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

Conflicts:
	Bin/DLL/DebugCameraVertex.cso
	Bin/DLL/DebugPixel.cso
	Bin/DLL/GamePhysics_x86D.dll
	Bin/DLL/GamePhysics_x86D.exp
	Bin/DLL/GamePhysics_x86D.ilk
	Bin/DLL/GamePhysics_x86D.pdb
	Bin/DLL/OysterGraphics_x86D.dll
	Bin/DLL/OysterGraphics_x86D.exp
	Bin/DLL/OysterGraphics_x86D.ilk
	Bin/DLL/OysterGraphics_x86D.pdb
	Bin/DLL/TextureDebug.cso
	Bin/DLL/VertexGatherData.cso
	Code/OysterGraphics/FileLoader/ObjReader.cpp
	Code/OysterGraphics/FileLoader/TextureLoader.cpp
	Code/OysterGraphics/FileLoader/TextureLoader.h
	Code/OysterGraphics/OysterGraphics.vcxproj
	Code/OysterGraphics/OysterGraphics.vcxproj.filters
	Code/OysterGraphics/Render/Resources/Resources.cpp
	Code/OysterGraphics/Shader/HLSL/SimpleDebug/Debug.hlsl
	Code/OysterGraphics/Shader/HLSL/SimpleDebug/DebugCameraVertex.hlsl
	Code/OysterGraphics/Shader/HLSL/SimpleDebug/DebugPixel.hlsl
	Code/OysterGraphics/Shader/HLSL/SimpleDebug/TextureDebug.hlsl
	Code/Tester/MainTest.cpp
This commit is contained in:
lanariel 2013-11-29 10:31:19 +01:00
commit 469ccaab6c
162 changed files with 6013 additions and 4132 deletions

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@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Mixed Platforms = Debug|Mixed Platforms
@ -175,6 +177,7 @@ Global
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@ -190,6 +193,18 @@ Global
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -0,0 +1,193 @@
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@ -0,0 +1,316 @@
//--------------------------------------------------------------------------------------
// 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 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 )
{
// for dynamic .dll loading
// path is relative to the .exe and .dll pos
// also change the VC directories - working dir is set to $(SolutionDir)..\Bin\Executable\Tester
// to fit with where the .obj files is
// linker/ input/ delayed load .dll - specify the .dll that should be loaded
BOOL success = SetDllDirectory(L"..\\..\\DLL");
if (success == 0)
{
return 0;
}
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);
//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;
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input and the game
//-------------------------------------------------------------------------------------
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;
}
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;
}
float pitch = 0;
float yaw = 0;
//if(inputObj->IsMousePressed())
//{
pitch = inputObj->GetPitch();
yaw = inputObj->GetYaw();
//}
game->Update(key, pitch, yaw);
return S_OK;
}
HRESULT Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
//std::cout<<"test";
}
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;
}

185
Code/GameLogic/Camera.cpp Normal file
View File

@ -0,0 +1,185 @@
#include "Camera.h"
Camera::Camera()
{
this->m_position = Oyster::Math::Float3(0, 50, 0);
this->mRight = Oyster::Math::Float3(1, 0, 0);
this->mUp = Oyster::Math::Float3(0, 1, 0);
this->mLook = Oyster::Math::Float3(0, 0, 1);
}
Camera::~Camera()
{
}
void Camera::SetPosition(const Oyster::Math::Float3& v)
{
this->m_position = v;
}
Oyster::Math::Float3 Camera::GetPosition()const
{
return this->m_position;
}
Oyster::Math::Float3 Camera::GetRight()const
{
return this->mRight;
}
Oyster::Math::Float3 Camera::GetUp()const
{
return this->mUp;
}
Oyster::Math::Float3 Camera::GetLook()const
{
return this->mLook;
}
float Camera::GetNearZ()const
{
return this->mNearZ;
}
float Camera::GetFarZ()const
{
return this->mFarZ;
}
float Camera::GetAspect()const
{
return this->mAspect;
}
Oyster::Math::Float3 Camera::CrossMatrix(const Oyster::Math::Float3& vector, const Oyster::Math::Float4x4& matrix)
{
Oyster::Math::Float3 vec;
vec.x = matrix.m11*vector.x + matrix.m12*vector.y + matrix.m13*vector.z;
vec.y = matrix.m21*vector.x + matrix.m22*vector.y + matrix.m23*vector.z;
vec.z = matrix.m31*vector.x + matrix.m32*vector.y + matrix.m33*vector.z;
return vec;
}
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
{
this->mFovY = fovY;
this->mAspect = aspect;
this->mNearZ = zn;
this->mFarZ = zf;
float yScale = tan((Oyster::Math::pi*0.5f) - (mFovY*0.5f));
float xScale = yScale/this->mAspect;
mProj = Oyster::Math::Float4x4(xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, zf/(zf-zn), 1,
0, 0, -zn*zf/(zf-zn), 0);
mProj.Transpose();
}
void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp)
{
Oyster::Math::Float3 L;
L = target - pos;
L.Normalize();
Oyster::Math::Float3 R;
R = worldUp.Cross(L);
R.Normalize();
Oyster::Math::Float3 U;
U = L.Cross(R);
this->m_position = pos;
this->mLook = L;
this->mRight = R;
this->mUp = U;
}
Oyster::Math::Float4x4 Camera::View()const
{
return this->mView;
}
Oyster::Math::Float4x4 Camera::Proj()const
{
return this->mProj;
}
Oyster::Math::Float4x4 Camera::ViewsProj()const
{
Oyster::Math::Float4x4 M;
M = mView * mProj;
return M;
}
void Camera::Walk(float dist)
{
this->m_position += dist*this->mLook;
}
void Camera::Strafe(float dist)
{
this->m_position += dist*this->mRight;
}
void Camera::Pitch(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
Oyster::Math3D::RotationMatrix(radians,-mRight,R);
this->mUp = CrossMatrix(this->mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::Yaw(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
Oyster::Math::Float3 up(0,1,0);
Oyster::Math3D::RotationMatrix(radians,-up,R);
this->mRight = CrossMatrix(this->mRight, R);
this->mUp = CrossMatrix(mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::UpdateViewMatrix()
{
mLook.Normalize();
mUp = mLook.Cross(mRight);
mUp.Normalize();
mRight = mUp.Cross(mLook);
float x = -m_position.Dot(mRight);
float y = -m_position.Dot(mUp);
float z = -m_position.Dot(mLook);
mView.m11 = mRight.x;
mView.m21 = mRight.y;
mView.m31 = mRight.z;
mView.m41 = x;
mView.m12 = mUp.x;
mView.m22 = mUp.y;
mView.m32 = mUp.z;
mView.m42 = y;
mView.m13 = mLook.x;
mView.m23 = mLook.y;
mView.m33 = mLook.z;
mView.m43 = z;
mView.m14 = 0.0f;
mView.m24 = 0.0f;
mView.m34 = 0.0f;
mView.m44 = 1.0f;
mView.Transpose();
}

63
Code/GameLogic/Camera.h Normal file
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@ -0,0 +1,63 @@
#ifndef CAMERA__H
#define CAMERA__H
#include "OysterMath.h"
class Camera
{
private:
Oyster::Math::Float3 m_position;
Oyster::Math::Float3 mRight;
Oyster::Math::Float3 mUp;
Oyster::Math::Float3 mLook;
float mNearZ;
float mFarZ;
float mAspect;
float mFovY;
Oyster::Math::Float4x4 mView;
Oyster::Math::Float4x4 mProj;
public:
Camera();
virtual ~Camera();
void SetPosition(const Oyster::Math::Float3& v);
Oyster::Math::Float3 GetPosition()const;
Oyster::Math::Float3 GetRight()const;
Oyster::Math::Float3 GetUp()const;
Oyster::Math::Float3 GetLook()const;
float GetNearZ()const;
float GetFarZ()const;
float GetAspect()const;
Oyster::Math::Float3 CrossMatrix(const Oyster::Math::Float3& v, const Oyster::Math::Float4x4& m);
void SetLens(float fovY, float aspect, float zn, float zf);
void LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp);
void setLook(Oyster::Math::Float3 look) { mLook = look; }
void setUp(Oyster::Math::Float3 up) { mUp = up; }
void setRight(Oyster::Math::Float3 right) { mRight = right; }
Oyster::Math::Float4x4 View()const;
Oyster::Math::Float4x4 Proj()const;
Oyster::Math::Float4x4 ViewsProj()const;
void Walk(float dist);
void Strafe(float dist);
void Pitch(float angle);
void Yaw(float angle);
void UpdateViewMatrix();
};
#endif

View File

@ -0,0 +1,50 @@
#include "CollisionManager.h"
namespace GameLogic
{
namespace CollisionManager
{
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
{
//these are the main collision functions
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
//these are the specific collision case functions
void PlayerVBox(Player &player, DynamicObject &box);
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
};
}
#endif

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@ -0,0 +1,20 @@
#include "DynamicObject.h"
using namespace GameLogic;
using namespace Oyster::Physics;
using namespace Utility::DynamicMemory;
DynamicObject::DynamicObject(void)
:Object()
{
}
DynamicObject::~DynamicObject(void)
{
}
void DynamicObject::Update()
{
//update object
}

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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

68
Code/GameLogic/Game.cpp Normal file
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@ -0,0 +1,68 @@
#include "Game.h"
using namespace GameLogic;
Game::Game(void)
{
player = NULL;
level = NULL;
camera = NULL;
}
Game::~Game(void)
{
//SAFE_DELETE(player);
if(player)
{
delete player;
player = NULL;
}
if(camera)
{
delete camera;
camera = NULL;
}
}
void Game::Init()
{
player = new Player();
camera = new Camera();
}
void Game::StartGame()
{
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);
camera->LookAt(pos, dir, up);
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
}
void Game::Update(keyInput keyPressed, float pitch, float yaw)
{
//player->Update(keyPressed);
camera->Yaw(yaw);
camera->Pitch(pitch);
if(keyPressed == keyInput_A)
{
camera->Strafe(-0.1);
}
if(keyPressed == keyInput_D)
{
camera->Strafe(0.1);
}
if(keyPressed == keyInput_S)
{
camera->Walk(-0.1);
}
if(keyPressed == keyInput_W)
{
camera->Walk(0.1);
}
camera->UpdateViewMatrix();
}
void Game::Render()
{
Oyster::Graphics::API::NewFrame(camera->View(), camera->Proj());
player->Render();
}

28
Code/GameLogic/Game.h Normal file
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@ -0,0 +1,28 @@
#ifndef GAME_H
#define GAME_H
#include "Level.h"
#include "Player.h"
#include "IGame.h"
#include "Camera.h"
namespace GameLogic
{
class Game
{
public:
Game();
~Game();
void Init();
void StartGame();
void Update(keyInput keyPressed, float pitch, float yaw);
void Render();
private:
Level* level;
Player* player;
Camera* camera;
};
}
#endif

View File

@ -24,30 +24,30 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(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 +175,35 @@
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h" />
<ClInclude Include="CollisionManager.h" />
<ClInclude Include="DynamicObject.h" />
<ClInclude Include="Game.h" />
<ClInclude Include="GameMode.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="Camera.cpp" />
<ClCompile Include="CollisionManager.cpp" />
<ClCompile Include="DynamicObject.cpp" />
<ClCompile Include="Game.cpp" />
<ClCompile Include="GameMode.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>

View File

@ -14,4 +14,83 @@
<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>
<ClInclude Include="GameMode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="CollisionManager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Camera.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>
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<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="TestGLMain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="GameMode.cpp">
<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<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

43
Code/GameLogic/IGame.cpp Normal file
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@ -0,0 +1,43 @@
#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, float pitch, float yaw)
{
gameModule->Update(keyPressed, pitch, yaw);
}
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, float pitch, float yaw);
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

47
Code/GameLogic/Object.cpp Normal file
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@ -0,0 +1,47 @@
#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");
API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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:
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER,
OBJECT_TYPE_BOX,
};
Object(void);
virtual ~Object(void);
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

55
Code/GameLogic/Player.cpp Normal file
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@ -0,0 +1,55 @@
#include "Player.h"
#include "OysterMath.h"
using namespace GameLogic;
using namespace Oyster::Physics;
Player::Player(void)
:Object()
{
life = 100;
}
Player::~Player(void)
{
delete this->rigidBody;
}
void Player::Update(keyInput keyPressed)
{
if(keyPressed != keyInput_none)
{
Move(keyPressed);
}
}
void Player::Move(keyInput keyPressed)
{
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);
}
if(keyPressed == keyInput_S)
{
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
pos.y -= 0.1;
rigidBody->SetCenter(pos);
}
if(keyPressed == keyInput_W)
{
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
pos.y += 0.1;
rigidBody->SetCenter(pos);
}
}
void Player::Shoot()
{
}

37
Code/GameLogic/Player.h Normal file
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@ -0,0 +1,37 @@
//////////////////////////////////////////////////
//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);
/********************************************************
* Update the position of the rigid body
* This will be done with physics later
********************************************************/
void Update(keyInput keyPressed);
void Move(keyInput keyPressed);
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 +1,304 @@
//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// Test main function for game logic when .exe
// Doesn't run when Game logic is compiled as a .dll
//////////////////////////////////////////////////////////////////////////
#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);
//Init 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;
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input and the game
//-------------------------------------------------------------------------------------
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;
}
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;
}
float pitch = 0;
float yaw = 0;
// move only when mouse is pressed
//if(inputObj->IsMousePressed())
//{
pitch = inputObj->GetPitch();
yaw = inputObj->GetYaw();
//}
game->Update(key, pitch, yaw);
return S_OK;
}
HRESULT Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
//std::cout<<"test";
}
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
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@ -0,0 +1,12 @@
#include "Weapon.h"
using namespace GameLogic;
Weapon::Weapon(void)
{
}
Weapon::~Weapon(void)
{
}

26
Code/GameLogic/Weapon.h Normal file
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@ -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

@ -156,6 +156,7 @@
<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" />

View File

@ -33,6 +33,9 @@
<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">
@ -47,5 +50,8 @@
<ClCompile Include="Implementation\SphericalRigidBody.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Implementation\Octree.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,193 @@
#include "Octree.h"
using namespace Oyster;
using namespace Physics;
using namespace ::Utility::DynamicMemory;
const unsigned int Octree::invalid_ref = ::Utility::Value::numeric_limits<unsigned int>::max();
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(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(UniquePointer< ICustomBody > customBodyRef)
{
/*this->leafData[this->mapReferences[customBodyRef]].queueRef = this->updateQueue.size();
this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/
}
void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef)
{
std::map<const 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*>& updateList)
{
auto object = this->mapReferences.find(customBodyRef);
if(object == this->mapReferences.end())
{
return updateList;
}
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))
{
updateList.push_back(this->leafData[i].customBodyRef);
}
}
return updateList;
}
std::vector<ICustomBody*>& Octree::Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector<ICustomBody*>& updateList)
{
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(this->leafData[i].container.Intersects(collideable))
{
updateList.push_back(this->leafData[i].customBodyRef);
}
}
return updateList;
}
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);
}
}
}
void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction)
{
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(this->leafData[i].container.Intersects(collideable))
{
//hitAction(*this, tempRef, i); // @todo TODO: Add typedef to handle function calls with ICollideable
}
}
}
ICustomBody* Octree::GetCustomBody(const unsigned int tempRef)
{
return this->leafData[tempRef].customBodyRef;
}
UniquePointer<ICustomBody> Octree::Extract( const ICustomBody* objRef )
{ // Dan Andersson
auto iter = this->mapReferences.find( objRef );
if( iter != this->mapReferences.end() )
{
return this->Extract( iter->second );
}
else
{
return NULL;
}
}
UniquePointer<ICustomBody> Octree::Extract( unsigned int tempRef )
{
if( tempRef != Octree::invalid_ref )
{
//! @todo TODO: implement stub
return NULL;
}
else
{
return NULL;
}
}
unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const
{ // Dan Andersson
auto iter = this->mapReferences.find( objRef );
if( iter != this->mapReferences.end() )
{
return iter->second;
}
else
{
return Octree::invalid_ref;
}
}
void Octree::SetAsAltered( unsigned int tempRef )
{
//! @todo TODO: implement stub
}
void Octree::EvaluatePosition( unsigned int tempRef )
{
//! @todo TODO: implement stub
}

View File

@ -15,6 +15,10 @@ namespace Oyster
class Octree
{
public:
static const unsigned int invalid_ref;
typedef void(*VistorAction)(Octree&, unsigned int, unsigned int);
struct Data
{
Data* prev;
@ -22,33 +26,49 @@ namespace Oyster
Collision3D::Sphere container;
Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
unsigned int queueRef;
};
struct OctreeNode
{
OctreeNode* children[8];
Data* dataPtr;
Collision3D::BoxAxisAligned container;
};
Octree(unsigned int bufferSize, unsigned char numLayers, Math::Float3 worldSize);
Octree(unsigned int bufferSize = 0, unsigned char numLayers = 0, Math::Float3 worldSize = Math::Float3::null);
virtual ~Octree();
void AddObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
Octree& operator=(const Octree& orig);
void MoveToUpdateQueue(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void AddObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void Update();
void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void DestroyObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
std::vector<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList);
std::vector<ICustomBody*>& Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector<ICustomBody*>& updateList);
void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
void Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction );
ICustomBody* GetCustomBody(const unsigned int tempRef);
::Utility::DynamicMemory::UniquePointer<ICustomBody> Extract( const ICustomBody* objRef );
::Utility::DynamicMemory::UniquePointer<ICustomBody> Extract( unsigned int tempRef ); // Dan vill ha
unsigned int GetTemporaryReferenceOf( const ICustomBody* objRef ) const; // Dan vill ha
void SetAsAltered( unsigned int tempRef ); // Dan vill ha
void EvaluatePosition( unsigned int tempRef ); // Dan vill ha
void Sample(Collision3D::ICollideable& collideable);
private:
std::vector < Data > leafData;
std::vector < Data* > updateQueue;
std::map< ICustomBody*, unsigned int > mapReferences;
std::map< const ICustomBody*, unsigned int > mapReferences;
OctreeNode worldNode;
};
}

View File

@ -1,6 +1,7 @@
#include "PhysicsAPI_Impl.h"
#include "SimpleRigidBody.h"
#include "OysterPhysics3D.h"
#include "SimpleRigidBody.h"
#include "SphericalRigidBody.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics3D;
@ -10,13 +11,21 @@ using namespace ::Utility::DynamicMemory;
API_Impl API_instance;
// default API::EventAction_Collision
void defaultCollisionAction( const ICustomBody *proto, const ICustomBody *deuter )
{ /* do nothing */ }
namespace
{
void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef )
{ /** @todo TODO: OnPossibleCollision is a temporary solution .*/
auto proto = worldScene.GetCustomBody( protoTempRef );
auto deuter = worldScene.GetCustomBody( deuterTempRef );
// default API::EventAction_Destruction
void defaultDestructionAction( UniquePointer<ICustomBody> proto )
{ /* do nothing besides proto auto deleting itself. */ }
float deltaWhen;
Float3 worldWhere;
if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) )
{
proto->CallSubscription( proto, deuter );
}
}
}
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
{
@ -49,39 +58,63 @@ API & API::Instance()
}
API_Impl::API_Impl()
: gravityConstant( Constant::gravity_constant ),
updateFrameLength( 1.0f / 120.0f ),
collisionAction( defaultCollisionAction ),
destructionAction( defaultDestructionAction )
{}
{
this->gravityConstant = Constant::gravity_constant;
this->updateFrameLength = 1.0f / 120.0f;
this->destructionAction = Default::EventAction_Destruction;
this->worldScene = Octree();
}
API_Impl::~API_Impl() {}
void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
{
//! @todo TODO: implement stub
unsigned char numLayers = 4; //!< @todo TODO: calc numLayers from worldSize
this->worldScene = Octree( numObjects, numLayers, worldSize );
}
void API_Impl::SetDeltaTime( float deltaTime )
void API_Impl::SetFrameTimeLength( float deltaTime )
{
updateFrameLength = deltaTime;
this->updateFrameLength = deltaTime;
}
void API_Impl::SetGravityConstant( float g )
{
this->gravityConstant = g;
}
void API_Impl::SetAction( API::EventAction_Collision functionPointer )
void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
{
this->collisionAction = functionPointer;
}
void API_Impl::SetAction( API::EventAction_Destruction functionPointer )
{
this->destructionAction = functionPointer;
if( functionPointer )
{
this->destructionAction = functionPointer;
}
else
{
this->destructionAction = Default::EventAction_Destruction;
}
}
void API_Impl::Update()
{
/** @todo TODO: Fix this function.*/
{ /** @todo TODO: Update is a temporary solution .*/
::std::vector<ICustomBody*> updateList;
auto proto = this->worldScene.Sample( Universe(), updateList ).begin();
for( ; proto != updateList.end(); ++proto )
{
this->worldScene.Visit( *proto, OnPossibleCollision );
}
proto = updateList.begin();
for( ; proto != updateList.end(); ++proto )
{
switch( (*proto)->Update(this->updateFrameLength) )
{
case UpdateState_altered:
this->worldScene.SetAsAltered( this->worldScene.GetTemporaryReferenceOf(*proto) );
case UpdateState_resting: default:
break;
}
}
}
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
@ -101,71 +134,139 @@ void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
{
/** @todo TODO: Fix this function.*/
this->worldScene.AddObject( handle );
}
::Utility::DynamicMemory::UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
{
//! @todo TODO: implement stub
return NULL;
return this->worldScene.Extract( objRef );
}
void API_Impl::DestroyObject( const ICustomBody* objRef )
{
/** @todo TODO: Fix this function.*/
UniquePointer<ICustomBody> object = this->worldScene.Extract( objRef );
if( object )
{
this->destructionAction( object );
}
}
void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
{
//! @todo TODO: implement stub
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
//this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function
this->worldScene.SetAsAltered( tempRef );
}
}
void API_Impl::ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
{
//! @todo TODO: implement stub
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRefA );
if( tempRef != this->worldScene.invalid_ref )
{
//! @todo TODO: implement stub
this->worldScene.SetAsAltered( tempRef );
}
}
void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
{
//! @todo TODO: implement stub
{ // deprecated
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepVelocity( localI );
}
}
void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
{
//! @todo TODO: implement stub
{ // deprecated
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepMomentum( localI );
}
}
void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
{
//! @todo TODO: implement stub
{ // deprecated
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetMass_KeepVelocity( m );
}
}
void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
{
//! @todo TODO: implement stub
{ // deprecated
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetMass_KeepMomentum( m );
}
}
void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
{
//! @todo TODO: implement stub
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
//this->worldScene.GetCustomBody( tempRef )->Set //!< @todo TODO: need function
this->worldScene.EvaluatePosition( tempRef );
}
}
void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
{
//! @todo TODO: implement stub
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetRotation( rotation );
this->worldScene.EvaluatePosition( tempRef );
}
}
void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
{
//! @todo TODO: implement stub
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetOrientation( orientation );
this->worldScene.EvaluatePosition( tempRef );
}
}
void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
{
//! @todo TODO: implement stub
unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
if( tempRef != this->worldScene.invalid_ref )
{
this->worldScene.GetCustomBody( tempRef )->SetSize( size );
this->worldScene.EvaluatePosition( tempRef );
}
}
UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
{
return new SimpleRigidBody();
}
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

@ -2,6 +2,7 @@
#define PHYSICS_API_IMPL_H
#include "../PhysicsAPI.h"
#include "Octree.h"
namespace Oyster
{
@ -15,10 +16,9 @@ namespace Oyster
void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
void SetDeltaTime( float deltaTime );
void SetFrameTimeLength( float deltaTime );
void SetGravityConstant( float g );
void SetAction( EventAction_Collision functionPointer );
void SetAction( EventAction_Destruction functionPointer );
void SetSubscription( EventAction_Destruction functionPointer );
void Update();
@ -42,14 +42,21 @@ namespace Oyster
void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
::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_Collision collisionAction;
EventAction_Destruction destructionAction;
Octree worldScene;
};
}
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

View File

@ -2,16 +2,38 @@
#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()
: previous(), current(),
gravityNormal(0.0f),
subscribeCollision(true),
ignoreGravity(false) {}
{
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() {}
@ -20,9 +42,9 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
return new SimpleRigidBody( *this );
}
bool SimpleRigidBody::IsSubscribingCollisions() const
{ // Assumption
return this->subscribeCollision;
void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
{
this->collisionAction( proto, deuter );
}
bool SimpleRigidBody::IsAffectedByGravity() const
@ -32,10 +54,10 @@ bool SimpleRigidBody::IsAffectedByGravity() const
bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
{
if( object.Intersects(this->current.box) )
if( object.Intersects(this->rigid.box) )
{ //! @todo TODO: better implementation needed
deltaWhen = timeStepLength;
worldPointOfContact = Average( this->current.box.center, object.GetCenter() );
worldPointOfContact = Average( this->rigid.box.center, object.GetCenter() );
return true;
}
else
@ -46,18 +68,18 @@ bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLengt
bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
{
return this->current.box.Intersects( shape );
return this->rigid.box.Intersects( shape );
}
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( this->current.box.center, this->current.box.boundingOffset.GetMagnitude() );
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->current.box.center).GetNormalized();
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
}
Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
@ -67,32 +89,43 @@ Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
{
return targetMem = this->current.box.center;
return targetMem = this->rigid.box.center;
}
Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
{
return targetMem = this->current.box.rotation;
return targetMem = this->rigid.box.rotation;
}
Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
{
return targetMem = this->current.GetOrientation();
return targetMem = this->rigid.GetOrientation();
}
Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
{
return targetMem = this->current.GetView();
return targetMem = this->rigid.GetView();
}
UpdateState SimpleRigidBody::Update( Float timeStepLength )
{
this->previous = this->current; // memorizing the old state
this->current.Update_LeapFrog( timeStepLength );
this->rigid.Update_LeapFrog( timeStepLength );
// compare previous and new state and return result
return this->current == this->previous ? resting : altered;
//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)
@ -106,47 +139,42 @@ void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
this->gravityNormal = normalizedVector;
}
void SimpleRigidBody::SetSubscription( bool subscribeCollision )
{
this->subscribeCollision = subscribeCollision;
}
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepVelocity( localI );
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
}
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepMomentum( localI );
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
}
void SimpleRigidBody::SetMass_KeepVelocity( Float m )
{
this->current.SetMass_KeepVelocity( m );
this->rigid.SetMass_KeepVelocity( m );
}
void SimpleRigidBody::SetMass_KeepMomentum( Float m )
{
this->current.SetMass_KeepMomentum( m );
this->rigid.SetMass_KeepMomentum( m );
}
void SimpleRigidBody::SetCenter( const Float3 &worldPos )
{
this->current.SetCenter( worldPos );
this->rigid.SetCenter( worldPos );
}
void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
{
this->current.SetRotation( rotation );
this->rigid.SetRotation( rotation );
}
void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
{
this->current.SetOrientation( orientation );
this->rigid.SetOrientation( orientation );
}
void SimpleRigidBody::SetSize( const Float3 &size )
{
this->current.SetSize( size );
this->rigid.SetSize( size );
}

View File

@ -10,11 +10,12 @@ namespace Oyster { namespace Physics
{
public:
SimpleRigidBody();
SimpleRigidBody( const API::SimpleBodyDescription &desc );
virtual ~SimpleRigidBody();
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
bool IsSubscribingCollisions() const;
void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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;
@ -29,9 +30,9 @@ namespace Oyster { namespace Physics
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetSubscription( EventAction_Collision functionPointer );
void SetGravity( bool ignore);
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
void SetSubscription( bool subscribeCollision );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
@ -42,9 +43,10 @@ namespace Oyster { namespace Physics
void SetSize( const ::Oyster::Math::Float3 &size );
private:
::Oyster::Physics3D::RigidBody previous, current;
::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float3 gravityNormal;
bool subscribeCollision, ignoreGravity;
EventAction_Collision collisionAction;
bool ignoreGravity;
};
} }

View File

@ -2,17 +2,40 @@
#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()
: previous(), current( Box(Float4x4::identity, Float3::null, Float3(1.0f)) ),
gravityNormal( 0.0f ),
subscribeCollision( true ),
ignoreGravity( false ),
body( Float3::null, 0.5f ) {}
{
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() {}
@ -21,9 +44,9 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
return new SphericalRigidBody( *this );
}
bool SphericalRigidBody::IsSubscribingCollisions() const
{ // Assumption
return this->subscribeCollision;
void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
{
this->collisionAction( proto, deuter );
}
bool SphericalRigidBody::IsAffectedByGravity() const
@ -47,7 +70,7 @@ bool SphericalRigidBody::Intersects( const ICustomBody &object, Float timeStepLe
bool SphericalRigidBody::Intersects( const ICollideable &shape ) const
{
return this->current.box.Intersects( shape );
return this->rigid.box.Intersects( shape );
}
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
@ -58,7 +81,7 @@ Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
Float3 & SphericalRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
{
//! @todo TODO: better implementation needed
return targetMem = (worldPos - this->current.box.center).GetNormalized();
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
}
Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
@ -68,33 +91,44 @@ Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
{
return targetMem = this->current.box.center;
return targetMem = this->rigid.box.center;
}
Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
{
return targetMem = this->current.box.rotation;
return targetMem = this->rigid.box.rotation;
}
Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
{
return targetMem = this->current.GetOrientation();
return targetMem = this->rigid.GetOrientation();
}
Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
{
return targetMem = this->current.GetView();
return targetMem = this->rigid.GetView();
}
UpdateState SphericalRigidBody::Update( Float timeStepLength )
{
this->previous = this->current; // memorizing the old state
this->current.Update_LeapFrog( timeStepLength );
this->body.center = this->current.GetCenter();
this->rigid.Update_LeapFrog( timeStepLength );
this->body.center = this->rigid.GetCenter();
// compare previous and new state and return result
return this->current == this->previous ? resting : altered;
//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)
@ -108,50 +142,45 @@ void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
this->gravityNormal = normalizedVector;
}
void SphericalRigidBody::SetSubscription( bool subscribeCollision )
{
this->subscribeCollision = subscribeCollision;
}
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepVelocity( localI );
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
}
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepMomentum( localI );
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
}
void SphericalRigidBody::SetMass_KeepVelocity( Float m )
{
this->current.SetMass_KeepVelocity( m );
this->rigid.SetMass_KeepVelocity( m );
}
void SphericalRigidBody::SetMass_KeepMomentum( Float m )
{
this->current.SetMass_KeepMomentum( m );
this->rigid.SetMass_KeepMomentum( m );
}
void SphericalRigidBody::SetCenter( const Float3 &worldPos )
{
this->current.SetCenter( worldPos );
this->rigid.SetCenter( worldPos );
this->body.center = worldPos;
}
void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
{
this->current.SetRotation( rotation );
this->rigid.SetRotation( rotation );
}
void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
{
this->current.SetOrientation( orientation );
this->rigid.SetOrientation( orientation );
this->body.center = orientation.v[3].xyz;
}
void SphericalRigidBody::SetSize( const Float3 &size )
{
this->current.SetSize( size );
this->rigid.SetSize( size );
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
}

View File

@ -11,11 +11,12 @@ namespace Oyster { namespace Physics
{
public:
SphericalRigidBody();
SphericalRigidBody( const API::SphericalBodyDescription &desc );
virtual ~SphericalRigidBody();
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
bool IsSubscribingCollisions() const;
void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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;
@ -30,9 +31,9 @@ namespace Oyster { namespace Physics
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetSubscription( EventAction_Collision functionPointer );
void SetGravity( bool ignore);
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
void SetSubscription( bool subscribeCollision );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
@ -43,9 +44,10 @@ namespace Oyster { namespace Physics
void SetSize( const ::Oyster::Math::Float3 &size );
private:
::Oyster::Physics3D::RigidBody previous, current;
::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float3 gravityNormal;
bool subscribeCollision, ignoreGravity;
EventAction_Collision collisionAction;
bool ignoreGravity;
::Oyster::Collision3D::Sphere body;
};
} }

View File

@ -19,8 +19,8 @@ namespace Oyster
enum UpdateState
{
resting,
altered
UpdateState_resting,
UpdateState_altered
};
namespace Constant
@ -45,7 +45,9 @@ namespace Oyster
class PHYSICS_DLL_USAGE API
{
public:
typedef void (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
struct SimpleBodyDescription;
struct SphericalBodyDescription;
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
/** Gets the Physics instance. */
@ -62,7 +64,7 @@ namespace Oyster
/********************************************************
* Sets the time length of each physics update frame.
********************************************************/
virtual void SetDeltaTime( float seconds ) = 0;
virtual void SetFrameTimeLength( float seconds ) = 0;
/********************************************************
* Sets the Gravityconstant in the physics that will be
@ -70,20 +72,15 @@ namespace Oyster
* @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 a subscribed collision occurs.
********************************************************/
virtual void SetAction( EventAction_Collision functionPointer ) = 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 SetAction( EventAction_Destruction functionPointer ) = 0;
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Triggers the engine to run next update frame.
@ -213,10 +210,18 @@ namespace Oyster
/********************************************************
* 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> CreateSimpleRigidBody() const = 0;
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() {}
};
@ -225,6 +230,14 @@ namespace Oyster
class PHYSICS_DLL_USAGE ICustomBody
{
public:
enum SubscriptMessage
{
SubscriptMessage_none,
SubscriptMessage_ignore_collision_response
};
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
virtual ~ICustomBody() {};
/********************************************************
@ -232,11 +245,11 @@ namespace Oyster
* @return An ICustomBody pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
/********************************************************
* @return true if Engine should call the EventAction_Collision function.
* @todo TODO: need doc
********************************************************/
virtual bool IsSubscribingCollisions() const = 0;
virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0;
/********************************************************
* @return true if Engine should apply gravity on this object.
@ -312,6 +325,13 @@ namespace Oyster
********************************************************/
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a collision occurs.
* @param functionPointer: If NULL, an empty default function will be set.
********************************************************/
virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
/********************************************************
* @param ignore: True if Engine should not apply Gravity.
********************************************************/
@ -323,11 +343,6 @@ namespace Oyster
********************************************************/
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
/********************************************************
* @param subscribeCollision: If is true, engine will call EventAction_Collision when this collides.
********************************************************/
virtual void SetSubscription( bool subscribeCollision ) = 0;
/********************************************************
* To not be called if is in Engine
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
@ -376,6 +391,48 @@ namespace Oyster
********************************************************/
virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
};
struct API::SimpleBodyDescription
{
::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;
}
};
}
}
#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>

View File

@ -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>

200
Code/Input/L_inputClass.cpp Normal file
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@ -0,0 +1,200 @@
#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;
}
float InputClass::GetPitch( )
{
float dy = (static_cast<float>( m_mouseState.lY)/5);
return -dy;
}
float InputClass::GetYaw( )
{
float dX = (static_cast<float>( m_mouseState.lX)/5);
return -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;
}

54
Code/Input/L_inputClass.h Normal file
View File

@ -0,0 +1,54 @@
//////////////////////////////////////////////////////////////////////////
// Temp input handler, not stable!
// When starting the program, don't click anywhere until the program starts
// because that breaks the input..
//////////////////////////////////////////////////////////////////////////
#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();
// Call if mouse is pressed
float GetYaw();
float GetPitch();
};
#endif

35
Code/Misc/IQueue.h Normal file
View File

@ -0,0 +1,35 @@
#ifndef I_QUEUE_H
#define I_QUEUE_H
/////////////////////////////////
// Created by Sam Svensson 2013//
/////////////////////////////////
namespace Oyster
{
namespace Queue
{
template <typename Type>
class IQueue
{
public:
//---------------------------------------------
//standard operations of the std::queue
//---------------------------------------------
virtual ~IQueue() {};
virtual void Push( Type item ) = 0;
virtual Type Pop() = 0;
virtual Type Front() = 0;
virtual Type Back() = 0;
virtual int Size() = 0;
virtual bool IsEmpty() = 0;
virtual void Swap( IQueue<Type> &queue ) = 0;
};
}
}
#endif

View File

@ -156,12 +156,14 @@
<ClCompile Include="WinTimer.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="IQueue.h" />
<ClInclude Include="Resource\OysterResource.h" />
<ClInclude Include="Resource\OResource.h" />
<ClInclude Include="ThreadSafeQueue.h" />
<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

@ -27,12 +27,24 @@
<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>
<ClCompile Include="Resource\Loaders\CustomLoader.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>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Utilities.h">
@ -41,14 +53,38 @@
<ClInclude Include="WinTimer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Utilities-InlineImpl.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resource\OysterResource.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="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">
<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="IQueue.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ThreadSafeQueue.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -1,72 +0,0 @@
<?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="Utilities.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="WinTimer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\OResource.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\OResourceHandler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\Loaders\ByteLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\Loaders\CustomLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<<<<<<< HEAD
=======
<ClCompile Include="Thread\OysterMutex.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Thread\OysterThread_Impl.cpp">
<Filter>Source Files</Filter>
</ClCompile>
>>>>>>> 48c812b0338b859aa6c00c8504dd2f16a4bb44f9
</ItemGroup>
<ItemGroup>
<ClInclude Include="Utilities.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="WinTimer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Utilities-InlineImpl.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resource\OysterResource.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resource\OResource.h">
<Filter>Header Files</Filter>
</ClInclude>
<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>
</ItemGroup>
</Project>

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

@ -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 */

View File

@ -8,7 +8,6 @@
#include <thread>
#include <future>
using namespace Oyster::Thread;
OysterMutex::OysterMutex()

View File

@ -9,29 +9,23 @@
#include <thread>
#include <atomic>
namespace Oyster
class OysterMutex
{
namespace Thread
{
class OysterMutex
{
public:
OysterMutex();
OysterMutex(bool initialOwnership);
virtual~OysterMutex();
void LockMutex();
void LockMutex(unsigned int timeSpan);
void UnlockMutex();
/** Returns true if mutex is taken */
bool IsTaken();
public:
OysterMutex();
OysterMutex(bool initialOwnership);
virtual~OysterMutex();
void LockMutex();
void LockMutex(unsigned int timeSpan);
void UnlockMutex();
/** Returns true if mutex is taken */
bool IsTaken();
private:
std::mutex mutex;
std::thread::id id;
private:
std::mutex mutex;
std::thread::id id;
OysterMutex(const OysterMutex&);
};
}
}
OysterMutex(const OysterMutex&);
};
#endif // !MISC_OYSTER_MUTEX_H

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:

218
Code/Misc/ThreadSafeQueue.h Normal file
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@ -0,0 +1,218 @@
#ifndef THREAD_SAFE_QUEUE_H
#define THREAD_SAFE_QUEUE_H
////////////////////////////////////////////
// Thread safe queue implemented
// with single linked list and template.
// uses mutex to lock the queue
// otherwise its a standard queue
// Created by Sam Svensson 2013
/////////////////////////////////////////////
#include "IQueue.h"
#include "Thread/OysterMutex.h"
namespace Oyster
{
namespace Queue
{
template <typename Type>
class ThreadSafeQueue : public IQueue<Type>
{
public:
ThreadSafeQueue<Type>();
virtual ~ThreadSafeQueue<Type>();
virtual void Push( Type item );
virtual Type Pop();
virtual Type Front();
virtual Type Back();
virtual int Size();
virtual bool IsEmpty();
virtual void Swap( IQueue<Type> &queue );
private:
class Node
{
public:
Type item;
Node *next;
Node(Type item){ this->item = item; this->next = NULL; };
~Node() {};
};
Node *front;
Node *back;
int nrOfNodes;
OysterMutex mutex;
};
//----------------------------------------------
//implemented template functions
//----------------------------------------------
template < typename Type >
ThreadSafeQueue<Type>::ThreadSafeQueue()
{
this->front = NULL;
this->back = NULL;
this->nrOfNodes = 0;
}
template < typename Type >
ThreadSafeQueue<Type>::~ThreadSafeQueue()
{
this->mutex.LockMutex();
if(this->front != NULL)
{
Node *destroyer;
Node *walker = this->front;
for(int i = 0; i < this->nrOfNodes; i++)
{
destroyer = walker;
walker = walker->next;
delete destroyer;
}
this->front = NULL;
this->back = NULL;
}
this->mutex.UnlockMutex();
}
template < typename Type >
void ThreadSafeQueue<Type>::Push(Type item)
{
Node *e = new Node(item);
mutex.LockMutex();
if(this->front != NULL)
{
this->back->next = e;
this->back = e;
}
else
{
this->front = e;
this->back = e;
}
this->nrOfNodes++;
mutex.UnlockMutex();
}
template < typename Type >
Type ThreadSafeQueue<Type>::Pop()
{
mutex.LockMutex();
if(this->front != NULL)
{
Type item = this->front->item;
Node *destroyer = this->front;
this->front = front->next;
delete destroyer;
this->nrOfNodes--;
if(nrOfNodes == 0)
{
this->front = NULL;
this->back = NULL;
}
return item;
}
mutex.UnlockMutex();
return NULL;
}
template < typename Type >
Type ThreadSafeQueue<Type>::Front()
{
mutex.LockMutex();
if(front != NULL)
{
return this->front->item;
}
mutex.UnlockMutex();
return NULL;
}
template < typename Type >
Type ThreadSafeQueue<Type>::Back()
{
mutex.LockMutex();
if(back != NULL)
{
return this->back->item;
}
mutex.UnlockMutex();
return NULL;
}
template < typename Type >
int ThreadSafeQueue<Type>::Size()
{
//? behövs denna låsas?
mutex.LockMutex();
return this->nrOfNodes;
mutex.UnlockMutex();
}
template < typename Type >
bool ThreadSafeQueue<Type>::IsEmpty()
{
mutex.LockMutex();
if(nrOfNodes == 0 && this->front == NULL)
{
mutex.UnlockMutex();
return true;
}
else
{
mutex.UnlockMutex();
}
return false;
}
template < typename Type >
void ThreadSafeQueue<Type>::Swap(IQueue<Type> &queue )
{
mutex.LockMutex();
int prevNrOfNodes = this->nrOfNodes;
int size = queue.Size();
for(int i = 0; i < size; i++)
{
this->Push(queue.Pop());
}
for(int i = 0; i < prevNrOfNodes; i++)
{
queue.Push(this->Pop());
}
mutex.UnlockMutex();
}
}
}
#endif

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;
@ -162,110 +192,114 @@ namespace Utility
{
return this->operator bool();
}
#pragma endregion
namespace SmartPointer
#pragma region SmartPointer
template<typename T> void SmartPointer<T>::Destroy()
{
template<typename T> void StdSmartPointer<T>::Destroy()
{
delete this->_rc;
this->_rc = NULL;
delete this->_ptr;
this->_ptr = NULL;
}
template<typename T> StdSmartPointer<T>::StdSmartPointer()
:_rc(0), _ptr(0)
{ }
template<typename T> StdSmartPointer<T>::StdSmartPointer(T* p)
:_ptr(p)
{
this->_rc = new ReferenceCount();
delete this->_rc;
this->_rc = NULL;
//Use default function for memory deallocation.
SafeDeleteInstance<T>(this->_ptr);
this->_ptr = NULL;
}
template<typename T> SmartPointer<T>::SmartPointer()
:_rc(0), _ptr(0)
{ }
template<typename T> SmartPointer<T>::SmartPointer(T* p)
:_ptr(p)
{
this->_rc = new ReferenceCount();
this->_rc->Incref();
}
template<typename T> SmartPointer<T>::SmartPointer(const SmartPointer& d)
:_ptr(d._ptr), _rc(d._rc)
{
if(this->_rc)
this->_rc->Incref();
}
template<typename T> StdSmartPointer<T>::StdSmartPointer(const StdSmartPointer& d)
:_ptr(d._ptr), _rc(d._rc)
}
template<typename T> SmartPointer<T>::~SmartPointer()
{
if (this->_rc && this->_rc->Decref() == 0)
{
if(this->_rc)
this->_rc->Incref();
Destroy();
}
template<typename T> StdSmartPointer<T>::~StdSmartPointer()
}
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (const SmartPointer<T>& p)
{
if (this != &p)
{
if (this->_rc && this->_rc->Decref() == 0)
//Last to go?
if(this->_rc && this->_rc->Decref() == 0)
{
//Call child specific
Destroy();
}
this->_ptr = p._ptr;
this->_rc = p._rc;
this->_rc->Incref();
}
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (const StdSmartPointer<T>& p)
return *this;
}
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (T* p)
{
if (this->_ptr != p)
{
if (this != &p)
//Last to go?
if(this->_rc)
{
//Last to go?
if(this->_rc && this->_rc->Decref() == 0)
if(this->_rc->Decref() == 0)
{
//Call child specific
Destroy();
}
this->_ptr = p._ptr;
this->_rc = p._rc;
this->_rc->Incref();
}
return *this;
}
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (T* p)
{
if (this->_ptr != p)
{
//Last to go?
if(this->_rc)
{
if(this->_rc->Decref() == 0)
{
//Call child specific
Destroy();
this->_rc = new ReferenceCount();
}
}
else
this->_rc = new ReferenceCount();
this->_ptr = p;
this->_rc->Incref();
}
}
return *this;
}
template<typename T> inline bool StdSmartPointer<T>::operator== (const StdSmartPointer<T>& d)
{
return d._ptr == this->_ptr;
}
template<typename T> inline bool StdSmartPointer<T>::operator== (const T& p)
{
return &p == this->_ptr;
}
template<typename T> inline T& StdSmartPointer<T>::operator* ()
{
return *this->_ptr;
}
template<typename T> inline T* StdSmartPointer<T>::operator-> ()
{
return this->_ptr;
}
template<typename T> inline StdSmartPointer<T>::operator T* ()
{
return this->_ptr;
}
template<typename T> inline StdSmartPointer<T>::operator bool()
{
return (this->_ptr != 0);
}
template<typename T> inline T* StdSmartPointer<T>::Get()
{
return this->_ptr;
}
template<typename T> inline bool StdSmartPointer<T>::IsValid()
{
return (this->_ptr != NULL) ? true : false;
else
this->_rc = new ReferenceCount();
this->_ptr = p;
this->_rc->Incref();
}
return *this;
}
template<typename T> inline bool SmartPointer<T>::operator== (const SmartPointer<T>& d)
{
return d._ptr == this->_ptr;
}
template<typename T> inline bool SmartPointer<T>::operator== (const T& p)
{
return &p == this->_ptr;
}
template<typename T> inline T& SmartPointer<T>::operator* ()
{
return *this->_ptr;
}
template<typename T> inline T* SmartPointer<T>::operator-> ()
{
return this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator T* ()
{
return this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator bool()
{
return (this->_ptr != 0);
}
template<typename T> inline T* SmartPointer<T>::Get()
{
return this->_ptr;
}
template<typename T> inline bool SmartPointer<T>::IsValid()
{
return (this->_ptr != NULL) ? true : false;
}
#pragma endregion
}
}

View File

@ -1,8 +1,11 @@
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
/////////////////////////////////////////////////////////////////////
// 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
#define UTILITIES_H
@ -18,153 +21,212 @@ 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[] );
//! Wrapper to safely transfer dynamic ownership/responsibility
template<typename Type> struct UniquePointer
{
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
{
private:
ReferenceCount *_rc;
T *_ptr;
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 );
/** Destroys the pointer and returns the memory allocated. */
void Destroy();
/******************************************************************
* Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
* If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
******************************************************************/
UniquePointer( const UniquePointer<Type> &donor );
public:
StdSmartPointer();
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);
bool operator== (const T& p);
T& operator* ();
T* operator-> ();
operator T* ();
operator bool();
/******************************************************************
* Will auto delete assigned dynamic instance.
******************************************************************/
~UniquePointer();
/**
* Returns the connected pointer */
T* Get();
/******************************************************************
* 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 );
/** Checks if the pointer is valid (not NULL)
Returns true for valid, else false. */
bool IsValid();
};
}
/******************************************************************
* 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;
T *_ptr;
/** Destroys the pointer and returns the memory allocated. */
void Destroy();
public:
SmartPointer();
SmartPointer(T* p);
SmartPointer(const SmartPointer& d);
virtual~SmartPointer();
SmartPointer<T>& operator= (const SmartPointer<T>& p);
SmartPointer<T>& operator= (T* p);
bool operator== (const SmartPointer<T>& d);
bool operator== (const T& p);
T& operator* ();
T* operator-> ();
operator T* ();
operator bool();
/**
* Returns the connected pointer
*/
T* Get();
/** Checks if the pointer is valid (not NULL)
* Returns true for valid, else false.
*/
bool IsValid();
};
}
namespace String
@ -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

@ -1,319 +0,0 @@
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
// Utility Collection of Miscellanious Handy Functions
// © Dan Andersson 2013
<<<<<<< HEAD
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
=======
// © Dennis Andersen 2013
/////////////////////////////////////////////////////////////////////
>>>>>>> 48c812b0338b859aa6c00c8504dd2f16a4bb44f9
#ifndef UTILITIES_H
#define UTILITIES_H
#include <string>
#include <istream>
#include <vector>
#include <locale>
#include <limits>
namespace Utility
{
namespace DynamicMemory
{
//! If dynamicInstance is not NULL, then delete
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
//! If dynamicArray is not NULL, then delete []
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
//! Wrapper to safely transfer dynamic ownership/responsibility
template<typename Type> struct UniquePointer
{
public:
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer( Type *assignedInstance = NULL );
//! Will auto delete assigned dynamic instance.
~UniquePointer();
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( Type *assignedInstance );
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
//! If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
//! Access the assigned dynamic instance. Will crash if nothing there
operator Type* ();
//! Access the assigned dynamic instance. Will crash if nothing there
operator const Type* () const;
//! Access members of the assigned dynamic instance. Will crash if nothing there
Type * operator -> ();
//! Access members of the assigned dynamic instance. Will crash if nothing there
const Type * operator -> () const;
//! If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
operator bool () const;
//! This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
Type* Release();
//! (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
bool HaveOwnership() const;
private:
mutable Type *ownedInstance;
};
template<typename Type>
struct UniqueArray
{ //! Wrapper to safely transfer dynamic ownership/responsibility
public:
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray( Type assignedArray[] = NULL );
//! Will auto delete assigned dynamic array.
~UniqueArray();
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( Type assignedArray[] );
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
//! If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
//! Will crash if out-of-bound or there is no assigned array.
template<typename Index> Type & operator [] ( Index i );
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
//! Will crash if out-of-bound or there is no assigned array.
template<typename Index> const Type & operator [] ( Index i ) const;
//! If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
operator bool () const;
//! This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
Type* Release();
//! (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
bool HaveOwnership() const;
private:
mutable Type *ownedArray;
};
struct ReferenceCount
{
private:
int count;
public:
ReferenceCount() :count(0) { }
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
{
//! 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
{
private:
ReferenceCount *_rc;
T *_ptr;
/** Destroys the pointer and returns the memory allocated. */
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);
bool operator== (const T& p);
T& operator* ();
T* operator-> ();
operator T* ();
/**
* Returns the connected pointer */
T* Get();
/** Checks if the pointer is valid (not NULL)
Returns true for valid, else false. */
bool IsValid();
};
}
}
namespace String
{
// string
::std::vector<::std::string> & Split( ::std::vector<::std::string> &output, const ::std::string &str, char delim, ::std::string::size_type offset = 0 );
::std::vector<::std::string> & Split( ::std::vector<::std::string> &output, const ::std::string &str, const ::std::string &delim, ::std::string::size_type offset = 0 );
::std::vector<::std::string> & Split( ::std::vector<::std::string> &output, const ::std::string &str, const ::std::vector<::std::string> &delim, ::std::string::size_type offset = 0 );
::std::string Trim( const ::std::string &str );
::std::string & ToLowerCase( ::std::string &output, const ::std::string &str );
::std::string & ToLowerCase( ::std::string &str );
::std::string & ToUpperCase( ::std::string &output, const ::std::string &str );
::std::string & ToUpperCase( ::std::string &str );
::std::string & ExtractDirPath( ::std::string &output, const ::std::string &file, char dirDelimeter );
::std::string & ExtractDirPath( ::std::string &output, const ::std::string &file, const ::std::string &dirDelimeter );
::std::string & ReplaceCharacters( ::std::string &str, char characterToReplace, char newCharacter, const ::std::string::size_type &offset = 0, const ::std::string::size_type &end = ::std::string::npos );
// wstring
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, char delim, ::std::wstring::size_type offset = 0 );
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::wstring &delim, ::std::wstring::size_type offset = 0 );
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::vector<::std::wstring> &delim, ::std::wstring::size_type offset = 0 );
::std::wstring & wToLowerCase( ::std::wstring &output, const ::std::wstring &str );
::std::wstring & wToLowerCase( ::std::wstring &str );
//To wstring
::std::wstring & StringToWstring( const ::std::string &str, ::std::wstring &wstr );
::std::string & WStringToString( const ::std::wstring &wstr, ::std::string &str );
}
namespace Stream
{
float* ReadFloats( float *output, ::std::istream &input, unsigned int numFloats );
}
namespace StaticArray
{
template<typename ScalarType, unsigned int num>
inline unsigned int NumElementsOf( const ScalarType(&)[num] )
{ return num; }
template<typename ScalarType, unsigned int num>
inline ScalarType & FirstElementOf( ScalarType (&arr)[num] )
{ return arr[0]; }
template<typename ScalarType, unsigned int num>
inline ScalarType & LastElementOf( ScalarType (&arr)[num] )
{ return arr[num-1]; }
}
namespace Element
{
template<typename ScalarType>
inline void Swap( ScalarType &elementA, ScalarType &elementB, ScalarType &swapSpace )
{ swapSpace = elementA; elementA = elementB; elementB = swapSpace; }
template<typename ScalarType>
inline void Swap( ScalarType &elementA, ScalarType &elementB )
{ ScalarType swapSpace; Swap( elementA, elementB, swapSpace ); }
}
namespace Value
{
using ::std::numeric_limits;
template<typename ValueType>
inline ValueType Abs( const ValueType &value )
{ return value < 0 ? value * -1 : value; }
template<typename ValueType>
inline ValueType Max( const ValueType &valueA, const ValueType &valueB )
{ return valueA > valueB ? valueA : valueB; }
template<typename ValueType>
inline ValueType Min( const ValueType &valueA, const ValueType &valueB )
{ return valueA < valueB ? valueA : valueB; }
template<typename ValueType>
inline ValueType Average( const ValueType &valueA, const ValueType &valueB )
{ return (valueA + valueB) * 0.5f; }
template<typename ValueType>
inline ValueType AverageWithDelta( const ValueType &origin, const ValueType &delta )
{ return origin + (delta * 0.5f); }
template<typename ValueType>
inline ValueType Radian( const ValueType &degree )
{ return degree * (3.1415926535897932384626433832795f / 180.0f); }
template<typename ValueType>
inline ValueType Degree( const ValueType &radian )
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
// SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
template<> inline char Average<char>( const char &valueA, const char &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline unsigned char Average<unsigned char>( const unsigned char &valueA, const unsigned char &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline int Average<int>( const int &valueA, const int &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline unsigned int Average<unsigned int>( const unsigned int &valueA, const unsigned int &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline long Average<long>( const long &valueA, const long &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline unsigned long Average<unsigned long>( const unsigned long &valueA, const unsigned long &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline long long Average<long long>( const long long &valueA, const long long &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline unsigned long long Average<unsigned long long>( const unsigned long long &valueA, const unsigned long long &valueB )
{ return (valueA + valueB) >> 1; }
template<> inline char AverageWithDelta<char>( const char &origin, const char &delta )
{ return origin + (delta >> 1); }
template<> inline unsigned char AverageWithDelta<unsigned char>( const unsigned char &origin, const unsigned char &delta )
{ return origin + (delta >> 1); }
template<> inline int AverageWithDelta<int>( const int &origin, const int &delta )
{ return origin + (delta >> 1); }
template<> inline unsigned int AverageWithDelta<unsigned int>( const unsigned int &origin, const unsigned int &delta )
{ return origin + (delta >> 1); }
template<> inline long AverageWithDelta<long>( const long &origin, const long &delta )
{ return origin + (delta >> 1); }
template<> inline unsigned long AverageWithDelta<unsigned long>( const unsigned long &origin, const unsigned long &delta )
{ return origin + (delta >> 1); }
template<> inline long long AverageWithDelta<long long>( const long long &origin, const long long &delta )
{ return origin + (delta >> 1); }
template<> inline unsigned long long AverageWithDelta<unsigned long long>( const unsigned long long &origin, const unsigned long long &delta )
{ return origin + (delta >> 1); }
}
}
#include "Utilities-InlineImpl.h"
#endif

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#include "Connection.h"
#include <winsock2.h>
#include <iostream>
#include <string>
#include <fcntl.h>
using namespace Oyster::Network;
Connection::~Connection()
{
closesocket( this->socket );
}
int Connection::Connect(unsigned short port , const char serverName[])
{
struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL)
{
return WSAGetLastError();
}
struct sockaddr_in server;
server.sin_family = AF_INET;
server.sin_port = htons(port);
server.sin_addr.s_addr = *(unsigned long*) hostEnt->h_addr;
if(connect(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
{
return WSAGetLastError();
}
//connection succesfull!
return 0;
}
int Connection::InitiateServer(unsigned short port)
{
int errorCode = 0;
if((errorCode = InitiateSocket()) != 0)
{
return errorCode;
}
struct sockaddr_in server;
server.sin_family = AF_INET;
server.sin_port = htons(port);
server.sin_addr.s_addr = INADDR_ANY;
if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
{
errorCode = WSAGetLastError();
closesocket(this->socket);
return errorCode;
}
//not our Listen function! its trying to keep our socket open for connections
if(listen(this->socket, 5) == SOCKET_ERROR)
{
errorCode = WSAGetLastError();
closesocket(this->socket);
return errorCode;
}
//Server started!
return 0;
}
int Connection::InitiateClient()
{
return InitiateSocket();
}
int Connection::Disconnect()
{
closesocket(this->socket);
return WSAGetLastError();
}
int Connection::Send(OysterByte& bytes)
{
int nBytes;
nBytes = send(this->socket, bytes, bytes.GetSize(), 0);
if(nBytes == SOCKET_ERROR)
{
return WSAGetLastError();
}
return 0;
}
int Connection::Recieve(OysterByte& bytes)
{
int nBytes;
bytes.Clear(1000);
nBytes = recv(this->socket, bytes, 500, 0);
if(nBytes == SOCKET_ERROR)
{
return WSAGetLastError();
}
else
{
bytes.SetSize(nBytes);
}
std::cout << "Size of the recieved data: " << nBytes << " bytes" << std::endl;
//bytes.byteArray[nBytes] = '\0';
return 0;
}
int Connection::Listen()
{
int clientSocket;
if((clientSocket = accept(this->socket, NULL, NULL)) == INVALID_SOCKET)
{
return WSAGetLastError();
}
return clientSocket;
}
///////////////////////////////////////
//Private functions
///////////////////////////////////////
int Connection::InitiateSocket()
{
this->socket = ::socket(AF_INET, SOCK_STREAM, 0);
if(this->socket == SOCKET_ERROR)
{
return WSAGetLastError();
}
return 0;
}
void Connection::SetBlockingMode(bool blocking)
{
//TODO: Implement this function. Setting the socket to blocking or non-blocking.
if(blocking)
{
//fcntl(this->socket, F_SETFL, O_NONBLOCK);
}
else
{
}
}

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#ifndef NETWORK_DEPENDENCIES_CONNECTION_H
#define NETWORK_DEPENDENCIES_CONNECTION_H
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "IConnection.h"
#include "../NetworkDependencies/OysterByte.h"
namespace Oyster
{
namespace Network
{
class Connection : public IConnection
{
public:
Connection() { this->socket = 0; };
Connection( int socket ) { this->socket = socket; };
virtual ~Connection();
virtual int InitiateServer( unsigned short port );
virtual int InitiateClient();
virtual int Send( OysterByte& bytes );
virtual int Recieve( OysterByte& bytes );
virtual int Disconnect();
virtual int Connect( unsigned short port , const char serverName[] );
virtual int Listen();
private:
int InitiateSocket();
void SetBlockingMode( bool blocking );
int socket;
};
}
}
#endif

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@ -1,262 +0,0 @@
#include "Event.h"
using namespace Event;
//----------------------------
// BulletCreated class definitions
BulletCreated::BulletCreated(int ownerID, Float3 position, Float3 direction)
:
GameEvent()
{
data.owner=ownerID;
data.head=direction;
}
void BulletCreated::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
/*int offset=0;
memcpy(&data.position, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&data.head, d+offset, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&data.owner, d+offset, sizeof(int));*/
}
void BulletCreated::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
//----------------------------
// BulletHit class definitions
BulletHit::BulletHit(int attacker, int hitPlayer)
:
GameEvent()
{
data.hitTarget=hitPlayer;
data.attackingTarget=attacker;
//this->hpLeft=hl;
//this->shieldLeft=sl;
}
void BulletHit::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
}
void BulletHit::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
ScoreUpdate::ScoreUpdate(Score* scores)
{
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
data.scoreboard[i]=scores[i];
}
}
void ScoreUpdate::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
}
void ScoreUpdate::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
//----------------------------
// ShipSpawned class definitions
ShipSpawned::ShipSpawned(Float3 position, int id)
:
GameEvent()
{
data.position=position;
data.playerID=id;
}
void ShipSpawned::LoadRawData(char* d)
{
memcpy(&data, d, this->GetSize());
/*int offset=0;
memcpy(&data.position, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&playerID, data+offset, sizeof(int));*/
}
void ShipSpawned::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
//----------------------------
// GameEnded class definitions
GameEnded::GameEnded()
:
GameEvent()
{
}
GameEnded::GameEnded(int winner)
:
GameEvent()
{
data.winningTeam=winner;
}
void GameEnded::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
/*int offset=0;
memcpy(&eventPosition, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&winningTeam, data+offset, sizeof(int));
offset+=sizeof(int);
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
memcpy(&data.scoreboard[i], data+offset, sizeof(Score));
offset+=sizeof(Score);
}*/
}
void GameEnded::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
void GameEnded::setScore(int i, Score score)
{
data.scoreboard[i]=score;
}
void GameEnded::setScore(int i, int k, int d, int tk)
{
data.scoreboard[i].id=i;
data.scoreboard[i].kills=k;
data.scoreboard[i].deaths=d;
data.scoreboard[i].teamkills=tk;
}
void GameEnded::sortScore()
{
float sort[PLAYER_MAX_COUNT];
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
sort[i]=((float)(data.scoreboard[i].kills-data.scoreboard[i].teamkills))/(float)data.scoreboard[i].deaths;
}
Score tmp;
int bestID=0;
float bestScore;
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
bestScore=sort[i];
bestID=i;
for (int j=i; j<PLAYER_MAX_COUNT; j++)
{
if(bestScore<sort[j])
{
bestID=j;
bestScore=sort[j];
}
}
tmp=data.scoreboard[i];
data.scoreboard[i]=data.scoreboard[bestID];
data.scoreboard[bestID]=tmp;
}
}
//----------------------------
// ShipDestroyed class definitions
ShipDestroyed::ShipDestroyed(int pid, int kid)
:
GameEvent()
{
data.playerID=pid;
data.killerID=kid;
}
void ShipDestroyed::setScore(int i, Score score)
{
data.scoreboard[i]=score;
}
void ShipDestroyed::setScore(int i, int k, int d, int tk)
{
data.scoreboard[i].id=i;
data.scoreboard[i].kills=k;
data.scoreboard[i].deaths=d;
data.scoreboard[i].teamkills=tk;
}
void ShipDestroyed::sortScore()
{
float sort[PLAYER_MAX_COUNT];
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
sort[i]=((float)(data.scoreboard[i].kills-data.scoreboard[i].teamkills))/data.scoreboard[i].deaths;
}
Score tmp;
int bestID=0;
float bestScore;
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
bestScore=sort[i];
bestID=i;
for (int j=i; j<PLAYER_MAX_COUNT; j++)
{
if(bestScore<sort[j])
{
bestID=j;
bestScore=sort[j];
}
}
tmp=data.scoreboard[i];
data.scoreboard[i]=data.scoreboard[bestID];
data.scoreboard[bestID]=tmp;
}
}
void ShipDestroyed::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
/*int offset=0;
memcpy(&eventPosition, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&playerID, data+offset, sizeof(int));
offset+=sizeof(int);
memcpy(&killerID, data+offset, sizeof(int));
offset+=sizeof(int);
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
memcpy(&data.scoreboard[i], data+offset, sizeof(Score));
offset+=sizeof(Score);
}*/
}
void ShipDestroyed::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
Event::Type Event::getEventType(Event::GameEvent* evt)
{
if (typeid(*evt)==typeid(Event::BulletCreated))
{
return eBulletCreated;
}
else if(typeid(*evt)==typeid(Event::BulletHit))
{
return eBulletHit;
}
else if(typeid(*evt)==typeid(Event::ShipSpawned))
{
return eShipSpawned;
}
else if(typeid(*evt)==typeid(Event::GameEnded))
{
return eGameEnded;
}
else if(typeid(*evt)==typeid(Event::ShipDestroyed))
{
return eShipDestroyed;
}
else if(typeid(*evt)==typeid(Event::ScoreUpdate))
{
return eScoreUpdate;
}
printf("UNSUPPORTED EVENT at getEventType, Event.cpp\n");
return UNSUPPORTED_TYPE;
}

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#include "NetworkIncludes.h"
#include "EventStructs.h"
#pragma once
#ifndef EVENT_H
#define EVENT_H
//There's a variable called eventList in Session.
//if you push_back any type of event, the server will pick them up in order after every update() is run.
//Try to keep events pointer-free. Trying to send a class with a pointer over a socket will result in a problem because
//it will send the pointer rather than the data in the pointer. That results in either
//A: Program crashing because it's not allowed to read that space if it's on the same computer as the server or
//B: Program crashing because the pointer most probably points to an unused space if the client is on a separate computer.
//This is the basic event class.
//a position should always be given with all events, to use as a main location for sounds, effects, or whatever. We can remove it if we decide it's not needed later on.
namespace Event
{
class GameEvent
{
protected:
public:
GameEvent(){}
virtual int GetSize()=0;
virtual void LoadRawData(char* d)=0;
virtual void SaveRawData(char* d)=0;
};
//When a player fires a projectile, a BulletCreated event should be added.
class BulletCreated : public GameEvent
{
private:
EventStruct::BulletCreatedStruct data;
public:
BulletCreated():GameEvent(){}
BulletCreated(int ownerID, Float3 position, Float3 Head);
int GetOwner(){return data.owner;}
int GetSize(){return sizeof(data);}
EventStruct::BulletCreatedStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
class ScoreUpdate : public GameEvent
{
private:
EventStruct::ScoreUpdateStruct data;
public:
ScoreUpdate():GameEvent(){}
ScoreUpdate(Score* scoreboard);
int GetSize(){return sizeof(data);}
EventStruct::ScoreUpdateStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
//When some kind of player-fired projectile hits an enemy, a BulletHit even should be added.
class BulletHit : public GameEvent
{
private:
EventStruct::BulletHitStruct data;
public:
BulletHit():GameEvent(){}
BulletHit(int attacker, int hitPlayer);
int getAttackerID(){return data.attackingTarget;}
int getHitTargetID(){return data.hitTarget;}
int GetSize(){return sizeof(data);}
EventStruct::BulletHitStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
//Shipspawned event, for when a ship respawns.
//In ShipSpawned, all data that the client requires should be given.
class ShipSpawned : public GameEvent
{
private:
EventStruct::ShipSpawnedStruct data;
public:
ShipSpawned():GameEvent(){}
ShipSpawned(Float3 position, int id);
int GetSize(){return sizeof(data);}
EventStruct::ShipSpawnedStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
class ShipDestroyed : public GameEvent
{
public:
EventStruct::ShipDestroyedStruct data;
public:
ShipDestroyed():GameEvent(){}
ShipDestroyed(int pid, int kid);
void setScore(int i, Score score);
void setScore(int i, int k, int d, int tk);
void sortScore();
int getDestroyedID() const {return data.playerID;}
int getAttackerID() const {return data.killerID;}
EventStruct::ShipDestroyedStruct GetAsStruct(){return data;}
int GetSize(){return sizeof(data);}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
class GameEnded : public GameEvent
{
private:
EventStruct::GameEndedStruct data;
//Have some variables which shows scores of player, who won, etc
//you just need the ids. Don't send names etc.
public:
GameEnded();
GameEnded(int winner);
void setScore(int i, Score score);
void setScore(int i, int k, int d, int tk);
void sortScore();
int GetSize(){return sizeof(data);}
EventStruct::GameEndedStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
enum Type
{
UNSUPPORTED_TYPE,
eBulletCreated,
eBulletHit,
eShipSpawned,
eGameEnded,
eShipDestroyed,
eScoreUpdate
};
Event::Type getEventType(Event::GameEvent* evt);
}
#endif

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#include "NetworkIncludes.h"
#include "NetworkConstants.h"
#ifndef NET_EVT_STRUCTS_H
#define NET_EVT_STRUCTS_H
struct Score
{
int id;//Leaderboard var
int kills;
int deaths;
int teamkills;
Score(){id=0;kills=0;deaths=0;teamkills=0;}
Score& operator+=(const Score add)
{
id+=add.id;
kills+=add.kills;
deaths+=add.deaths;
teamkills+=add.teamkills;
return *this;
}
};
namespace EventStruct
{
struct BulletCreatedStruct
{
Float3 position;
Float3 head;
int owner;
};
struct BulletHitStruct
{
int hitTarget;
int attackingTarget;
};
struct ShipSpawnedStruct
{
Float3 position;
int playerID;
};
struct ShipDestroyedStruct
{
int playerID;
int killerID;
Score scoreboard[PLAYER_MAX_COUNT];
};
struct ScoreUpdateStruct
{
Score scoreboard[PLAYER_MAX_COUNT];
};
struct GameEndedStruct
{
int winningTeam;
Score scoreboard[PLAYER_MAX_COUNT];
};
}
#endif

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#ifndef NETWORK_DEPENDENCIES_I_CONNECTION_H
#define NETWORK_DEPENDENCIES_I_CONNECTION_H
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
namespace Oyster
{
namespace Network
{
class OysterByte;
class IConnection
{
public:
//sends and recieve functions with bytearrays,
//will send to the users connection via socket
virtual int Send( OysterByte& bytes ) = 0;
virtual int Recieve( OysterByte& bytes) = 0;
//initiates sockets and address for server and client
virtual int InitiateServer( unsigned short port ) { return false; };
virtual int InitiateClient() { return false; };
//Listen function to let client connect, only used by the server
virtual int Listen() { return -1; };
//enables the client to connect with a server with use of name and port
//(servers uses Listen instead of connect)
virtual int Connect( unsigned short port, const char serverName[] ) { return false; };
//Disconnects the client or server TODO: optimize!
virtual int Disconnect() = 0;
};
}
}
#endif

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#ifndef NETWORK_SERVER_ILISTENER_H
#define NETWORK_SERVER_ILISTENER_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
namespace Oyster
{
namespace Network
{
namespace Server
{
class IListener
{
public:
virtual bool Init(unsigned int port) = 0;
virtual int Accept() = 0;
};
}
}
}
#endif

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#ifndef NETWORK_DEPENDENCIES_I_POST_BOX_H
#define NETWORK_DEPENDENCIES_I_POST_BOX_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
namespace Oyster
{
namespace Network
{
template <class T>
class IPostBox
{
public:
virtual ~IPostBox() {}
virtual void PostMessage(T& message) = 0;
virtual void FetchMessage(T& message) = 0;
virtual bool IsFull() = 0;
};
}
}
#endif

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#ifndef NETWORK_DEPENDENCIES_I_TRANSLATE
#define NETWORK_DEPENDENCIES_I_TRANSLATE
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
namespace Oyster
{
namespace Network
{
class OysterByte;
class ITranslate
{
public:
//packs and unpacks packages for sending or recieving over the connection
virtual void Pack (Protocols::ProtocolHeader &header, OysterByte& bytes) = 0;
virtual void Unpack (Protocols::ProtocolSet* set, OysterByte& bytes ) = 0;
};
}
}
#endif

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#include "Listener.h"
using namespace Oyster::Network::Server;
Listener::Listener()
{
connection = NULL;
}
Listener::~Listener()
{
if(connection)
{
delete connection;
}
}
bool Listener::Init(unsigned int port)
{
connection = new Connection();
connection->InitiateServer(port);
thread.Create(this, true);
return true;
}
void Listener::Shutdown()
{
thread.Terminate();
}
void Listener::SetPostBox(Oyster::Network::IPostBox<int>* postBox)
{
mutex.LockMutex();
this->postBox = postBox;
mutex.UnlockMutex();
}
int Listener::Accept()
{
int clientSocket = 0;
clientSocket = connection->Listen();
mutex.LockMutex();
postBox->PostMessage(clientSocket);
mutex.UnlockMutex();
return clientSocket;
}
bool Listener::DoWork()
{
Accept();
return true;
}
#include <iostream>
void Listener::ThreadEntry()
{
std::cout << "Thread started" << std::endl;
}
void Listener::ThreadExit()
{
std::cout << "Thread stopped" << std::endl;
}

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#ifndef NETWORK_SERVER_LISTENER_H
#define NETWORK_SERVER_LISTENER_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "IListener.h"
#include "../NetworkDependencies/Connection.h"
#include "../../Misc/Thread/OysterThread.h"
#include "../../Misc/Thread/OysterMutex.h"
#include "IPostBox.h"
namespace Oyster
{
namespace Network
{
namespace Server
{
class Listener : public ::Oyster::Thread::IThreadObject
{
public:
Listener();
~Listener();
bool Init(unsigned int port);
void Shutdown();
void SetPostBox(IPostBox<int>* postBox);
//Thread functions
bool DoWork();
void ThreadEntry();
void ThreadExit();
private:
//Function that runs in the thread.
int Accept();
private:
::Oyster::Network::Connection* connection;
::Oyster::Thread::OysterThread thread;
OysterMutex mutex;
IPostBox<int>* postBox;
};
}
}
}
#endif

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#include "MessageHeader.h"
#include "../Packing.h"
#include <iostream>
using namespace std;
using namespace Oyster::Network;
using namespace Oyster::Network::Messages;
using namespace Oyster::Network::Protocols;
MessageHeader::MessageHeader()
{
size = 0;
}
MessageHeader::~MessageHeader()
{
}
void MessageHeader::Pack(ProtocolHeader& header, OysterByte& bytes)
{
size = 0;
PackInt(header.size, bytes);
PackInt(header.packageType, bytes);
PackInt(header.clientID, bytes);
SetSize(bytes);
}
void MessageHeader::Unpack(OysterByte& bytes, ProtocolHeader& header)
{
size = 0;
header.size = UnpackInt(bytes);
header.packageType = UnpackInt(bytes);
header.clientID = UnpackInt(bytes);
}
/**************************
Pack
**************************/
void MessageHeader::PackBool(bool i, OysterByte& bytes)
{
bytes.AddSize(1);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 1;
}
void MessageHeader::PackChar(char i, OysterByte& bytes)
{
bytes.AddSize(1);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 1;
}
void MessageHeader::PackUnsignedChar(unsigned char i, OysterByte& bytes)
{
bytes.AddSize(1);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 1;
}
void MessageHeader::PackShort(short i, OysterByte& bytes)
{
bytes.AddSize(2);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 2;
}
void MessageHeader::PackUnsignedShort(unsigned short i, OysterByte& bytes)
{
bytes.AddSize(2);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 2;
}
void MessageHeader::PackInt(int i, OysterByte& bytes)
{
bytes.AddSize(4);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 4;
}
void MessageHeader::PackUnsignedInt(unsigned int i, OysterByte& bytes)
{
bytes.AddSize(4);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 4;
}
void MessageHeader::PackInt64(__int64 i, OysterByte& bytes)
{
bytes.AddSize(8);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 8;
}
void MessageHeader::PackUnsignedInt64(unsigned __int64 i, OysterByte& bytes)
{
bytes.AddSize(8);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 8;
}
void MessageHeader::PackFloat(float i, OysterByte& bytes)
{
bytes.AddSize(4);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 4;
}
void MessageHeader::PackFloat(float i[], unsigned int elementCount, OysterByte& bytes)
{
bytes.AddSize(4);
//Pack number of elements
PackUnsignedInt(elementCount, bytes);
//Pack all elements
for(int j = 0; j < (int)elementCount; j++)
{
PackFloat(i[j], bytes);
}
}
void MessageHeader::PackDouble(double i, OysterByte& bytes)
{
bytes.AddSize(8);
Packing::Pack(&bytes.GetByteArray()[size], i);
size += 8;
}
void MessageHeader::PackStr(char str[], OysterByte& bytes)
{
int totalSize = 2 + strlen(str);
bytes.AddSize(totalSize);
Packing::Pack(&bytes.GetByteArray()[size], str);
size += totalSize;
}
void MessageHeader::PackStr(std::string str, OysterByte& bytes)
{
int totalSize = 2 + str.length();
bytes.AddSize(totalSize);
Packing::Pack(&bytes.GetByteArray()[size], str);
size += totalSize;
}
/**************************
Unpack
**************************/
bool MessageHeader::UnpackBool(OysterByte& bytes)
{
bool i = Packing::Unpackb(&bytes.GetByteArray()[size]);
size += 1;
return i;
}
char MessageHeader::UnpackChar(OysterByte& bytes)
{
char i = Packing::Unpackc(&bytes.GetByteArray()[size]);
size += 1;
return i;
}
unsigned char MessageHeader::UnpackUnsignedChar(OysterByte& bytes)
{
unsigned char i = Packing::UnpackC(&bytes.GetByteArray()[size]);
size += 1;
return i;
}
short MessageHeader::UnpackShort(OysterByte& bytes)
{
short i = Packing::Unpacks(&bytes.GetByteArray()[size]);
size += 2;
return i;
}
unsigned short MessageHeader::UnpackUnsignedShort(OysterByte& bytes)
{
unsigned short i = Packing::UnpackS(&bytes.GetByteArray()[size]);
size += 2;
return i;
}
int MessageHeader::UnpackInt(OysterByte& bytes)
{
int i = Packing::Unpacki(&bytes.GetByteArray()[size]);
size += 4;
return i;
}
unsigned int MessageHeader::UnpackUnsignedInt(OysterByte& bytes)
{
unsigned int i = Packing::UnpackI(&bytes.GetByteArray()[size]);
size += 4;
return i;
}
__int64 MessageHeader::UnpackInt64(OysterByte& bytes)
{
__int64 i = Packing::Unpacki64(&bytes.GetByteArray()[size]);
size += 8;
return i;
}
unsigned __int64 MessageHeader::UnpackUnsignedInt64(OysterByte& bytes)
{
unsigned __int64 i = Packing::UnpackI64(&bytes.GetByteArray()[size]);
size += 8;
return i;
}
float MessageHeader::UnpackFloat(OysterByte& bytes)
{
float i = Packing::Unpackf(&bytes.GetByteArray()[size]);
size += 4;
return i;
}
float* MessageHeader::UnpackFloat(unsigned int& elementCount, OysterByte& bytes)
{
float* i;
elementCount = UnpackUnsignedInt(bytes);
i = new float[elementCount];
for(int j = 0; j < (int)elementCount; j++)
{
i[j] = UnpackFloat(bytes);
}
return i;
}
double MessageHeader::UnpackDouble(OysterByte& bytes)
{
double i = Packing::Unpackd(&bytes.GetByteArray()[size]);
size += 8;
return i;
}
std::string MessageHeader::UnpackStr(OysterByte& bytes)
{
std::string str = Packing::UnpackStr(&bytes.GetByteArray()[size]);
size += 2 + str.length();
return str;
}
void MessageHeader::SetSize(OysterByte& bytes)
{
Packing::Pack(bytes, size);
}

View File

@ -0,0 +1,88 @@
#ifndef NETWORK_DEPENDENCIES_MESSAGE_HEADER_H
#define NETWORK_DEPENDENCIES_MESSAGE_HEADER_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include <string>
#include "../Protocols.h"
#include "../OysterByte.h"
namespace Oyster
{
namespace Network
{
namespace Messages
{
class MessageHeader
{
public:
MessageHeader();
virtual ~MessageHeader();
virtual void Pack(Protocols::ProtocolHeader& header, OysterByte& bytes );
virtual void Unpack(OysterByte& bytes, Protocols::ProtocolHeader& header);
protected:
//Pack variables to messages
void PackBool(bool i, OysterByte& bytes);
void PackChar(char i, OysterByte& bytes);
void PackUnsignedChar(unsigned char i, OysterByte& bytes);
void PackShort(short i, OysterByte& bytes);
void PackUnsignedShort(unsigned short i, OysterByte& bytes);
void PackInt(int i, OysterByte& bytes);
void PackUnsignedInt(unsigned int i, OysterByte& bytes);
void PackInt64(__int64 i, OysterByte& bytes);
void PackUnsignedInt64(unsigned __int64 i, OysterByte& bytes);
void PackFloat(float i, OysterByte& bytes);
void PackFloat(float i[], unsigned int elementCount, OysterByte& bytes);
void PackDouble(double i, OysterByte& bytes);
void PackStr(char str[], OysterByte& bytes);
void PackStr(std::string str, OysterByte& bytes);
//TODO: Add Pack functions for Vec2, 3, 4 and maybe Matrix. Etc.
//Unpack variables from message
bool UnpackBool(OysterByte& bytes);
char UnpackChar(OysterByte& bytes);
unsigned char UnpackUnsignedChar(OysterByte& bytes);
short UnpackShort(OysterByte& bytes);
unsigned short UnpackUnsignedShort(OysterByte& bytes);
int UnpackInt(OysterByte& bytes);
unsigned int UnpackUnsignedInt(OysterByte& bytes);
__int64 UnpackInt64(OysterByte& bytes);
unsigned __int64 UnpackUnsignedInt64(OysterByte& bytes);
float UnpackFloat(OysterByte& bytes);
float* UnpackFloat(unsigned int& elementCount, OysterByte& bytes);
double UnpackDouble(OysterByte& bytes);
std::string UnpackStr(OysterByte& bytes);
//TODO: Add Unpack functions for Vec2, 3, 4 and maybe Matrix. Etc.
//Sets the this->size to the first position in msg
void SetSize(OysterByte& bytes);
private:
unsigned int size;
};
}
}
}
#endif

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@ -0,0 +1,30 @@
#include "MessageTest.h"
using namespace Oyster::Network;
using namespace Oyster::Network::Messages;
using namespace Oyster::Network::Protocols;
MessageTest::MessageTest()
{
}
MessageTest::~MessageTest()
{
}
void MessageTest::Pack(ProtocolHeader& header, OysterByte& bytes)
{
MessageHeader::Pack(header, bytes);
PackStr(static_cast<ProtocolTest*>(&header)->textMessage, bytes);
PackFloat(static_cast<ProtocolTest*>(&header)->f, static_cast<ProtocolTest*>(&header)->numOfFloats, bytes);
SetSize(bytes);
}
void MessageTest::Unpack(OysterByte& bytes, ProtocolHeader& header)
{
MessageHeader::Unpack(bytes, header);
static_cast<ProtocolTest*>(&header)->textMessage = UnpackStr(bytes);
static_cast<ProtocolTest*>(&header)->f = UnpackFloat(static_cast<ProtocolTest*>(&header)->numOfFloats, bytes);
}

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@ -0,0 +1,31 @@
#ifndef NETWORK_DEPENDENCIES_MESSAGE_TEST_H
#define NETWORK_DEPENDENCIES_MESSAGE_TEST_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "MessageHeader.h"
namespace Oyster
{
namespace Network
{
namespace Messages
{
class MessageTest : public MessageHeader
{
public:
MessageTest();
virtual ~MessageTest();
virtual void Pack(Protocols::ProtocolHeader& header, OysterByte& bytes);
virtual void Unpack(OysterByte& bytes, Protocols::ProtocolHeader& header);
private:
};
}
}
}
#endif

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@ -0,0 +1,11 @@
#ifndef NETWORK_DEPENDENCIES_MESSAGES_INCLUDE_H
#define NETWORK_DEPENDENCIES_MESSAGES_INCLUDE_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "MessageHeader.h"
#include "MessageTest.h"
#endif

View File

@ -1,11 +0,0 @@
#ifndef NETWORK_H
#define NETWORK_H
#include "NetworkIncludes.h"
#include "EventStructs.h"
#include "NetworkUpdateStructs.h"
#include "NetworkInitStructs.h"
#include "EventStructs.h"
#include "Event.h"
#include "NetworkMiscFunctions.h"
#include "NetworkTimer.h"
#endif

View File

@ -1,11 +0,0 @@
#pragma once
#ifndef NET_CONST_H
#define NET_CONST_H
//const int PLAYER_WAIT_COUNT = 1;
const int PLAYER_MAX_COUNT = 8;
const float LOBBY_WAIT_TIME = 4;
/*namespace Network
{
void LoadData(){}
}*/
#endif

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@ -27,7 +27,7 @@
<ConfigurationType>StaticLibrary</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>
@ -69,28 +69,36 @@
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\..\Misc;..\..\OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -101,7 +109,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\..\Misc;..\..\OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -114,7 +122,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\..\Misc;..\..\OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -129,7 +137,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\..\Misc;..\..\OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -137,35 +145,38 @@
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="Event.h" />
<ClInclude Include="EventStructs.h" />
<ClInclude Include="Network.h" />
<ClInclude Include="NetworkConstants.h" />
<ClInclude Include="NetworkIncludes.h" />
<ClInclude Include="NetworkInitStructs.h" />
<ClInclude Include="NetworkMiscFunctions.h" />
<ClInclude Include="NetworkTimer.h" />
<ClInclude Include="NetworkUpdateStructs.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Event.cpp" />
<ClCompile Include="NetworkMiscFunctions.cpp" />
<ClCompile Include="NetworkTimer.cpp" />
<ClCompile Include="UpdateStructs.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
<Private>true</Private>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<CopyLocalSatelliteAssemblies>true</CopyLocalSatelliteAssemblies>
<LinkLibraryDependencies>false</LinkLibraryDependencies>
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Connection.cpp" />
<ClCompile Include="Listener.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Messages\MessageHeader.cpp" />
<ClCompile Include="Messages\MessageTest.cpp" />
<ClCompile Include="OysterByte.cpp" />
<ClCompile Include="Packing.cpp" />
<ClCompile Include="Translator.cpp" />
<ClCompile Include="WinsockFunctions.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Connection.h" />
<ClInclude Include="IConnection.h" />
<ClInclude Include="IListener.h" />
<ClInclude Include="IPostBox.h" />
<ClInclude Include="Listener.h" />
<ClInclude Include="Messages\MessageHeader.h" />
<ClInclude Include="Messages\MessagesInclude.h" />
<ClInclude Include="Messages\MessageTest.h" />
<ClInclude Include="OysterByte.h" />
<ClInclude Include="Packing.h" />
<ClInclude Include="ITranslate.h" />
<ClInclude Include="PostBox.h" />
<ClInclude Include="Protocols.h" />
<ClInclude Include="Translator.h" />
<ClInclude Include="WinsockFunctions.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -1,60 +1,31 @@
<?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>
<ClCompile Include="Connection.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Messages\MessageHeader.cpp" />
<ClCompile Include="Messages\MessageTest.cpp" />
<ClCompile Include="Packing.cpp" />
<ClCompile Include="Translator.cpp" />
<ClCompile Include="Listener.cpp" />
<ClCompile Include="WinsockFunctions.cpp" />
<ClCompile Include="OysterByte.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Network.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkConstants.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkIncludes.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkInitStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkMiscFunctions.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkTimer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkUpdateStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="EventStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Event.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="NetworkMiscFunctions.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="NetworkTimer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="UpdateStructs.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Event.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClInclude Include="Connection.h" />
<ClInclude Include="IConnection.h" />
<ClInclude Include="Messages\MessageHeader.h" />
<ClInclude Include="Messages\MessageTest.h" />
<ClInclude Include="Packing.h" />
<ClInclude Include="ITranslate.h" />
<ClInclude Include="Protocols.h" />
<ClInclude Include="Translator.h" />
<ClInclude Include="Messages\MessagesInclude.h" />
<ClInclude Include="Listener.h" />
<ClInclude Include="IListener.h" />
<ClInclude Include="WinsockFunctions.h" />
<ClInclude Include="OysterByte.h" />
<ClInclude Include="IPostBox.h" />
<ClInclude Include="PostBox.h" />
</ItemGroup>
</Project>

View File

@ -1,23 +0,0 @@
#ifndef NET_INCL_H
#define NET_INCL_H
#ifndef UNICODE
#define UNICODE
#endif
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <winsock2.h>
#include <Ws2tcpip.h>
#include <stdio.h>
#include <windows.h>
#include <time.h>
#include <string>
#include <ctime>
#include <iostream>
#include "OysterMath.h"
using namespace Oyster::Math;
//ws2_32.lib is a lib file the linker requires for winsock compilation
#pragma comment(lib, "Ws2_32.lib")
#endif

View File

@ -1,70 +0,0 @@
#ifndef NET_INIT_STRUCTS_H
#define NET_INIT_STRUCTS_H
#include "NetworkIncludes.h"
#include "NetworkConstants.h"
struct PlayerInitStruct
{
INT8 pid;
int teamid;
Oyster::Math::Float4x4 position;
PlayerInitStruct()
{
pid=0;
//position=Oyster::Math::Float4x4::identity;
}
};
struct GameInitData
{
INT8 pid;
//std::string playerNames[PLAYER_MAX_COUNT];
PlayerInitStruct player[PLAYER_MAX_COUNT];
};
struct LobbyUserStruct
{
INT8 pid;
INT8 shipID;
char usrName[15];
LobbyUserStruct()
{
pid=0;
shipID=0;
usrName[0]='\0';
}
void setName(const char* n)
{
strcpy_s(usrName, n);
}
int size()
{
int sz=sizeof(pid);
sz+=sizeof(shipID);
int tmp=(int)strlen(usrName);
sz+=(int)strlen(usrName);
return sz;
}
};
struct LobbyInitData
{
INT8 pid;
INT8 playerCount;
int timer;
LobbyUserStruct players[PLAYER_MAX_COUNT];
LobbyInitData()
{
pid=0;
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
players[i].pid=i;
}
}
int size()
{
int sz=sizeof(pid);
for (int i=0; i<PLAYER_MAX_COUNT; i++)
sz+=players[i].size();
return sz;
}
};
#endif

View File

@ -1,12 +0,0 @@
#include "NetworkMiscFunctions.h"
std::vector<std::string> splitString(const char* p_inStr, char p_delim)
{
std::stringstream ss(p_inStr);
std::vector<std::string> elems;
std::string item;
while(std::getline(ss, item, p_delim))
{
elems.push_back(item);
}
return elems;
}

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@ -1,9 +0,0 @@
#ifndef NET_MISC_FNC_H
#define NET_MISC_FNC_H
#include <string>
#include <vector>
#include <sstream>
std::vector<std::string> splitString(const char* p_inStr, char p_delim);
#define SSTR( x ) dynamic_cast< std::ostringstream & >( \
( std::ostringstream() << std::dec << x ) ).str()
#endif

View File

@ -1,85 +0,0 @@
#include "NetworkTimer.h"
NetworkTimer::NetworkTimer()
:
c_SecondsPerCount(0.0),
c_DeltaTime(-1.0),
c_BaseTime(0),
c_PausedTime(0),
c_PrevTime(0),
c_CurrTime(0),
c_Stopped(false)
{
__int64 countsPerSec;
QueryPerformanceFrequency((LARGE_INTEGER*)&countsPerSec);
c_SecondsPerCount =1.0 / (double)countsPerSec;
QueryPerformanceCounter((LARGE_INTEGER*)&c_PrevTime);
}
void NetworkTimer::start()
{
__int64 p_StartTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_StartTime);
if(c_Stopped)
{
c_PausedTime += (p_StartTime-c_StopTime);
c_PrevTime = p_StartTime;
c_StopTime = 0;
c_Stopped = false;
}
}
__int64 NetworkTimer::getTime()
{
__int64 testInt;
return QueryPerformanceCounter((LARGE_INTEGER*)&testInt);
return testInt;
}
void NetworkTimer::stop()
{
if(!c_Stopped)
{
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_StopTime = p_CurrTime;
c_Stopped = true;
}
}
void NetworkTimer::reset()
{
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_BaseTime = p_CurrTime;
c_PrevTime = p_CurrTime;
c_StopTime = 0;
c_Stopped = false;
}
void NetworkTimer::tick()
{
if (c_Stopped)
{
c_DeltaTime= 0.0;
return;
}
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_CurrTime=p_CurrTime;
c_DeltaTime=(c_CurrTime-c_PrevTime)*c_SecondsPerCount;
c_PrevTime=c_CurrTime;
if(c_DeltaTime<0.0) c_DeltaTime=0.0;
}
float NetworkTimer::getGameTime() const
{
if(c_Stopped)
{
return (float)((c_StopTime-c_BaseTime)*c_SecondsPerCount);
} else
{
return (float)(((c_CurrTime-c_PausedTime)-c_BaseTime)*c_SecondsPerCount);
}
}
float NetworkTimer::getDeltaTime() const
{
return (float)c_DeltaTime;
}

View File

@ -1,25 +0,0 @@
#include "NetworkIncludes.h"
#ifndef _NET_TIMER_H
#define _NET_TIMER_H
class NetworkTimer
{
private:
double c_SecondsPerCount;
double c_DeltaTime;
__int64 c_BaseTime;
__int64 c_PausedTime;
__int64 c_StopTime;
__int64 c_PrevTime;
__int64 c_CurrTime;
bool c_Stopped;
public:
NetworkTimer();
__int64 getTime();
void start();
void stop();
void reset();
void tick();
float getGameTime() const;
float getDeltaTime() const;
};
#endif

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@ -1,62 +0,0 @@
#ifndef NET_UPD_STRUCTS_H
#define NET_UPD_STRUCTS_H
#include "NetworkIncludes.h"
namespace Network
{
struct EffectData
{
int identifier;
Float3 head;
Float3 tail;
};
struct ServerToClientUpdateData
{
int pid;
Oyster::Math::Float4x4 position;
float dirVecLen;
int hp;
int shield;
long updateCount;
ServerToClientUpdateData()
{
pid=0;
updateCount=0;
hp=0;
shield=0;
}
};
const int SERVER_PLAYER_DATA_SIZE = 84;
struct ClientToServerUpdateData
{
__int8 pid;
//Oyster::Math::Float4x4 position;
__int8 forward;
__int8 roll;
__int8 straferight;
__int8 strafeup;
bool firePrim;
bool fireSecond;
bool fireSpecial;
long updateCount;
bool braking;
float TurnHor;
float TurnVer;
ClientToServerUpdateData()
{
pid=0;
forward=0;
roll=0;
straferight=0;
strafeup=0;
firePrim=false;
fireSecond=false;
fireSpecial=false;
updateCount=0;
braking=false;
TurnHor= 0.0f;
TurnVer= 0.0f;
}
};
const int CLIENT_PLAYER_DATA_SIZE = sizeof(ClientToServerUpdateData);
}
#endif

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