{
void* ret = NULL;
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 );
}
Buffer::operator ID3D11Buffer *()
Core::Buffer::operator ID3D11Buffer *()
{
return this->mBuffer;
}
Buffer::operator const ID3D11Buffer *() const
Core::Buffer::operator const ID3D11Buffer *() const
{
return this->mBuffer;
}

View File

@ -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

View File

@ -4,9 +4,8 @@
#define Core_h
#include "CoreIncludes.h"
#include "Dx11Includes.h"
#include <sstream>
#include "Buffer.h"
#include "OysterMath.h"
namespace Oyster
@ -36,6 +35,72 @@ namespace Oyster
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
{

View File

@ -6,10 +6,14 @@
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
#include <windows.h>
#include <D3D11.h>
#include <d3dcompiler.h>
#pragma comment(lib, "d3d11.lib")
#ifdef _DEBUG
#include <d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib")
#endif
#include <string>

View File

@ -103,8 +103,8 @@ namespace Oyster
desc.BufferDesc.RefreshRate.Denominator=1;
desc.BufferDesc.RefreshRate.Numerator=60;
desc.BufferDesc.Height = Size.y;
desc.BufferDesc.Width = Size.x;
desc.BufferDesc.Height = (UINT)Size.y;
desc.BufferDesc.Width = (UINT)Size.x;
if(Core::swapChain)
{
@ -180,8 +180,8 @@ namespace Oyster
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags=0;
desc.MiscFlags=0;
desc.Height = Size.y;
desc.Width = Size.x;
desc.Height = (UINT)Size.y;
desc.Width = (UINT)Size.x;
if(Core::depthStencil)
{

View File

@ -1,5 +1,6 @@
#include "Core.h"
#include <fstream>
#include <map>
const char* ShaderFunction = "main";

View File

@ -1,4 +1,4 @@
#include "..\OysterGraphics\Core\CoreIncludes.h"
#include "..\OysterGraphics\Core\Dx11Includes.h"
#include "OysterMath.h"
namespace Oyster
@ -19,6 +19,18 @@ namespace Oyster
Oyster::Math::Matrix V;
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;
};
}
}
}

View File

@ -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;
}
}
}

View File

@ -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);
};
}
}

View File

@ -2,6 +2,7 @@
#include "..\Definitions\GraphicalDefinition.h"
#include <sstream>
#include <fstream>
#include "TextureLoader.h"
using namespace std;
OBJReader::OBJReader()
@ -95,17 +96,17 @@ void OBJReader::readOBJFile( std::wstring fileName )
inStream.close();
}
Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
{
Oyster::Graphics::Buffer* b = new Oyster::Graphics::Buffer();
Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
Oyster::Graphics::Render::ModelInfo* modelInfo = new Oyster::Graphics::Render::ModelInfo();
Oyster::Graphics::Core::Buffer* b = new Oyster::Graphics::Core::Buffer();
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC desc;
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
desc.ElementSize = 32;
desc.InitData = &this->_myOBJ[0];
desc.NumElements = this->_myOBJ.size();
desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Graphics::Buffer::BUFFER_DEFAULT;
desc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_DEFAULT;
HRESULT hr = S_OK;
hr = b->Init(desc);
@ -117,6 +118,8 @@ Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
modelInfo->VertexCount = (int)desc.NumElements;
modelInfo->Vertices = b;
//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
return modelInfo;
}

View File

@ -49,7 +49,7 @@ class OBJReader
~OBJReader();
void readOBJFile( std::wstring fileName);
Oyster::Graphics::Render::ModelInfo* toModel();
Oyster::Graphics::Model::ModelInfo* toModel();
};
#endif

View File

@ -0,0 +1,7 @@
#include "TextureLoader.h"
#include "..\Core\Dx11Includes.h"
Oyster::Resource::CustomData* Oyster::Graphics::Loading::LoadTexture()
{
return NULL;
}

View File

@ -0,0 +1,13 @@
#pragma once
#include "..\..\Misc\Resource\OysterResource.h"
namespace Oyster
{
namespace Graphics
{
namespace Loading
{
void UnloadTexture();
Oyster::Resource::CustomData* LoadTexture();
}
}
}

View File

@ -1,28 +1,19 @@
#pragma once
#ifndef Mesh_h
#define Mesh_h
//#include "../Engine.h"
//#include "..\Core\CoreIncludes.h"
//#include "..\Core\Buffer.h"
#include "OysterMath.h"
//#include "ICollideable.h"
#include "ModelInfo.h"
//using namespace Oyster::Math;
namespace Oyster
{
namespace Graphics
{
namespace Render
namespace Model
{
struct Model
{
ModelInfo* info;
Oyster::Math::Float4x4 World;
//! do not Edit, linked to render data
void* info;
Oyster::Math::Float4x4 WorldMatrix;
bool Visible;
};
}

View File

@ -2,26 +2,19 @@
#ifndef MODELINFO_h
#define MODELINFO_h
//#include "../Engine.h"
#include "..\Core\CoreIncludes.h"
#include "..\Core\Buffer.h"
//#include "OysterMath.h"
//#include "ICollideable.h"
//using namespace Oyster::Math;
#include "..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
namespace Model
{
struct ModelInfo
{
std::vector<ID3D11ShaderResourceView*> Material;
Buffer *Vertices,*Indecies;
Core::Buffer *Vertices,*Indecies;
bool Indexed;
int VertexCount;
};

View File

@ -24,7 +24,7 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
@ -66,22 +66,22 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
</PropertyGroup>
@ -91,6 +91,7 @@
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -105,6 +106,7 @@
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -118,6 +120,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -133,6 +136,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -145,16 +149,19 @@
<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\Buffer.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\TextureLoader.h" />
<ClInclude Include="Model\Model.h" />
<ClInclude Include="Model\ModelInfo.h" />
<ClInclude Include="Render\Preparations\Preparations.h" />
@ -171,6 +178,20 @@
</ProjectReference>
</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)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -203,6 +224,11 @@
</AssemblerOutput>
</FxCompile>
</ItemGroup>
<ItemGroup>
<None Include="OysterGraphics.vcxproj.filters.orig" />
<None Include="OysterGraphics.vcxproj.orig" />
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -1,80 +1,40 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<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\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.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>
</Project>

View File

@ -1,6 +1,7 @@
#include "Render.h"
#include "../Resources/Resources.h"
#include "../../Definitions/GraphicalDefinition.h"
#include "../../Model/ModelInfo.h"
namespace Oyster
{
@ -28,27 +29,30 @@ namespace Oyster
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)
{
if(models[i].Visible)
{
void* data = Resources::ModelData.Map();
memcpy(data,&(models[i].World),64);
memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
Resources::ModelData.Unmap();
//Set Materials :: NONE
models[i].info->Vertices->Apply();
if(models[i].info->Indexed)
Model
::ModelInfo* info = (Model::ModelInfo*)models[i].info;
info->Vertices->Apply();
if(info->Indexed)
{
models[i].info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(models[i].info->VertexCount,0,0);
info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
}
else
{
Oyster::Graphics::Core::deviceContext->Draw(models[i].info->VertexCount,0);
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
}
}
}

View File

@ -17,7 +17,7 @@ namespace Oyster
public:
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();
};
}

View File

@ -1,7 +1,9 @@
#include "Resources.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 VertexDebug = L"DebugVertex";
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::Get GetShader;
typedef Oyster::Graphics::Core::ShaderManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
namespace Oyster
{
@ -96,8 +99,8 @@ namespace Oyster
obj.CBuffers.Vertex.push_back(&VPData);
obj.RenderStates.Rasterizer = rs;
ModelData.Apply(1);
#pragma endregion
return Core::Init::Sucsess;
}
}

View File

@ -16,8 +16,8 @@ namespace Oyster
{
public:
static Core::ShaderManager::ShaderEffect obj;
static Buffer ModelData;
static Buffer VPData;
static Core::Buffer ModelData;
static Core::Buffer VPData;
static Core::Init::State Init();
};

View File

@ -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;
}

View File

@ -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;
}

View File

@ -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;
}

View File

@ -18,11 +18,11 @@ struct VertexIn
float4 main( VertexIn input ) : SV_POSITION
{
float4 postTransform = float4(input.pos*0.1f,1);
postTransform.y += 1.5f;
float4 postTransform = mul( World, float4(input.pos,1) );
//float4 postTransform = float4(input.pos,1);
//return postTransform;
//return mul(View, float4(input.pos,1));
matrix VP = mul(Projection, View);
//matrix WVP = mul(World, VP);
return mul(VP, float4(input.pos*0.1f,1) );
return mul(VP, postTransform );
}

View File

@ -444,8 +444,8 @@ namespace LinearAlgebra3D
ScalarType c = 1 / (nearClip - farClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
0, 2/height, 0, 0,
0, 0, -c, 0, 0,
0, nearClip*c, 1 );
0, 0, -c, nearClip*c,
0, 0, 0, 1 );
}
/*******************************************************************
@ -460,7 +460,7 @@ namespace LinearAlgebra3D
*******************************************************************/
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>() )
{ /** @todo TODO: not tested */
{
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
dDepth = farClip / (farClip - nearClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
@ -469,6 +469,18 @@ namespace LinearAlgebra3D
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>
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }

View File

@ -29,7 +29,7 @@ namespace LinearAlgebra
Matrix2x2( );
Matrix2x2( const ScalarType &m11, const ScalarType &m12,
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 );
explicit Matrix2x2( const ScalarType element[4] );
Matrix2x2( const Matrix2x2<ScalarType> &matrix );
@ -80,7 +80,7 @@ namespace LinearAlgebra
Matrix3x3( const ScalarType &m11, const ScalarType &m12, const ScalarType &m13,
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23,
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 );
explicit Matrix3x3( const ScalarType element[9] );
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 &m31, const ScalarType &m32, const ScalarType &m33, const ScalarType &m34,
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 );
explicit Matrix4x4( const ScalarType element[16] );
Matrix4x4( const Matrix4x4<ScalarType> &matrix );

View File

@ -141,6 +141,16 @@ namespace Oyster { namespace Math3D
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 )
{
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );

View File

@ -213,6 +213,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
//! @todo TODO: Add documentation and not tested
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.
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );

View File

@ -8,13 +8,19 @@
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Box::Box( )
: ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
{}
Box::Box( ) : ICollideable(Type_box)
{
this->rotation = Float4x4::identity;
this->center =0.0f;
this->boundingOffset = Float3(0.5f);
}
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
: ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
{}
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box)
{
this->rotation = r;
this->center = p;
this->boundingOffset = Float3(s*0.5);
}
Box::~Box( ) {}
@ -31,28 +37,28 @@ Box & Box::operator = ( const Box &box )
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_point: return Utility::Intersect( *this, *(Point*)target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
// case Type_triangle: return false; // TODO: :
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
case Type_box: return Utility::Intersect( *this, *(Box*)target );
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
// case Type_frustrum: return false; // TODO: :
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_triangle: return false; // TODO:
// case Type_box_axis_aligned: return false; // TODO:

View File

@ -33,8 +33,8 @@ namespace Oyster { namespace Collision3D
Box & operator = ( const Box &box );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
} }

View File

@ -8,10 +8,24 @@
using namespace ::Oyster::Collision3D;
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( 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 )
: ICollideable(Type_box_axis_aligned), minVertex(leftClip, bottomClip, nearClip), maxVertex(rightClip, topClip, farClip) {}
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
{
this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
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::operator = ( const BoxAxisAligned &box )
@ -22,28 +36,30 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
}
::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_point: return Utility::Intersect( *this, *(Point*)target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
// 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_frustrum: return false; // TODO:
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_sphere: return false; // TODO:

View File

@ -28,8 +28,8 @@ namespace Oyster { namespace Collision3D
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
} }

View File

@ -74,13 +74,22 @@ namespace PrivateStatic
}
}
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),
nearPlane(Float3::standard_unit_z, -0.5f), farPlane(-Float3::standard_unit_z, 0.5f) {}
Frustrum::Frustrum() : ICollideable(Type_frustrum)
{
this->leftPlane = Plane( Float3::standard_unit_x, -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)
{ 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() {}
@ -191,29 +200,29 @@ void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] )
::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
{ 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_point: return Utility::Intersect( *this, *(Point*)target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
// case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
case Type_box: return Utility::Intersect( *this, *(Box*)target );
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)target );
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)&target );
// case Type_line: return false; // TODO:
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_sphere: return false; // TODO:
// case Type_plane: return false; // TODO:

View File

@ -38,8 +38,8 @@ namespace Oyster { namespace Collision3D
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
// INLINE IMPLEMENTATIONS ///////////////////////////////////////

View File

@ -6,7 +6,5 @@
using namespace ::Oyster::Collision3D;
ICollideable::ICollideable( Type _type )
: type(_type) {}
ICollideable::ICollideable( Type _type ) : type(_type) {}
ICollideable::~ICollideable() {}

View File

@ -8,7 +8,7 @@
#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
{
@ -34,8 +34,8 @@ namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes
virtual ~ICollideable();
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
virtual bool Intersects( const ICollideable *target ) const = 0;
virtual bool Contains( const ICollideable *target ) const = 0;
virtual bool Intersects( const ICollideable &target ) const = 0;
virtual bool Contains( const ICollideable &target ) const = 0;
};
} }
#endif

View File

@ -8,9 +8,24 @@
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Line::Line( ) : ICollideable(Type_line), ray(), length(0.0f) {}
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) {}
Line::Line( ) : ICollideable(Type_line)
{
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::operator = ( const Line &line )
@ -23,9 +38,9 @@ Line & Line::operator = ( const Line &line )
::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
{ 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;
return true;
@ -38,5 +53,5 @@ bool Line::Intersects( const ICollideable *target ) const
return false;
}
bool Line::Contains( const ICollideable *target ) const
bool Line::Contains( const ICollideable &target ) const
{ /* TODO: : */ return false; }

View File

@ -29,8 +29,8 @@ namespace Oyster { namespace Collision3D
Line & operator = ( const Line &line );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
} }

View File

@ -201,6 +201,96 @@ namespace Oyster { namespace Physics3D
namespace MomentOfInertia
{ /// Library of Formulas to calculate moment of inerta for simple shapes
/** @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;
}
}
}
} }

View File

@ -8,8 +8,18 @@
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math;
Plane::Plane( ) : ICollideable(Type_plane), normal(), phasing(0.0f) {}
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(Type_plane), normal(n), phasing(p) {}
Plane::Plane( ) : ICollideable(Type_plane)
{
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::operator = ( const Plane &plane )
@ -22,32 +32,32 @@ Plane & Plane::operator = ( const Plane &plane )
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
{ 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_point: return Utility::Intersect( *this, *(Point*)target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
case Type_box: return Utility::Intersect( *(Box*)target, *this );
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
// case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );
case Type_box: return Utility::Intersect( *(Box*)&target, *this );
case Type_frustrum: return false; // TODO:
case Type_line: return false; // TODO:
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_ray: return Utility::Contains( *this, *(Ray*)target );
case Type_plane: return Utility::Contains( *this, *(Plane*)target );
case Type_triangle: return false; // TODO:
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Contains( *this, *(Ray*)&target );
case Type_plane: return Utility::Contains( *this, *(Plane*)&target );
// case Type_triangle: return false; // TODO:
default: return false;
}
}

View File

@ -28,8 +28,8 @@ namespace Oyster { namespace Collision3D
Plane & operator = ( const Plane &plane );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
} }

View File

@ -8,8 +8,16 @@
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Point::Point( ) : ICollideable(Type_point), center() {}
Point::Point( const Float3 &pos ) : ICollideable(Type_point), center(pos) {}
Point::Point( ) : ICollideable(Type_point)
{
this->center = Float3::null;
}
Point::Point( const Float3 &pos ) : ICollideable(Type_point)
{
this->center = pos;
}
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
{ 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_point: return Utility::Intersect( *this, *(Point*)target );
case Type_ray: return Utility::Intersect( *(Ray*)target, *this, ((Ray*)target)->collisionDistance );
case Type_sphere: Utility::Intersect( *(Sphere*)target, *this );
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
case Type_box: return Utility::Intersect( *(Box*)target, *this );
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance );
case Type_sphere: Utility::Intersect( *(Sphere*)&target, *this );
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this );
//case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );
case Type_box: return Utility::Intersect( *(Box*)&target, *this );
case Type_frustrum: return false; // TODO:
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;
}
}

View File

@ -27,8 +27,8 @@ namespace Oyster { namespace Collision3D
Point & operator = ( const Point &point );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
} }

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