Render players with run animation
This commit is contained in:
parent
7de0a2ba1b
commit
38717f011c
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@ -103,7 +103,6 @@ namespace DanBias
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float dt = (float)data.timer.getElapsedSeconds();
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float dt = (float)data.timer.getElapsedSeconds();
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data.timer.reset();
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data.timer.reset();
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Graphics::API::Update( dt );
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data.capFrame += dt;
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data.capFrame += dt;
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if(data.capFrame > 0.03f)
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if(data.capFrame > 0.03f)
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@ -115,6 +114,8 @@ namespace DanBias
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case Result_error: return DanBiasClientReturn_Error;
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case Result_error: return DanBiasClientReturn_Error;
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default: break;
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default: break;
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}
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}
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Graphics::API::Update( data.capFrame );
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if(Render() != S_OK)
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if(Render() != S_OK)
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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data.capFrame -= 0.03f;
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data.capFrame -= 0.03f;
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@ -33,7 +33,8 @@ struct GameState::MyData
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
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C_Player player;
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//C_Player player;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Player>> players;
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Camera_FPSV2 camera;
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Camera_FPSV2 camera;
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int myId;
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int myId;
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@ -123,35 +124,28 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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RBData.scale = scale;
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RBData.scale = scale;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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// !RB DEBUG
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// !RB DEBUG
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if( isMyPlayer )
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C_Player *p = new C_Player();
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{
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if( this->privData->player.Init(modelData) )
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{
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// RB DEBUG
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this->privData->player.InitRB( RBData );
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// !RB DEBUG
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this->privData->myId = id;
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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//offset.y = this->privData->player.getScale().y * 5.0f;
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//offset.z = this->privData->player.getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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}
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}
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else
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{
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C_DynamicObj *p = new C_DynamicObj();
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if( p->Init(modelData) )
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if( p->Init(modelData) )
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{
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{
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// RB DEBUG
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// RB DEBUG
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this->privData->player.InitRB( RBData );
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p->InitRB( RBData );
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// !RB DEBUG
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// !RB DEBUG
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// start with runing animation
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p->playAnimation( L"run_forwards", true );
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(*this->privData->dynamicObjects)[id] = p;
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(this->privData->players)[id] = p;
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if( isMyPlayer )
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{
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this->privData->myId = id;
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this->privData->camera.SetPosition( p->getPos() );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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//offset.y = p->getScale().y * 5.0f;
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//offset.z = p->getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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}
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}
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}
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}
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}
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}
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@ -187,7 +181,17 @@ bool GameState::Render()
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Oyster::Graphics::API::NewFrame();
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Oyster::Graphics::API::NewFrame();
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// for debugging to be replaced with render weapon
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// for debugging to be replaced with render weapon
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this->privData->player.Render();
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auto playerObject = this->privData->players.begin();
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for( ; playerObject != this->privData->players.end(); ++playerObject )
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{
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if(playerObject->second)
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{
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if( this->privData->myId != playerObject->second->GetId() )
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{
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playerObject->second->Render();
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}
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}
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}
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auto staticObject = this->privData->staticObjects->begin();
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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@ -211,11 +215,18 @@ bool GameState::Render()
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{
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{
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Oyster::Graphics::API::StartRenderWireFrame();
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Oyster::Graphics::API::StartRenderWireFrame();
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
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playerObject = this->privData->players.begin();
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
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for( ; playerObject != this->privData->players.end(); ++playerObject )
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Oyster::Math3D::Float4x4 world = translation * scale;
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{
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Oyster::Graphics::API::RenderDebugCube( world );
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if( playerObject->second->getBRtype() == RB_Type_Cube)
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Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
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{
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Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld());
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}
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if( playerObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
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}
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}
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staticObject = this->privData->staticObjects->begin();
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staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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@ -276,6 +287,12 @@ bool GameState::Release()
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Graphics::API::Option o = Graphics::API::GetOption();
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Graphics::API::Option o = Graphics::API::GetOption();
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if( privData )
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if( privData )
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{
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{
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auto playerObject = this->privData->players.begin();
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for( ; playerObject != this->privData->players.end(); ++playerObject )
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{
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playerObject->second = nullptr;
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}
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auto staticObject = this->privData->staticObjects->begin();
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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{
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@ -381,6 +398,7 @@ void GameState::ReadKeyInput()
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this->key_showStats = false;
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this->key_showStats = false;
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}
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}
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}
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}
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const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
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const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
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{
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{
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if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
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if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
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@ -459,33 +477,21 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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Protocol_ObjectPositionRotation decoded(data);
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Protocol_ObjectPositionRotation decoded(data);
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Float3 position = decoded.position;
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Float3 position = decoded.position;
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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C_Object *object;
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// if is this player. Remember to change camera
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object = (this->privData->players)[decoded.object_ID];
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if( this->privData->myId == decoded.object_ID )
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if( !object)
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{
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{
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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// if it is not a player
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{ // HACK: bug trap
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object = (*this->privData->dynamicObjects)[decoded.object_ID];
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const char *breakPoint = "Something is wrong.";
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position = Float3( 0.0f, 160.0f, 0.0f );
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}
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}
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetRotation( rotation );
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this->privData->player.setPos( position );
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this->privData->player.setRot( rotation );
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this->privData->player.updateWorld();
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// RB DEBUG
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this->privData->player.setRBPos ( position );
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this->privData->player.setRBRot ( rotation );
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this->privData->player.updateRBWorld();
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// !RB DEBUG
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}
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else
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{
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
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if( object )
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if( object )
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{
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{
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if( this->privData->myId == decoded.object_ID )
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{
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetRotation( rotation );
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}
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object->setPos( position );
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object->setPos( position );
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object->setRot( rotation );
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object->setRot( rotation );
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object->updateWorld();
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object->updateWorld();
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@ -496,7 +502,6 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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// !RB DEBUG
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// !RB DEBUG
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}
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}
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}
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}
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}
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectDisabled:
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case protocol_Gameplay_ObjectDisabled:
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@ -534,7 +539,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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RBData.rotation = ArrayToQuaternion( decoded.position );
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RBData.rotation = ArrayToQuaternion( decoded.position );
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RBData.scale = Float3( decoded.scale );
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RBData.scale = Float3( decoded.scale );
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this->privData->player.InitRB( RBData );
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object->InitRB( RBData );
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// !RB DEBUG
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// !RB DEBUG
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(*this->privData->dynamicObjects)[decoded.object_ID] = object;
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(*this->privData->dynamicObjects)[decoded.object_ID] = object;
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@ -555,23 +560,20 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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Protocol_ObjectRespawn decoded(data);
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Protocol_ObjectRespawn decoded(data);
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if( this->privData->myId == decoded.objectID )
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C_Object *object;
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object = (this->privData->players)[decoded.objectID];
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if( !object)
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{
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{
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// move player. Remember to change camera
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// if it is not a player
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this->privData->camera.SetPosition( decoded.position );
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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this->privData->player.setPos( decoded.position );
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this->privData->player.updateWorld();
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// RB DEBUG
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this->privData->player.setRBPos ( decoded.position );
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this->privData->player.updateRBWorld();
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// !RB DEBUG
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}
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}
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else
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{
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.objectID];
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if( object )
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if( object )
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{
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{
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if( this->privData->myId == decoded.objectID )
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{
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this->privData->camera.SetPosition( decoded.position );
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}
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object->setPos( decoded.position );
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object->setPos( decoded.position );
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object->updateWorld();
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object->updateWorld();
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// RB DEBUG
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// RB DEBUG
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@ -579,7 +581,6 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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object->updateRBWorld();
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object->updateRBWorld();
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// !RB DEBUG
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// !RB DEBUG
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}
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}
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}
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this->currGameUI = this->gameUI;
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this->currGameUI = this->gameUI;
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}
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}
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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@ -19,7 +19,7 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
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this->client = nwClient;
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this->client = nwClient;
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this->player = 0;
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this->player = 0;
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isReady = false;
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isReady = false;
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this->character = L"crate_colonists.dan";
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this->character = L"char_orca.dan";
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this->alias = L"Unknown";
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this->alias = L"Unknown";
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this->secondsSinceLastResponse = 0.0f;
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this->secondsSinceLastResponse = 0.0f;
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}
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}
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@ -29,7 +29,7 @@ GameClient::~GameClient()
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this->player->Inactivate();
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this->player->Inactivate();
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this->isReady = false;
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this->isReady = false;
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this->character = L"crate_colonists.dan";
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this->character = L"char_orca.dan";
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this->alias = L"Unknown";
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this->alias = L"Unknown";
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this->secondsSinceLastResponse = 0.0f;
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this->secondsSinceLastResponse = 0.0f;
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this->client = 0;
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this->client = 0;
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@ -62,31 +62,24 @@ using namespace DanBias;
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{
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{
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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{
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{
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printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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//Send disconnect message to all the other players so the player can be removed from the client.
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Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
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Protocol_ObjectDisconnectPlayer dp(cl->GetClient()->GetID());
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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for(int i = 0; i < this->gClients.Size(); i++)
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{
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{
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if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
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if(this->gClients[i] && this->gClients[i] != cl)
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{
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this->gClients[i]->GetClient()->Send(dp);
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}
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}
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}
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printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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this->gClients[temp]->Invalidate();
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this->gClients[temp]->Invalidate();
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}
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}
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break;
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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{
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if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
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if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
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{
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printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
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}
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this->gClients[temp]->Invalidate();
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this->gClients[temp]->Invalidate();
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}
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}
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break;
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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this->ParseProtocol(e.args.data.protocol, cl);
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this->ParseProtocol(e.args.data.protocol, cl);
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@ -150,9 +143,6 @@ using namespace DanBias;
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Oyster::Math::Float3 temp = movedObject->GetPosition();
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Oyster::Math::Float3 temp = movedObject->GetPosition();
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if(temp.x < -300)
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id = 0;
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GameSession::gameSession->Send(p.GetProtocol());
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GameSession::gameSession->Send(p.GetProtocol());
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//}
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//}
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}
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}
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@ -231,7 +221,7 @@ using namespace DanBias;
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void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
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void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
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{
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{
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c->GetPlayer()->TurnLeft( p.deltaRadian );
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c->GetPlayer()->TurnLeft( p.deltaRadian );
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c->GetPlayer()->SetLookDir(p.lookdir);
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c->GetPlayer()->SetLookDir( p.lookdir ) ;
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}
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}
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void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||||
{
|
{
|
||||||
|
@ -275,17 +265,10 @@ using namespace DanBias;
|
||||||
switch (p.status)
|
switch (p.status)
|
||||||
{
|
{
|
||||||
case GameLogic::Protocol_General_Status::States_disconected:
|
case GameLogic::Protocol_General_Status::States_disconected:
|
||||||
{
|
|
||||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||||
|
//TODO: Tell other clients
|
||||||
Protocol_ObjectDisconnectPlayer prot(c->GetPlayer()->GetID());
|
//Protocol_
|
||||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
|
||||||
{
|
|
||||||
if( this->gClients[i] && c->GetClient()->GetID() != this->gClients[i]->GetClient()->GetID() ) this->gClients[i]->GetClient()->Send(prot);
|
|
||||||
}
|
|
||||||
c->Invalidate();
|
|
||||||
this->Detach(c->GetClient()->GetID());
|
this->Detach(c->GetClient()->GetID());
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case GameLogic::Protocol_General_Status::States_idle:
|
case GameLogic::Protocol_General_Status::States_idle:
|
||||||
|
|
Loading…
Reference in New Issue