GL - merge with bullet physics and updated server
This commit is contained in:
commit
49d29d87a5
232
Code/DanBias.sln
232
Code/DanBias.sln
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@ -39,20 +39,26 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameP
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Physics lab", "Physics lab\Physics lab.vcxproj", "{5128BD77-6472-4C4A-BE6F-724AD0E589C2}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
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EndProject
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EndProject
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||||||
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Physics", "Physics", "{0D86E569-9C74-47F0-BDB2-390C0C9A084B}"
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EndProject
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@ -61,240 +67,438 @@ Global
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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||||||
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|
||||||
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||||||
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||||||
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|
||||||
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||||||
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||||||
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|
||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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||||||
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||||||
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|
||||||
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|
||||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.Build.0 = Release|Win32
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.Build.0 = Release|Win32
|
||||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.ActiveCfg = Release|x64
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.ActiveCfg = Release|x64
|
||||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.Build.0 = Release|x64
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.Build.0 = Release|x64
|
||||||
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
|
||||||
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
|
||||||
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
|
||||||
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.RelWithDebInfo|Win32.Build.0 = Release|Win32
|
||||||
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.RelWithDebInfo|x64.ActiveCfg = Release|x64
|
||||||
|
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.RelWithDebInfo|x64.Build.0 = Release|x64
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.Build.0 = Debug|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.ActiveCfg = Debug|x64
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.Build.0 = Debug|x64
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Win32.ActiveCfg = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Win32.Build.0 = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|x64.ActiveCfg = Release|x64
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|x64.Build.0 = Release|x64
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.Build.0 = Release|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.ActiveCfg = Release|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
|
||||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Win32.Build.0 = Release|Win32
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|x64.ActiveCfg = Release|x64
|
||||||
|
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|x64.Build.0 = Release|x64
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
|
|
@ -56,6 +56,7 @@ namespace DanBias
|
||||||
{
|
{
|
||||||
|
|
||||||
WindowShell::CreateConsoleWindow();
|
WindowShell::CreateConsoleWindow();
|
||||||
|
//if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
|
||||||
if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
|
if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
|
||||||
return DanBiasClientReturn_Error;
|
return DanBiasClientReturn_Error;
|
||||||
|
|
||||||
|
@ -114,6 +115,10 @@ namespace DanBias
|
||||||
{
|
{
|
||||||
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
|
Oyster::Graphics::API::Option p;
|
||||||
|
p.modelPath = L"..\\Content\\Models\\";
|
||||||
|
p.texturePath = L"..\\Content\\Textures\\";
|
||||||
|
Oyster::Graphics::API::SetOptions(p);
|
||||||
return S_OK;
|
return S_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -147,6 +152,7 @@ namespace DanBias
|
||||||
|
|
||||||
if(state != Client::GameClientState::ClientState_Same)
|
if(state != Client::GameClientState::ClientState_Same)
|
||||||
{
|
{
|
||||||
|
bool stateVal = false;
|
||||||
m_data->recieverObj->gameClientState->Release();
|
m_data->recieverObj->gameClientState->Release();
|
||||||
delete m_data->recieverObj->gameClientState;
|
delete m_data->recieverObj->gameClientState;
|
||||||
m_data->recieverObj->gameClientState = NULL;
|
m_data->recieverObj->gameClientState = NULL;
|
||||||
|
@ -155,23 +161,27 @@ namespace DanBias
|
||||||
{
|
{
|
||||||
case Client::GameClientState::ClientState_LobbyCreated:
|
case Client::GameClientState::ClientState_LobbyCreated:
|
||||||
m_data->serverOwner = true;
|
m_data->serverOwner = true;
|
||||||
|
stateVal = true;
|
||||||
case Client::GameClientState::ClientState_Lobby:
|
case Client::GameClientState::ClientState_Lobby:
|
||||||
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
||||||
|
stateVal = true;
|
||||||
break;
|
break;
|
||||||
case Client::GameClientState::ClientState_Game:
|
case Client::GameClientState::ClientState_Game:
|
||||||
if(m_data->serverOwner)
|
|
||||||
DanBias::GameServerAPI::GameStart();
|
|
||||||
m_data->recieverObj->gameClientState = new Client::GameState();
|
|
||||||
if(m_data->serverOwner)
|
|
||||||
((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(0);
|
|
||||||
else
|
|
||||||
((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(1);
|
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
|
|
||||||
|
if(stateVal)
|
||||||
|
{
|
||||||
|
m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
return S_OK;
|
return S_OK;
|
||||||
|
@ -179,15 +189,7 @@ namespace DanBias
|
||||||
|
|
||||||
HRESULT DanBiasGame::Render(float deltaTime)
|
HRESULT DanBiasGame::Render(float deltaTime)
|
||||||
{
|
{
|
||||||
int isPressed = 0;
|
|
||||||
if(m_data->inputObj->IsKeyPressed(DIK_A))
|
|
||||||
{
|
|
||||||
isPressed = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
wchar_t title[255];
|
|
||||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
|
||||||
SetWindowText(m_data->window->GetHWND(), title);
|
|
||||||
|
|
||||||
m_data->recieverObj->gameClientState->Render();
|
m_data->recieverObj->gameClientState->Render();
|
||||||
|
|
||||||
|
@ -202,9 +204,11 @@ namespace DanBias
|
||||||
delete m_data->recieverObj;
|
delete m_data->recieverObj;
|
||||||
delete m_data->inputObj;
|
delete m_data->inputObj;
|
||||||
delete m_data;
|
delete m_data;
|
||||||
|
|
||||||
|
|
||||||
Oyster::Graphics::API::Clean();
|
Oyster::Graphics::API::Clean();
|
||||||
|
|
||||||
|
GameServerAPI::ServerStop();
|
||||||
|
|
||||||
return S_OK;
|
return S_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -4,6 +4,8 @@
|
||||||
//WTF!? No headers included???
|
//WTF!? No headers included???
|
||||||
#include "../DanBiasGame/Include/DanBiasGame.h"
|
#include "../DanBiasGame/Include/DanBiasGame.h"
|
||||||
#include "../GameProtocols/GeneralProtocols.h"
|
#include "../GameProtocols/GeneralProtocols.h"
|
||||||
|
#include "..\GameProtocols\Protocols.h"
|
||||||
|
#include <Utilities.h>
|
||||||
|
|
||||||
namespace DanBias
|
namespace DanBias
|
||||||
{
|
{
|
||||||
|
@ -14,9 +16,15 @@ namespace DanBias
|
||||||
|
|
||||||
// receiver function for server messages
|
// receiver function for server messages
|
||||||
// parsing protocols and sending it to the gameState
|
// parsing protocols and sending it to the gameState
|
||||||
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
|
//void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
|
||||||
|
void GameRecieverObject::DataRecieved(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override
|
||||||
{
|
{
|
||||||
|
Oyster::Network::CustomNetProtocol p = e.args.data.protocol;
|
||||||
int pType = p[0].value.netInt;
|
int pType = p[0].value.netInt;
|
||||||
|
|
||||||
|
//printf("Message(%i) arrived at client(%i)\n", pType, this->GetID());
|
||||||
|
|
||||||
|
|
||||||
switch (pType)
|
switch (pType)
|
||||||
{
|
{
|
||||||
case protocol_General_Status:
|
case protocol_General_Status:
|
||||||
|
@ -60,20 +68,20 @@ namespace DanBias
|
||||||
|
|
||||||
case protocol_Gameplay_ObjectCreate:
|
case protocol_Gameplay_ObjectCreate:
|
||||||
{
|
{
|
||||||
Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
|
Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
|
||||||
protocolData->object_ID = p[1].value.netInt;
|
protocolData.object_ID = p[1].value.netInt;
|
||||||
protocolData->path = p[2].value.netCharPtr;
|
protocolData.path = p[2].value.netCharPtr;
|
||||||
for(int i = 0; i< 16; i++)
|
for(int i = 0; i< 16; i++)
|
||||||
{
|
{
|
||||||
protocolData->worldPos[i] = p[i+3].value.netFloat;
|
protocolData.worldPos[i] = p[i+3].value.netFloat;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||||
((Client::GameState*)gameClientState)->Protocol(protocolData);
|
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||||
|
|
||||||
delete p[2].value.netCharPtr; //delete char array
|
//delete p[2].value.netCharPtr; //delete char array
|
||||||
delete protocolData;
|
//delete protocolData;
|
||||||
protocolData = NULL;
|
//protocolData = NULL;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Gameplay_ObjectDisabled:
|
case protocol_Gameplay_ObjectDisabled:
|
||||||
|
@ -102,16 +110,42 @@ namespace DanBias
|
||||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case protocol_Lobby_Start:
|
case protocol_Lobby_Create:
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
if(dynamic_cast<Client::LobbyState*>(gameClientState))
|
if(dynamic_cast<Client::LobbyState*>(gameClientState))
|
||||||
{
|
{
|
||||||
|
GameLogic::Protocol_LobbyCreateGame tp();
|
||||||
|
int id = p.Get(1).value.netInt;
|
||||||
|
std::string name = p.Get(19).value.netCharPtr;
|
||||||
|
Oyster::Math::Float4x4 w;
|
||||||
|
for(int i = 0; i< 16; i++)
|
||||||
|
{
|
||||||
|
w[i] = p[i+2].value.netFloat;
|
||||||
|
}
|
||||||
|
|
||||||
gameClientState->Release();
|
gameClientState->Release();
|
||||||
delete gameClientState;
|
delete gameClientState;
|
||||||
|
|
||||||
gameClientState = new Client::GameState();
|
gameClientState = new Client::GameState();
|
||||||
gameClientState->Init(m_data->recieverObj);
|
gameClientState->Init(this);
|
||||||
}*/
|
std::wstring temp;
|
||||||
|
Utility::String::StringToWstring(name, temp);
|
||||||
|
((Client::GameState*)gameClientState)->InitiatePlayer(id, temp, w);
|
||||||
|
|
||||||
|
//Do some wait state?
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case protocol_Lobby_Start:
|
||||||
|
{
|
||||||
|
if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||||
|
{
|
||||||
|
//Game state should start in n seconds
|
||||||
|
GameLogic::Protocol_LobbyStartGame p(p);
|
||||||
|
p.seconds;
|
||||||
|
|
||||||
|
//Sleep((int)(p.seconds * 1000));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
|
@ -68,4 +68,7 @@ Oyster::Math::Float3 C_Object::getScale() const
|
||||||
{
|
{
|
||||||
return this->scale;
|
return this->scale;
|
||||||
}
|
}
|
||||||
|
//int C_Object::GetId() const
|
||||||
|
//{
|
||||||
|
// return
|
||||||
|
//}
|
||||||
|
|
|
@ -42,6 +42,6 @@ public:
|
||||||
|
|
||||||
virtual void Render() = 0;
|
virtual void Render() = 0;
|
||||||
virtual void Release() = 0;
|
virtual void Release() = 0;
|
||||||
int GetId();
|
virtual int GetId() = 0;
|
||||||
};};};
|
};};};
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
Camera::Camera()
|
Camera::Camera()
|
||||||
{
|
{
|
||||||
this->m_position = Oyster::Math::Float3(0, 50, 0);
|
this->m_position = Oyster::Math::Float3(0, 600, 0);
|
||||||
this->mRight = Oyster::Math::Float3(1, 0, 0);
|
this->mRight = Oyster::Math::Float3(1, 0, 0);
|
||||||
this->mUp = Oyster::Math::Float3(0, 1, 0);
|
this->mUp = Oyster::Math::Float3(0, 1, 0);
|
||||||
this->mLook = Oyster::Math::Float3(0, 0, 1);
|
this->mLook = Oyster::Math::Float3(0, 0, 1);
|
||||||
|
|
|
@ -29,7 +29,8 @@ GameState::GameState(void)
|
||||||
|
|
||||||
GameState::~GameState(void)
|
GameState::~GameState(void)
|
||||||
{
|
{
|
||||||
|
delete this->camera;
|
||||||
|
delete this->privData;
|
||||||
}
|
}
|
||||||
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||||
{
|
{
|
||||||
|
@ -40,6 +41,10 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||||
privData->nwClient = nwClient;
|
privData->nwClient = nwClient;
|
||||||
privData->state = LoadGame();
|
privData->state = LoadGame();
|
||||||
pitch = 0;
|
pitch = 0;
|
||||||
|
|
||||||
|
//tELL SERver ready
|
||||||
|
nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
GameState::gameStateState GameState::LoadGame()
|
GameState::gameStateState GameState::LoadGame()
|
||||||
|
@ -164,16 +169,18 @@ bool GameState::LoadModels(std::string mapFile)
|
||||||
/*// open file
|
/*// open file
|
||||||
// read file
|
// read file
|
||||||
// init models
|
// init models
|
||||||
int nrOfBoxex = 20;
|
int nrOfBoxex = 5;
|
||||||
privData->modelCount = 3+nrOfBoxex;
|
int id = 100;
|
||||||
myId += privData->modelCount;
|
|
||||||
int id = 0;
|
// add world model
|
||||||
// add world model
|
|
||||||
ModelInitData modelData;
|
ModelInitData modelData;
|
||||||
Oyster::Math3D::Float4x4 translate;
|
Oyster::Math3D::Float4x4 translate;
|
||||||
C_Object* obj;
|
C_Object* obj;
|
||||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
|
||||||
modelData.world = translate ;//modelData.world * translate
|
modelData.world = translate ;//modelData.world * translate
|
||||||
|
modelData.world.v[0].x = 2;
|
||||||
|
modelData.world.v[1].y = 2;
|
||||||
|
modelData.world.v[2].z = 2;
|
||||||
modelData.modelPath = L"world_earth.dan";
|
modelData.modelPath = L"world_earth.dan";
|
||||||
modelData.id = id++;
|
modelData.id = id++;
|
||||||
|
|
||||||
|
@ -181,7 +188,8 @@ bool GameState::LoadModels(std::string mapFile)
|
||||||
privData->object.push_back(obj);
|
privData->object.push_back(obj);
|
||||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
// add box model
|
|
||||||
|
// add box model
|
||||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||||
modelData.modelPath = L"crate_colonists.dan";
|
modelData.modelPath = L"crate_colonists.dan";
|
||||||
|
|
||||||
|
@ -198,6 +206,7 @@ bool GameState::LoadModels(std::string mapFile)
|
||||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// add crystal model
|
// add crystal model
|
||||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
|
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
|
||||||
|
@ -280,6 +289,7 @@ bool GameState::LoadModels(std::string mapFile)
|
||||||
obj = new C_Player();
|
obj = new C_Player();
|
||||||
privData->object.push_back(obj);
|
privData->object.push_back(obj);
|
||||||
privData->object[privData->object.size() -1 ]->Init(modelData); */
|
privData->object[privData->object.size() -1 ]->Init(modelData); */
|
||||||
|
|
||||||
}
|
}
|
||||||
bool GameState::InitCamera(Float3 startPos)
|
bool GameState::InitCamera(Float3 startPos)
|
||||||
{
|
{
|
||||||
|
@ -293,15 +303,58 @@ bool GameState::InitCamera(Float3 startPos)
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
void GameState::setClientId(int id)
|
void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world)
|
||||||
{
|
{
|
||||||
myId = id;
|
myId = id;
|
||||||
|
|
||||||
|
ModelInitData modelData;
|
||||||
|
C_Object* obj;
|
||||||
|
modelData.visible = true;
|
||||||
|
//modelData.world = world;
|
||||||
|
//modelData.position = ;
|
||||||
|
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
|
||||||
|
//modelData.scale = Oyster::Math::Float3(2,2,2);
|
||||||
|
modelData.modelPath = modelName;
|
||||||
|
modelData.id = myId;
|
||||||
|
|
||||||
|
obj = new C_Player();
|
||||||
|
this->dynamicObjects.Push(obj);
|
||||||
|
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
|
|
||||||
|
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
|
||||||
|
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
|
||||||
|
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
|
||||||
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
|
||||||
|
|
||||||
|
Oyster::Math::Float3 cameraLook = camera->GetLook();
|
||||||
|
Oyster::Math::Float3 cameraUp = camera->GetUp();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
|
||||||
|
up *= newUp;
|
||||||
|
up.Normalize();
|
||||||
|
Oyster::Math::Float3 newLook = up.Cross(right);
|
||||||
|
newLook.Normalize();*/
|
||||||
|
|
||||||
|
camera->setRight(right);
|
||||||
|
camera->setUp(up);
|
||||||
|
camera->setLook(objForward);
|
||||||
|
|
||||||
|
up *= 2;
|
||||||
|
objForward *= -3;
|
||||||
|
Oyster::Math::Float3 cameraPos = up + pos + objForward;
|
||||||
|
camera->SetPosition(cameraPos);
|
||||||
|
|
||||||
|
camera->UpdateViewMatrix();
|
||||||
|
|
||||||
}
|
}
|
||||||
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
||||||
{
|
{
|
||||||
switch (privData->state)
|
switch (privData->state)
|
||||||
{
|
{
|
||||||
case gameStateState_loading:
|
case gameStateState_loading: //Will this ever happen in this scope??
|
||||||
{
|
{
|
||||||
// load map
|
// load map
|
||||||
// wait for all players
|
// wait for all players
|
||||||
|
@ -427,7 +480,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
||||||
}
|
}
|
||||||
|
|
||||||
//send delta mouse movement
|
//send delta mouse movement
|
||||||
if (KeyInput->IsMousePressed())
|
//if (KeyInput->IsMousePressed())
|
||||||
{
|
{
|
||||||
camera->Yaw(-KeyInput->GetYaw());
|
camera->Yaw(-KeyInput->GetYaw());
|
||||||
camera->Pitch(KeyInput->GetPitch());
|
camera->Pitch(KeyInput->GetPitch());
|
||||||
|
@ -561,14 +614,14 @@ void GameState::Protocol( ObjPos* pos )
|
||||||
|
|
||||||
camera->setRight(right);
|
camera->setRight(right);
|
||||||
camera->setUp(up);
|
camera->setUp(up);
|
||||||
camera->setLook(objForward);
|
//camera->setLook(objForward);
|
||||||
|
|
||||||
up *= 1;
|
up *= 1;
|
||||||
objForward *= -2;
|
objForward *= -2;
|
||||||
Oyster::Math::Float3 cameraPos = up + pos + objForward;
|
Oyster::Math::Float3 cameraPos = pos + up + objForward;
|
||||||
camera->SetPosition(cameraPos);
|
camera->SetPosition(cameraPos);
|
||||||
|
|
||||||
camera->UpdateViewMatrix();
|
camera->UpdateViewMatrix();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -36,8 +36,8 @@ private:
|
||||||
struct myData;
|
struct myData;
|
||||||
myData* privData;
|
myData* privData;
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
|
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_DynamicObj>> dynamicObjects;
|
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_DynamicObj>> playObjects;
|
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
|
||||||
public:
|
public:
|
||||||
GameState(void);
|
GameState(void);
|
||||||
~GameState(void);
|
~GameState(void);
|
||||||
|
@ -45,8 +45,8 @@ public:
|
||||||
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
||||||
bool LoadModels(std::string mapFile) ;
|
bool LoadModels(std::string mapFile) ;
|
||||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||||
|
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
|
||||||
gameStateState LoadGame();
|
gameStateState LoadGame();
|
||||||
void setClientId(int id);
|
|
||||||
void readKeyInput(InputClass* KeyInput);
|
void readKeyInput(InputClass* KeyInput);
|
||||||
bool Render()override;
|
bool Render()override;
|
||||||
bool Release()override;
|
bool Release()override;
|
||||||
|
|
|
@ -5,6 +5,7 @@
|
||||||
#include "C_obj/C_StaticObj.h"
|
#include "C_obj/C_StaticObj.h"
|
||||||
#include "C_obj/C_DynamicObj.h"
|
#include "C_obj/C_DynamicObj.h"
|
||||||
#include <GameServerAPI.h>
|
#include <GameServerAPI.h>
|
||||||
|
#include <Protocols.h>
|
||||||
|
|
||||||
using namespace DanBias::Client;
|
using namespace DanBias::Client;
|
||||||
|
|
||||||
|
@ -57,7 +58,7 @@ bool LobbyState::LoadModels(std::wstring file)
|
||||||
modelData.rotation = Oyster::Math::Quaternion::identity;
|
modelData.rotation = Oyster::Math::Quaternion::identity;
|
||||||
modelData.scale = Oyster::Math::Float3(1,1,1);
|
modelData.scale = Oyster::Math::Float3(1,1,1);
|
||||||
modelData.visible = true;
|
modelData.visible = true;
|
||||||
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
|
modelData.modelPath = L"crate_colonists.dan";
|
||||||
// load models
|
// load models
|
||||||
privData->object[0] = new C_StaticObj();
|
privData->object[0] = new C_StaticObj();
|
||||||
privData->object[0]->Init(modelData);
|
privData->object[0]->Init(modelData);
|
||||||
|
@ -89,9 +90,15 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
||||||
// send data to server
|
// send data to server
|
||||||
// check data from server
|
// check data from server
|
||||||
|
|
||||||
if( KeyInput->IsKeyPressed(DIK_G))
|
if(GameServerAPI::ServerIsRunning() && GameServerAPI::ServerIsRunning()) //May be a problem if server is not shut down properly after lan session.
|
||||||
{
|
{
|
||||||
return ClientState_Game;
|
if( KeyInput->IsKeyPressed(DIK_G))
|
||||||
|
{
|
||||||
|
if(!DanBias::GameServerAPI::GameStart())
|
||||||
|
{
|
||||||
|
//this->nwClient->Send(GameLogic::Protocol_LobbyStartGame());
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return ClientState_Same;
|
return ClientState_Same;
|
||||||
|
|
|
@ -56,14 +56,14 @@ bool LoginState::LoadModels(std::wstring file)
|
||||||
modelData.rotation = Oyster::Math::Quaternion::identity;
|
modelData.rotation = Oyster::Math::Quaternion::identity;
|
||||||
modelData.scale = Oyster::Math::Float3(1,1,1);
|
modelData.scale = Oyster::Math::Float3(1,1,1);
|
||||||
modelData.visible = true;
|
modelData.visible = true;
|
||||||
modelData.modelPath = L"identityPlane.dan";
|
modelData.modelPath = L"box.dan";
|
||||||
|
|
||||||
|
|
||||||
modelData.position = Oyster::Math::Float3(2,2,2);
|
modelData.position = Oyster::Math::Float3(2,2,2);
|
||||||
privData->object[0] = new C_StaticObj();
|
privData->object[0] = new C_StaticObj();
|
||||||
privData->object[0]->Init(modelData);
|
privData->object[0]->Init(modelData);
|
||||||
|
|
||||||
modelData.position = Oyster::Math::Float3(0,0,-2);
|
modelData.position = Oyster::Math::Float3(-2,0,-2);
|
||||||
privData->object[1] = new C_StaticObj();
|
privData->object[1] = new C_StaticObj();
|
||||||
privData->object[1]->Init(modelData);
|
privData->object[1]->Init(modelData);
|
||||||
return true;
|
return true;
|
||||||
|
@ -97,7 +97,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
||||||
DanBias::GameServerAPI::ServerInitiate(desc);
|
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||||
DanBias::GameServerAPI::ServerStart();
|
DanBias::GameServerAPI::ServerStart();
|
||||||
// my ip
|
// my ip
|
||||||
nwClient->Connect(15151, "127.0.0.1");
|
nwClient->Connect(15152, "127.0.0.1");
|
||||||
|
|
||||||
if (!nwClient->IsConnected())
|
if (!nwClient->IsConnected())
|
||||||
{
|
{
|
||||||
|
@ -110,7 +110,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
||||||
if( KeyInput->IsKeyPressed(DIK_J))
|
if( KeyInput->IsKeyPressed(DIK_J))
|
||||||
{
|
{
|
||||||
// game ip
|
// game ip
|
||||||
nwClient->Connect(15151, "127.0.0.1");
|
nwClient->Connect(15152, "127.0.0.1");
|
||||||
|
|
||||||
if (!nwClient->IsConnected())
|
if (!nwClient->IsConnected())
|
||||||
{
|
{
|
||||||
|
|
|
@ -64,11 +64,11 @@ void AttatchmentMassDriver::Update(float dt)
|
||||||
state = heldObject->GetState();
|
state = heldObject->GetState();
|
||||||
Oyster::Math::Float3 ownerPos = owner->GetPosition();
|
Oyster::Math::Float3 ownerPos = owner->GetPosition();
|
||||||
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
|
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
|
||||||
Oyster::Math::Float3 up = -ownerState.GetGravityNormal();
|
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
|
||||||
up *= -0.3;
|
up *= -0.3;
|
||||||
Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*5);
|
Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*5);
|
||||||
|
|
||||||
state.SetCenterPosition(pos);
|
state.centerPos = pos;
|
||||||
|
|
||||||
heldObject->SetState(state);
|
heldObject->SetState(state);
|
||||||
}
|
}
|
||||||
|
@ -88,7 +88,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
|
||||||
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
|
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
|
||||||
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (700);
|
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (700);
|
||||||
Oyster::Physics::ICustomBody::State state = heldObject->GetState();
|
Oyster::Physics::ICustomBody::State state = heldObject->GetState();
|
||||||
state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
|
//state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
|
||||||
heldObject->SetState(state);
|
heldObject->SetState(state);
|
||||||
|
|
||||||
hasObject = false;
|
hasObject = false;
|
||||||
|
@ -118,7 +118,7 @@ void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
|
||||||
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
|
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
|
||||||
|
|
||||||
//do something with state
|
//do something with state
|
||||||
state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
|
//state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
|
||||||
|
|
||||||
this->owner->GetRigidBody()->SetState(state);
|
this->owner->GetRigidBody()->SetState(state);
|
||||||
}
|
}
|
||||||
|
@ -135,7 +135,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
|
||||||
|
|
||||||
//if no object has been picked up then suck objects towards you
|
//if no object has been picked up then suck objects towards you
|
||||||
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt);
|
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt);
|
||||||
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
|
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetState().GetOrientation().v[2].xyz, owner->GetPosition());
|
||||||
|
|
||||||
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
|
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
|
||||||
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
|
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
|
||||||
|
|
|
@ -14,7 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
|
||||||
|
|
||||||
AttatchmentSocket::~AttatchmentSocket(void)
|
AttatchmentSocket::~AttatchmentSocket(void)
|
||||||
{
|
{
|
||||||
|
if(this->attatchment)
|
||||||
|
delete this->attatchment;
|
||||||
|
|
||||||
|
this->attatchment = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
IAttatchment* AttatchmentSocket::GetAttatchment()
|
IAttatchment* AttatchmentSocket::GetAttatchment()
|
||||||
|
|
|
@ -68,7 +68,7 @@ using namespace GameLogic;
|
||||||
Oyster::Physics::ICustomBody::State state;
|
Oyster::Physics::ICustomBody::State state;
|
||||||
|
|
||||||
state = obj.GetState();
|
state = obj.GetState();
|
||||||
state.ApplyLinearImpulse(force);
|
//state.ApplyLinearImpulse(force);
|
||||||
obj.SetState(state);
|
obj.SetState(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -83,7 +83,7 @@ using namespace GameLogic;
|
||||||
|
|
||||||
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
||||||
{
|
{
|
||||||
damageDone = kineticEnergyLoss * 0.10f;
|
damageDone = (int)(kineticEnergyLoss * 0.10f);
|
||||||
//player.DamageLife(damageDone);
|
//player.DamageLife(damageDone);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -130,7 +130,7 @@ using namespace GameLogic;
|
||||||
return;
|
return;
|
||||||
|
|
||||||
state = obj->GetState();
|
state = obj->GetState();
|
||||||
state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
|
//state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
|
||||||
obj->SetState(state);
|
obj->SetState(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -68,12 +68,12 @@ void Game::GetAllPlayerPositions() const
|
||||||
Game::PlayerData* Game::CreatePlayer()
|
Game::PlayerData* Game::CreatePlayer()
|
||||||
{
|
{
|
||||||
// Find a free space in array or insert at end
|
// Find a free space in array or insert at end
|
||||||
int id = InsertObject(this->players, (PlayerData*)0);
|
int i = InsertObject(this->players, (PlayerData*)0);
|
||||||
|
|
||||||
this->players[id] = new PlayerData();
|
this->players[i] = new PlayerData();
|
||||||
this->players[id]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
|
this->players[i]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
|
||||||
|
|
||||||
return this->players[id];
|
return this->players[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
Game::LevelData* Game::CreateLevel()
|
Game::LevelData* Game::CreateLevel()
|
||||||
|
@ -94,42 +94,23 @@ void Game::CreateTeam()
|
||||||
|
|
||||||
bool Game::NewFrame()
|
bool Game::NewFrame()
|
||||||
{
|
{
|
||||||
|
|
||||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
API::Instance().Update();
|
API::Instance().UpdateWorld();
|
||||||
|
|
||||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||||
|
gameInstance.onMoveFnc(this->players[i]);
|
||||||
}
|
}
|
||||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
for (unsigned int i = 0; i < this->level->level->dynamicObjects.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
gameInstance.onMoveFnc(this->level->level->dynamicObjects[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
API::Instance().Update();
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
|
||||||
{
|
|
||||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
|
||||||
}
|
|
||||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
|
||||||
{
|
|
||||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
API::Instance().Update();
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
|
||||||
{
|
|
||||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
gameInstance.onMoveFnc(this->level);
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -144,24 +125,21 @@ void Game::SetFrameTimeLength( float seconds )
|
||||||
this->frameTime = seconds;
|
this->frameTime = seconds;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::ObjectEventFunction functionPointer)
|
void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
|
||||||
{
|
{
|
||||||
switch (type)
|
this->onMoveFnc = functionPointer;
|
||||||
{
|
}
|
||||||
case GameLogic::GameEvent::ObjectEventFunctionType_OnMove:
|
void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
|
||||||
this->onMoveFnc = functionPointer;
|
{
|
||||||
break;
|
this->onDisableFnc = functionPointer;
|
||||||
case GameLogic::GameEvent::ObjectEventFunctionType_OnDead:
|
|
||||||
this->onDisableFnc = functionPointer;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Game::Initiate()
|
bool Game::Initiate()
|
||||||
{
|
{
|
||||||
API::Instance().Init((int)pow(2u, 9u), 1u, Oyster::Math::Float3());
|
API::Instance().Init();
|
||||||
API::Instance().SetSubscription(Game::PhysicsOnDestroy);
|
//API::Instance().SetSubscription(Game::PhysicsOnDestroy);
|
||||||
|
//API::Instance().SetFrameTimeLength(this->frameTime);
|
||||||
this->initiated = true;
|
this->initiated = true;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -184,6 +162,6 @@ void Game::PhysicsOnMove(const ICustomBody *object)
|
||||||
}
|
}
|
||||||
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
|
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
|
||||||
{
|
{
|
||||||
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
|
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -69,7 +69,8 @@ namespace GameLogic
|
||||||
bool NewFrame() override;
|
bool NewFrame() override;
|
||||||
void SetFPS( int FPS ) override;
|
void SetFPS( int FPS ) override;
|
||||||
void SetFrameTimeLength( float seconds ) override;
|
void SetFrameTimeLength( float seconds ) override;
|
||||||
void SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::ObjectEventFunction functionPointer) override;
|
void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
|
||||||
|
void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
|
||||||
bool Initiate() override;
|
bool Initiate() override;
|
||||||
|
|
||||||
float GetFrameTime() const;
|
float GetFrameTime() const;
|
||||||
|
@ -81,8 +82,8 @@ namespace GameLogic
|
||||||
LevelData* level;
|
LevelData* level;
|
||||||
float frameTime;
|
float frameTime;
|
||||||
bool initiated;
|
bool initiated;
|
||||||
GameEvent::ObjectEventFunction onDisableFnc;
|
GameEvent::ObjectDisabledFunction onDisableFnc;
|
||||||
GameEvent::ObjectEventFunction onMoveFnc;
|
GameEvent::ObjectMovedFunction onMoveFnc;
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -23,16 +23,8 @@ namespace GameLogic
|
||||||
*/
|
*/
|
||||||
namespace GameEvent
|
namespace GameEvent
|
||||||
{
|
{
|
||||||
/**
|
typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
|
||||||
* The type of event to listen on.
|
typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
|
||||||
*/
|
|
||||||
enum ObjectEventFunctionType
|
|
||||||
{
|
|
||||||
ObjectEventFunctionType_OnMove,
|
|
||||||
ObjectEventFunctionType_OnDead,
|
|
||||||
};
|
|
||||||
|
|
||||||
typedef void(*ObjectEventFunction)(IObjectData* object); // Callback method that recieves and object
|
|
||||||
//etc...
|
//etc...
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -147,17 +139,22 @@ namespace GameLogic
|
||||||
/** Set the frame time in fps
|
/** Set the frame time in fps
|
||||||
* @param FPS The fps to set
|
* @param FPS The fps to set
|
||||||
*/
|
*/
|
||||||
virtual void SetFPS( int FPS = 60 ) = 0;
|
virtual void SetFPS( int FPS = 120 ) = 0;
|
||||||
|
|
||||||
/** Set the frames time in seconds
|
/** Set the frames time in seconds
|
||||||
* @param seconds The frame length
|
* @param seconds The frame length
|
||||||
*/
|
*/
|
||||||
virtual void SetFrameTimeLength( float seconds ) = 0;
|
virtual void SetFrameTimeLength( float seconds = (1.0f/120.0f) ) = 0;
|
||||||
|
|
||||||
/** Set a specific object event subscription callback
|
/** Set a specific object event subscription callback
|
||||||
* @param
|
* @param
|
||||||
*/
|
*/
|
||||||
virtual void SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::ObjectEventFunction functionPointer) = 0;
|
virtual void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
|
||||||
|
|
||||||
|
/** Set a specific object event subscription callback
|
||||||
|
* @param
|
||||||
|
*/
|
||||||
|
virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<ShowAllFiles>false</ShowAllFiles>
|
<ShowAllFiles>true</ShowAllFiles>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
|
|
@ -6,26 +6,26 @@ using namespace GameLogic;
|
||||||
Game::PlayerData::PlayerData()
|
Game::PlayerData::PlayerData()
|
||||||
{
|
{
|
||||||
//set some stats that are appropriate to a player
|
//set some stats that are appropriate to a player
|
||||||
Oyster::Physics::API::SimpleBodyDescription sbDesc;
|
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,608,-5);
|
||||||
sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
|
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
|
||||||
sbDesc.size = Oyster::Math::Float3(0.5f,2,1);
|
Oyster::Math::Float mass = 15;
|
||||||
sbDesc.mass = 70;
|
Oyster::Math::Float restitutionCoeff = 0.5;
|
||||||
sbDesc.restitutionCoeff = 0.5;
|
Oyster::Math::Float frictionCoeff_Static = 0.4;
|
||||||
sbDesc.frictionCoeff_Static = 0.4;
|
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
|
||||||
sbDesc.frictionCoeff_Dynamic = 0.3;
|
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||||
sbDesc.rotation = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
|
||||||
|
|
||||||
//create rigid body
|
//create rigid body
|
||||||
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
|
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass);
|
||||||
|
|
||||||
//create player with this rigid body
|
//create player with this rigid body
|
||||||
this->player = new Player(rigidBody,Level::LevelCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
this->player = new Player(rigidBody,Level::LevelCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||||
this->player->GetRigidBody()->SetCustomTag(this);
|
this->player->GetRigidBody()->SetCustomTag(this);
|
||||||
/*Oyster::Physics::ICustomBody::State state;
|
|
||||||
|
Oyster::Physics::ICustomBody::State state;
|
||||||
this->player->GetRigidBody()->GetState(state);
|
this->player->GetRigidBody()->GetState(state);
|
||||||
state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0));
|
//state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0));
|
||||||
this->player->GetRigidBody()->SetState(state);
|
this->player->GetRigidBody()->SetState(state);
|
||||||
player->EndFrame();*/
|
player->EndFrame();
|
||||||
}
|
}
|
||||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||||
{
|
{
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
#include "Level.h"
|
#include "Level.h"
|
||||||
#include "CollisionManager.h"
|
#include "CollisionManager.h"
|
||||||
|
#include "Game.h"
|
||||||
|
|
||||||
using namespace GameLogic;
|
using namespace GameLogic;
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
|
@ -12,6 +13,8 @@ Level::Level(void)
|
||||||
}
|
}
|
||||||
Level::~Level(void)
|
Level::~Level(void)
|
||||||
{
|
{
|
||||||
|
delete this->levelObj;
|
||||||
|
this->levelObj = NULL;
|
||||||
}
|
}
|
||||||
void Level::parseObjectType(ObjectTypeHeader* obj)
|
void Level::parseObjectType(ObjectTypeHeader* obj)
|
||||||
{
|
{
|
||||||
|
@ -37,7 +40,7 @@ void Level::parseObjectType(ObjectTypeHeader* obj)
|
||||||
break;
|
break;
|
||||||
}*/
|
}*/
|
||||||
}
|
}
|
||||||
void Level::parsePhysicsObj(PhysicsObject* obj)
|
void Level::parsePhysicsObj(LevelLoaderInternal::PhysicsObject* obj)
|
||||||
{
|
{
|
||||||
// offset physObj med modelObj
|
// offset physObj med modelObj
|
||||||
}
|
}
|
||||||
|
@ -65,122 +68,124 @@ void Level::InitiateLevel(std::string levelPath)
|
||||||
{
|
{
|
||||||
|
|
||||||
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
|
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
|
||||||
PhysicsObject* staticObjPhysicData = ((ObjectHeader*)obj);
|
LevelLoaderInternal::PhysicsObject* staticObjPhysicData = ((ObjectHeader*)obj);
|
||||||
staticObjData->ModelFile;
|
staticObjData->ModelFile;
|
||||||
|
|
||||||
ICustomBody* rigidBody_Static;
|
ICustomBody* rigidBody_Static;
|
||||||
if( staticObjPhysicData->geometryType = CollisionGeometryType_Box)
|
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Box)
|
||||||
{
|
//{
|
||||||
API::SimpleBodyDescription sbDesc_Static;
|
// //API::SimpleBodyDescription sbDesc_Static;
|
||||||
|
|
||||||
sbDesc_Static.centerPosition = staticObjData->position;
|
// //sbDesc_Static.centerPosition = staticObjData->position;
|
||||||
sbDesc_Static.ignoreGravity = false; // because it is static
|
// //sbDesc_Static.ignoreGravity = false; // because it is static
|
||||||
sbDesc_Static.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
// //sbDesc_Static.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
||||||
|
|
||||||
|
|
||||||
//sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass);
|
// ////sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass);
|
||||||
sbDesc_Static.mass = staticObjPhysicData->mass;
|
// //sbDesc_Static.mass = staticObjPhysicData->mass;
|
||||||
sbDesc_Static.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
// //sbDesc_Static.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
||||||
sbDesc_Static.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
// //sbDesc_Static.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
||||||
//sbDesc_Static.restitutionCoeff =
|
// ////sbDesc_Static.restitutionCoeff =
|
||||||
sbDesc_Static.size = Oyster::Math::Float3(40,40,40);
|
// //sbDesc_Static.size = Oyster::Math::Float3(40,40,40);
|
||||||
rigidBody_Static = API::Instance().CreateRigidBody(sbDesc_Static).Release();
|
// //rigidBody_Static = API::Instance().CreateRigidBody(sbDesc_Static).Release();
|
||||||
if(rigidBody_Static)
|
// //if(rigidBody_Static)
|
||||||
{
|
// //{
|
||||||
this->staticObjects.Push(new StaticObject(rigidBody_Static,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
// // this->staticObjects.Push(new StaticObject(rigidBody_Static,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||||
int id = this->staticObjects.Size()-1;
|
// // int id = this->staticObjects.Size()-1;
|
||||||
rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
|
// // rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
|
||||||
}
|
// //}
|
||||||
}
|
//}
|
||||||
if( staticObjPhysicData->geometryType = CollisionGeometryType_Sphere)
|
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Sphere)
|
||||||
{
|
//{
|
||||||
API::SphericalBodyDescription sbDesc_Static;
|
// //API::SphericalBodyDescription sbDesc_Static;
|
||||||
|
|
||||||
sbDesc_Static.centerPosition = staticObjData->position;
|
// //sbDesc_Static.centerPosition = staticObjData->position;
|
||||||
sbDesc_Static.ignoreGravity = true; // because it is static
|
// //sbDesc_Static.ignoreGravity = true; // because it is static
|
||||||
sbDesc_Static.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
// //sbDesc_Static.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
||||||
|
|
||||||
//sbDesc_Static.inertiaTensor.Sphere(staticObjPhysicData->mass);
|
// ////sbDesc_Static.inertiaTensor.Sphere(staticObjPhysicData->mass);
|
||||||
|
|
||||||
sbDesc_Static.mass = staticObjPhysicData->mass;
|
// //sbDesc_Static.mass = staticObjPhysicData->mass;
|
||||||
sbDesc_Static.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
// //sbDesc_Static.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
||||||
sbDesc_Static.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
// //sbDesc_Static.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
||||||
//sbDesc_Static.restitutionCoeff =
|
// ////sbDesc_Static.restitutionCoeff =
|
||||||
//sbDesc_Static.radius =
|
// ////sbDesc_Static.radius =
|
||||||
rigidBody_Static = API::Instance().CreateRigidBody(sbDesc_Static).Release();
|
// //rigidBody_Static = API::Instance().CreateRigidBody(sbDesc_Static).Release();
|
||||||
if(rigidBody_Static)
|
// if(rigidBody_Static)
|
||||||
{
|
// {
|
||||||
this->staticObjects.Push(new StaticObject(rigidBody_Static,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
// this->staticObjects.Push(new StaticObject(rigidBody_Static,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||||
int id = this->staticObjects.Size()-1;
|
// int id = this->staticObjects.Size()-1;
|
||||||
rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
|
// rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
|
||||||
}
|
// }
|
||||||
|
|
||||||
if (OBJECT_TYPE::OBJECT_TYPE_WORLD)
|
// if (OBJECT_TYPE::OBJECT_TYPE_WORLD)
|
||||||
{
|
// {
|
||||||
API::Gravity gravityWell;
|
// /*API::Gravity gravityWell;
|
||||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
// gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||||
gravityWell.well.mass = 1e17f;
|
// gravityWell.well.mass = 1e17f;
|
||||||
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
// gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
||||||
API::Instance().AddGravity(gravityWell);
|
// API::Instance().AddGravity(gravityWell);*/
|
||||||
}
|
// }
|
||||||
}
|
//}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectType::ObjectType_Dynamic:
|
case ObjectType::ObjectType_Dynamic:
|
||||||
{
|
{
|
||||||
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
|
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
|
||||||
PhysicsObject* staticObjPhysicData = ((ObjectHeader*)obj);
|
LevelLoaderInternal::PhysicsObject* staticObjPhysicData = ((ObjectHeader*)obj);
|
||||||
staticObjData->ModelFile;
|
staticObjData->ModelFile;
|
||||||
|
|
||||||
ICustomBody* rigidBody_Dynamic;
|
ICustomBody* rigidBody_Dynamic;
|
||||||
if( staticObjPhysicData->geometryType = CollisionGeometryType_Box)
|
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Box)
|
||||||
{
|
//{
|
||||||
API::SimpleBodyDescription sbDesc_Dynamic;
|
// //API::Instance().AddCollisionBox()
|
||||||
|
// //API::SimpleBodyDescription sbDesc_Dynamic;
|
||||||
|
|
||||||
sbDesc_Dynamic.centerPosition = staticObjData->position;
|
// //sbDesc_Dynamic.centerPosition = staticObjData->position;
|
||||||
sbDesc_Dynamic.ignoreGravity = false; // because it is static
|
// //sbDesc_Dynamic.ignoreGravity = false; // because it is static
|
||||||
sbDesc_Dynamic.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
// //sbDesc_Dynamic.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
||||||
|
|
||||||
|
|
||||||
//sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass);
|
// ////sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass);
|
||||||
sbDesc_Dynamic.mass = staticObjPhysicData->mass;
|
// //sbDesc_Dynamic.mass = staticObjPhysicData->mass;
|
||||||
sbDesc_Dynamic.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
// //sbDesc_Dynamic.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
||||||
sbDesc_Dynamic.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
// //sbDesc_Dynamic.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
||||||
//sbDesc_Static.restitutionCoeff =
|
// ////sbDesc_Static.restitutionCoeff =
|
||||||
sbDesc_Dynamic.size = Oyster::Math::Float3(40,40,40);
|
// //sbDesc_Dynamic.size = Oyster::Math::Float3(40,40,40);
|
||||||
rigidBody_Dynamic = API::Instance().CreateRigidBody(sbDesc_Dynamic).Release();
|
// //rigidBody_Dynamic = API::Instance().CreateRigidBody(sbDesc_Dynamic).Release();
|
||||||
if(rigidBody_Dynamic)
|
// //if(rigidBody_Dynamic)
|
||||||
{
|
// //{
|
||||||
rigidBody_Dynamic->SetSubscription(Level::PhysicsOnMoveLevel);
|
// // rigidBody_Dynamic->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
// // this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||||
int id = this->dynamicObjects.Size()-1;
|
// // int id = this->dynamicObjects.Size()-1;
|
||||||
rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
|
// // rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
|
||||||
}
|
// //}
|
||||||
}
|
//}
|
||||||
if( staticObjPhysicData->geometryType = CollisionGeometryType_Sphere)
|
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Sphere)
|
||||||
{
|
//{
|
||||||
API::SphericalBodyDescription sbDesc_Dynamic;
|
// //API::Instance().AddCollisionBox()
|
||||||
|
// //API::SphericalBodyDescription sbDesc_Dynamic;
|
||||||
|
|
||||||
sbDesc_Dynamic.centerPosition = staticObjData->position;
|
// //sbDesc_Dynamic.centerPosition = staticObjData->position;
|
||||||
sbDesc_Dynamic.ignoreGravity = false; // use gravity on dynamic obj
|
// //sbDesc_Dynamic.ignoreGravity = false; // use gravity on dynamic obj
|
||||||
sbDesc_Dynamic.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
// //sbDesc_Dynamic.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
||||||
|
|
||||||
//sbDesc_Static.inertiaTensor.Sphere(staticObjPhysicData->mass);
|
// ////sbDesc_Static.inertiaTensor.Sphere(staticObjPhysicData->mass);
|
||||||
|
|
||||||
sbDesc_Dynamic.mass = staticObjPhysicData->mass;
|
// //sbDesc_Dynamic.mass = staticObjPhysicData->mass;
|
||||||
sbDesc_Dynamic.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
// //sbDesc_Dynamic.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
|
||||||
sbDesc_Dynamic.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
// //sbDesc_Dynamic.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
|
||||||
//sbDesc_Static.restitutionCoeff =
|
// ////sbDesc_Static.restitutionCoeff =
|
||||||
//sbDesc_Static.radius =
|
// ////sbDesc_Static.radius =
|
||||||
rigidBody_Dynamic = API::Instance().CreateRigidBody(sbDesc_Dynamic).Release();
|
// //rigidBody_Dynamic = API::Instance().CreateRigidBody(sbDesc_Dynamic).Release();
|
||||||
if(rigidBody_Dynamic)
|
// //if(rigidBody_Dynamic)
|
||||||
{
|
// //{
|
||||||
rigidBody_Dynamic->SetSubscription(Level::PhysicsOnMoveLevel);
|
// // rigidBody_Dynamic->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
// // this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||||
int id = this->dynamicObjects.Size()-1;
|
// // int id = this->dynamicObjects.Size()-1;
|
||||||
rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
|
// // rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
|
||||||
}
|
// //}
|
||||||
}
|
//}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectType::ObjectType_Light:
|
case ObjectType::ObjectType_Light:
|
||||||
|
@ -223,33 +228,17 @@ void Level::InitiateLevel(float radius)
|
||||||
z /= norm;
|
z /= norm;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int idCount = 100;
|
||||||
// add level sphere
|
// add level sphere
|
||||||
API::SphericalBodyDescription sbDesc;
|
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
|
||||||
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
|
||||||
sbDesc.ignoreGravity = true;
|
|
||||||
sbDesc.radius = 300;
|
|
||||||
sbDesc.mass = 100;
|
|
||||||
sbDesc.frictionCoeff_Static = 0;
|
|
||||||
sbDesc.frictionCoeff_Dynamic = 0;
|
|
||||||
//sbDesc.rotation =
|
|
||||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
|
||||||
|
|
||||||
ICustomBody::State state;
|
ICustomBody::State state;
|
||||||
rigidBody->GetState(state);
|
rigidBody->GetState(state);
|
||||||
state.SetRestitutionCoeff(0.2);
|
state.restitutionCoeff = 0.2f;
|
||||||
rigidBody->SetState(state);
|
rigidBody->SetState(state);
|
||||||
|
|
||||||
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
|
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
|
||||||
|
this->levelObj->objectID = idCount++;
|
||||||
rigidBody->SetCustomTag(levelObj);
|
rigidBody->SetCustomTag(levelObj);
|
||||||
|
|
||||||
//this->dynamicObjects = new DynamicArray< DynamicObject>;
|
|
||||||
// add box
|
|
||||||
API::SimpleBodyDescription sbDesc_TestBox;
|
|
||||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
|
|
||||||
sbDesc_TestBox.ignoreGravity = false;
|
|
||||||
|
|
||||||
sbDesc_TestBox.mass = 20;
|
|
||||||
sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0);
|
|
||||||
|
|
||||||
|
|
||||||
ICustomBody* rigidBody_TestBox;
|
ICustomBody* rigidBody_TestBox;
|
||||||
|
@ -258,85 +247,57 @@ void Level::InitiateLevel(float radius)
|
||||||
int offset = 0;
|
int offset = 0;
|
||||||
for(int i =0; i< nrOfBoxex; i ++)
|
for(int i =0; i< nrOfBoxex; i ++)
|
||||||
{
|
{
|
||||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,305 + i*5,5,1);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5);
|
||||||
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
|
||||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
|
this->dynamicObjects[i]->objectID = idCount++;
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||||
}
|
}
|
||||||
offset += nrOfBoxex;
|
/*offset += nrOfBoxex;
|
||||||
for(int i =0; i< nrOfBoxex; i ++)
|
for(int i =0; i< nrOfBoxex; i ++)
|
||||||
{
|
{
|
||||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20,320, -200 +( i*7),0);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5);
|
||||||
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
|
||||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
||||||
|
|
||||||
}
|
}
|
||||||
offset += nrOfBoxex;
|
offset += nrOfBoxex;
|
||||||
for(int i =0; i< nrOfBoxex; i ++)
|
for(int i =0; i< nrOfBoxex; i ++)
|
||||||
{
|
{
|
||||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(200,320 + ( i*7),0,0);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5);
|
||||||
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
|
||||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
|
||||||
}
|
}
|
||||||
offset += nrOfBoxex;
|
offset += nrOfBoxex;
|
||||||
for(int i =0; i< nrOfBoxex; i ++)
|
for(int i =0; i< nrOfBoxex; i ++)
|
||||||
{
|
{
|
||||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(5,305 + i*5,0,0);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5);
|
||||||
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
|
||||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||||
}
|
|
||||||
|
}*/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// add crystal
|
//// add crystal
|
||||||
API::SimpleBodyDescription sbDesc_Crystal;
|
|
||||||
sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 1);
|
|
||||||
sbDesc_Crystal.ignoreGravity = false;
|
|
||||||
sbDesc_Crystal.mass = 80;
|
|
||||||
sbDesc_Crystal.size = Oyster::Math::Float3(2,3,2);
|
|
||||||
|
|
||||||
ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
|
//ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5);
|
||||||
rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
//this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||||
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
//rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
|
||||||
// add house
|
//// add house
|
||||||
API::SimpleBodyDescription sbDesc_House;
|
//ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 905, 0), 0);
|
||||||
//sbDesc_House.centerPosition = Oyster::Math::Float4(212, 212, 0, 0);
|
//this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||||
sbDesc_House.centerPosition = Oyster::Math::Float4(-50, 290, 0, 1);
|
//rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
||||||
sbDesc_House.ignoreGravity = false;
|
|
||||||
sbDesc_House.rotation = Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
|
|
||||||
sbDesc_House.mass = 90;
|
|
||||||
sbDesc_House.size = Oyster::Math::Float3(40,40,40);
|
|
||||||
|
|
||||||
|
|
||||||
ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release();
|
|
||||||
rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
|
|
||||||
this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
|
||||||
rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
|
||||||
rigidBody_House->GetState(state);
|
|
||||||
Oyster::Math::Float4x4 world = state.GetOrientation();
|
|
||||||
|
|
||||||
|
|
||||||
// add gravitation
|
|
||||||
API::Gravity gravityWell;
|
|
||||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
|
||||||
gravityWell.well.mass = 1e17f;
|
|
||||||
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
|
||||||
API::Instance().AddGravity(gravityWell);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Level::AddPlayerToTeam(Player *player, int teamID)
|
void Level::AddPlayerToTeam(Player *player, int teamID)
|
||||||
|
@ -371,4 +332,6 @@ void Level::PhysicsOnMoveLevel(const ICustomBody *object)
|
||||||
{
|
{
|
||||||
// function call from physics update when object was moved
|
// function call from physics update when object was moved
|
||||||
Object* temp = (Object*)object->GetCustomTag();
|
Object* temp = (Object*)object->GetCustomTag();
|
||||||
|
((Game*)&Game::Instance())->onMoveFnc(temp);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -33,7 +33,7 @@ namespace GameLogic
|
||||||
void InitiateLevel(float radius);
|
void InitiateLevel(float radius);
|
||||||
|
|
||||||
void parseObjectType(ObjectTypeHeader* obj);
|
void parseObjectType(ObjectTypeHeader* obj);
|
||||||
void parsePhysicsObj(PhysicsObject* obj);
|
void parsePhysicsObj(LevelLoaderInternal::PhysicsObject* obj);
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Creates a team in the level
|
* Creates a team in the level
|
||||||
* @param teamSize: The size of the team you want to create
|
* @param teamSize: The size of the team you want to create
|
||||||
|
@ -68,7 +68,7 @@ namespace GameLogic
|
||||||
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
|
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
|
||||||
|
|
||||||
|
|
||||||
private:
|
//private:
|
||||||
TeamManager teamManager;
|
TeamManager teamManager;
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
|
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;
|
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;
|
||||||
|
|
|
@ -15,10 +15,8 @@ const Game *Object::gameInstance = (Game*)(&Game::Instance());
|
||||||
|
|
||||||
Object::Object()
|
Object::Object()
|
||||||
{
|
{
|
||||||
API::SimpleBodyDescription sbDesc;
|
|
||||||
|
|
||||||
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
|
||||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
|
||||||
|
|
||||||
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
|
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
|
||||||
this->objectID = GID();
|
this->objectID = GID();
|
||||||
|
@ -28,10 +26,7 @@ Object::Object()
|
||||||
|
|
||||||
Object::Object(OBJECT_TYPE type)
|
Object::Object(OBJECT_TYPE type)
|
||||||
{
|
{
|
||||||
API::SimpleBodyDescription sbDesc;
|
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
|
||||||
|
|
||||||
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
|
||||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
|
||||||
this->type = type;
|
this->type = type;
|
||||||
this->objectID = GID();
|
this->objectID = GID();
|
||||||
this->currPhysicsState = this->rigidBody->GetState();
|
this->currPhysicsState = this->rigidBody->GetState();
|
||||||
|
@ -40,7 +35,6 @@ Object::Object(OBJECT_TYPE type)
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||||
{
|
{
|
||||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
|
||||||
this->rigidBody = rigidBody;
|
this->rigidBody = rigidBody;
|
||||||
this->type = type;
|
this->type = type;
|
||||||
this->objectID = GID();
|
this->objectID = GID();
|
||||||
|
@ -50,10 +44,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||||
|
|
||||||
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||||
{
|
{
|
||||||
API::SimpleBodyDescription sbDesc;
|
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
|
||||||
|
|
||||||
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
|
||||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
|
||||||
|
|
||||||
this->type = type;
|
this->type = type;
|
||||||
this->objectID = GID();
|
this->objectID = GID();
|
||||||
|
@ -63,11 +54,7 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||||
{
|
{
|
||||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
|
||||||
|
|
||||||
this->rigidBody = rigidBody;
|
this->rigidBody = rigidBody;
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
|
||||||
|
|
||||||
this->type = type;
|
this->type = type;
|
||||||
this->objectID = GID();
|
this->objectID = GID();
|
||||||
|
@ -77,11 +64,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
||||||
{
|
{
|
||||||
Oyster::Physics::API::Instance().AddObject(rigidBody);
|
|
||||||
|
|
||||||
this->rigidBody = rigidBody;
|
this->rigidBody = rigidBody;
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
|
||||||
|
|
||||||
|
|
||||||
this->type = type;
|
this->type = type;
|
||||||
|
@ -92,7 +75,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustom
|
||||||
|
|
||||||
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
|
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
|
||||||
{
|
{
|
||||||
newPhysicsState.ApplyLinearImpulse(force);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -119,86 +102,17 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
||||||
void Object::BeginFrame()
|
void Object::BeginFrame()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
if(currPhysicsState.GetCenterPosition() !=currPhysicsState.GetCenterPosition())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
if(currPhysicsState.GetAngularAxis() !=currPhysicsState.GetAngularAxis())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
this->rigidBody->SetState(this->newPhysicsState);
|
this->rigidBody->SetState(this->newPhysicsState);
|
||||||
}
|
}
|
||||||
// update physic
|
// update physic
|
||||||
void Object::EndFrame()
|
void Object::EndFrame()
|
||||||
{
|
{
|
||||||
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
this->currPhysicsState = this->rigidBody->GetState();
|
|
||||||
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
if(currPhysicsState.GetGravityNormal() !=currPhysicsState.GetGravityNormal())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if(currPhysicsState.GetGravityNormal()!= Float3::null)
|
|
||||||
{
|
|
||||||
Oyster::Math::Float4 axis;
|
|
||||||
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(currPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(currPhysicsState.GetGravityNormal()), axis);
|
|
||||||
if(axis !=axis)
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
axis.Normalize();
|
|
||||||
currPhysicsState.SetRotation(axis.xyz);
|
|
||||||
currPhysicsState.SetAngularMomentum(Float3::null);
|
|
||||||
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
|
|
||||||
debug += currPhysicsState.GetGravityNormal();
|
|
||||||
}
|
|
||||||
Oyster::Math::Float3 pos = currPhysicsState.GetCenterPosition();
|
|
||||||
Oyster::Math::Float3 up = -currPhysicsState.GetGravityNormal();
|
|
||||||
//300, 0,0,
|
|
||||||
//1,0,0
|
|
||||||
|
|
||||||
if( pos.GetLength() < 303.5f)
|
|
||||||
{
|
|
||||||
Oyster::Math::Float moveUp = 303.5 - pos.GetLength();
|
|
||||||
up *= moveUp;
|
|
||||||
|
|
||||||
currPhysicsState.SetCenterPosition(pos + up);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
|
|
||||||
{
|
|
||||||
//error
|
|
||||||
int i =0 ;
|
|
||||||
}
|
|
||||||
|
|
||||||
this->newPhysicsState = this->currPhysicsState;
|
this->newPhysicsState = this->currPhysicsState;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
|
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
|
||||||
{
|
{
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
|
||||||
}
|
}
|
||||||
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
|
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
|
||||||
{
|
{
|
||||||
|
@ -209,7 +123,7 @@ Oyster::Math::Float3 Object::GetPosition()
|
||||||
{
|
{
|
||||||
Oyster::Physics::ICustomBody::State state;
|
Oyster::Physics::ICustomBody::State state;
|
||||||
state = this->rigidBody->GetState();
|
state = this->rigidBody->GetState();
|
||||||
return state.GetCenterPosition();
|
return state.centerPos;
|
||||||
}
|
}
|
||||||
Oyster::Math::Float4x4 Object::GetOrientation()
|
Oyster::Math::Float4x4 Object::GetOrientation()
|
||||||
{
|
{
|
||||||
|
|
|
@ -44,7 +44,8 @@ namespace GameLogic
|
||||||
|
|
||||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||||
private:
|
|
||||||
|
public: //TODO: Hax This should be private when level is dynamic
|
||||||
OBJECT_TYPE type;
|
OBJECT_TYPE type;
|
||||||
int objectID;
|
int objectID;
|
||||||
|
|
||||||
|
|
|
@ -73,7 +73,7 @@ void Player::EndFrame()
|
||||||
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
||||||
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
|
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
|
||||||
|
|
||||||
currPhysicsState.AddRotation(deltaAxis);
|
//currPhysicsState.AddRotation(deltaAxis);
|
||||||
dx = 0;
|
dx = 0;
|
||||||
this->newPhysicsState = this->currPhysicsState;
|
this->newPhysicsState = this->currPhysicsState;
|
||||||
}
|
}
|
||||||
|
@ -108,21 +108,21 @@ void Player::MoveForward()
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||||
//Oyster::Math::Float3 forward = lookDir;
|
//Oyster::Math::Float3 forward = lookDir;
|
||||||
newPhysicsState.ApplyLinearImpulse(forward * (MOVE_FORCE * this->gameInstance->GetFrameTime()));
|
//newPhysicsState.ApplyLinearImpulse(forward * (MOVE_FORCE * this->gameInstance->GetFrameTime()));
|
||||||
}
|
}
|
||||||
void Player::MoveBackwards()
|
void Player::MoveBackwards()
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||||
//Oyster::Math::Float3 forward = lookDir;
|
//Oyster::Math::Float3 forward = lookDir;
|
||||||
newPhysicsState.ApplyLinearImpulse(-forward * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
//newPhysicsState.ApplyLinearImpulse(-forward * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||||
}
|
}
|
||||||
void Player::MoveRight()
|
void Player::MoveRight()
|
||||||
{
|
{
|
||||||
//Do cross product with forward vector and negative gravity vector
|
//Do cross product with forward vector and negative gravity vector
|
||||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||||
//Oyster::Math::Float3 forward = lookDir;
|
//Oyster::Math::Float3 forward = lookDir;
|
||||||
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
|
//Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
|
||||||
newPhysicsState.ApplyLinearImpulse(-r * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
//newPhysicsState.ApplyLinearImpulse(-r * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||||
|
|
||||||
}
|
}
|
||||||
void Player::MoveLeft()
|
void Player::MoveLeft()
|
||||||
|
@ -130,8 +130,8 @@ void Player::MoveLeft()
|
||||||
//Do cross product with forward vector and negative gravity vector
|
//Do cross product with forward vector and negative gravity vector
|
||||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||||
//Oyster::Math::Float3 forward = lookDir;
|
//Oyster::Math::Float3 forward = lookDir;
|
||||||
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
|
//Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
|
||||||
newPhysicsState.ApplyLinearImpulse(r * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
//newPhysicsState.ApplyLinearImpulse(r * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
||||||
|
@ -144,7 +144,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
||||||
this->life = 100;
|
this->life = 100;
|
||||||
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||||
this->lookDir = Oyster::Math::Float4(1,0,0);
|
this->lookDir = Oyster::Math::Float4(1,0,0);
|
||||||
this->newPhysicsState.SetCenterPosition(spawnPoint);
|
this->newPhysicsState.centerPos = spawnPoint;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
|
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
|
||||||
|
@ -162,7 +162,7 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
|
||||||
void Player::Jump()
|
void Player::Jump()
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
||||||
newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
//newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Player::IsWalking()
|
bool Player::IsWalking()
|
||||||
|
@ -180,7 +180,7 @@ bool Player::IsIdle()
|
||||||
|
|
||||||
Oyster::Math::Float3 Player::GetPosition() const
|
Oyster::Math::Float3 Player::GetPosition() const
|
||||||
{
|
{
|
||||||
return (Oyster::Math::Float3)currPhysicsState.GetCenterPosition();
|
return (Oyster::Math::Float3)currPhysicsState.centerPos;
|
||||||
}
|
}
|
||||||
Oyster::Math::Float4x4 Player::GetOrientation() const
|
Oyster::Math::Float4x4 Player::GetOrientation() const
|
||||||
{
|
{
|
||||||
|
@ -208,7 +208,7 @@ void Player::DamageLife(int damage)
|
||||||
{
|
{
|
||||||
this->life = 0;
|
this->life = 0;
|
||||||
playerState = PLAYER_STATE_DEAD;
|
playerState = PLAYER_STATE_DEAD;
|
||||||
this->gameInstance->onDisableFnc(this);
|
this->gameInstance->onDisableFnc(this, 0.0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -85,8 +85,8 @@ namespace GameLogic
|
||||||
int teamID;
|
int teamID;
|
||||||
Weapon *weapon;
|
Weapon *weapon;
|
||||||
PLAYER_STATE playerState;
|
PLAYER_STATE playerState;
|
||||||
Oyster::Math::Float3 lookDir;
|
Oyster::Math::Float3 lookDir; //Duplicate in Object.h?
|
||||||
Oyster::Math::Float dx;
|
Oyster::Math::Float dx; //dx of what?
|
||||||
|
|
||||||
bool hasTakenDamage;
|
bool hasTakenDamage;
|
||||||
float invincibleCooldown;
|
float invincibleCooldown;
|
||||||
|
|
|
@ -18,8 +18,8 @@ StaticObject::StaticObject(OBJECT_TYPE type)
|
||||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||||
:Object(rigidBody,type)
|
:Object(rigidBody,type)
|
||||||
{
|
{
|
||||||
this->rigidBody->SetGravity(true);
|
//this->rigidBody->SetGravity(true);
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
|
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
|
||||||
}
|
}
|
||||||
|
|
||||||
StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||||
|
|
|
@ -35,13 +35,11 @@ TeamManager::~TeamManager(void)
|
||||||
|
|
||||||
void TeamManager::RespawnPlayerRandom(Player *player)
|
void TeamManager::RespawnPlayerRandom(Player *player)
|
||||||
{
|
{
|
||||||
// Whats going on here?
|
int teamID = player->GetTeamID();
|
||||||
int teamID = player->GetTeamID(); // ?
|
|
||||||
// ?
|
Player *respawnOnThis = this->teams[teamID]->GetPlayer(0);
|
||||||
Player *respawnOnThis = this->teams[teamID]->GetPlayer(0); // ?
|
|
||||||
// ?
|
player->Respawn(respawnOnThis->GetPosition());
|
||||||
player->Respawn(respawnOnThis->GetPosition()); // ?
|
|
||||||
// player->Respawn(player->GetPosition()); ?
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TeamManager::CreateTeam(int teamSize)
|
void TeamManager::CreateTeam(int teamSize)
|
||||||
|
|
|
@ -18,9 +18,17 @@ Weapon::Weapon()
|
||||||
|
|
||||||
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
||||||
{
|
{
|
||||||
|
if(MaxNrOfSockets > 1) return;
|
||||||
|
|
||||||
|
|
||||||
attatchmentSockets.Resize(MaxNrOfSockets);
|
attatchmentSockets.Resize(MaxNrOfSockets);
|
||||||
attatchmentSockets[0] = new AttatchmentSocket();
|
attatchmentSockets[0] = new AttatchmentSocket();
|
||||||
|
|
||||||
|
for (int i = 0; i < MaxNrOfSockets; i++)
|
||||||
|
{
|
||||||
|
this->attatchmentSockets[i] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
weaponState = WEAPON_STATE_IDLE;
|
weaponState = WEAPON_STATE_IDLE;
|
||||||
currentNrOfAttatchments = 0;
|
currentNrOfAttatchments = 0;
|
||||||
selectedAttatchment = 0;
|
selectedAttatchment = 0;
|
||||||
|
@ -36,7 +44,11 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
||||||
|
|
||||||
Weapon::~Weapon(void)
|
Weapon::~Weapon(void)
|
||||||
{
|
{
|
||||||
|
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
|
||||||
|
{
|
||||||
|
delete this->attatchmentSockets[i];
|
||||||
|
this->attatchmentSockets[i] = 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
|
@ -129,5 +141,7 @@ void Weapon::SelectAttatchment(int socketID)
|
||||||
|
|
||||||
void Weapon::Update(float dt)
|
void Weapon::Update(float dt)
|
||||||
{
|
{
|
||||||
|
if(!selectedAttatchment) return;
|
||||||
|
|
||||||
selectedAttatchment->Update(dt);
|
selectedAttatchment->Update(dt);
|
||||||
}
|
}
|
|
@ -69,25 +69,25 @@
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
|
|
|
@ -24,23 +24,24 @@ namespace GameLogic
|
||||||
|
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||||
}
|
}
|
||||||
Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
|
|
||||||
{
|
|
||||||
this->protocol = p;
|
|
||||||
status = (States)p[1].value.netShort;
|
|
||||||
}
|
|
||||||
Protocol_General_Status(States state)
|
Protocol_General_Status(States state)
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_General_Status;
|
this->protocol[0].value = protocol_General_Status;
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
this->status = state;
|
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
this->status = state;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
|
||||||
|
Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
|
||||||
|
{
|
||||||
|
status = (States)this->protocol[1].value.netShort;
|
||||||
|
}
|
||||||
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = status;
|
this->protocol[1].value = status;
|
||||||
|
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -59,12 +60,12 @@ namespace GameLogic
|
||||||
destination = p.Get(1).value.netInt;
|
destination = p.Get(1).value.netInt;
|
||||||
text = p.Get(2).value.netCharPtr;
|
text = p.Get(2).value.netCharPtr;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol.Set(0, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
|
this->protocol.Set(0, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
|
||||||
this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
|
this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
|
||||||
this->protocol.Set(2, text);
|
this->protocol.Set(2, text);
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
|
@ -12,61 +12,111 @@
|
||||||
#include <DynamicArray.h>
|
#include <DynamicArray.h>
|
||||||
|
|
||||||
|
|
||||||
|
/** OBS!
|
||||||
|
** It seems like if a string is set in the middle of a data set,
|
||||||
|
** the reciever will crach when trying to use the protocol.
|
||||||
|
** Only tested on Protocol_LobbyStartGame.
|
||||||
|
**/
|
||||||
|
|
||||||
|
|
||||||
namespace GameLogic
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
|
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
char* mapName;
|
short clientID; // The unuiqe id reprsenting a specific client
|
||||||
char gameId;
|
std::string modelName;
|
||||||
|
float worldMatrix[16];
|
||||||
|
|
||||||
Protocol_LobbyCreateGame()
|
Protocol_LobbyCreateGame()
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_Lobby_Create;
|
int c = 0;
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[c].value = protocol_Lobby_Create;
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
|
for (int i = 0; i <= 16; i++)
|
||||||
|
{
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
}
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
|
||||||
}
|
}
|
||||||
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol& o)
|
Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16])
|
||||||
{
|
{
|
||||||
mapName = o[1].value.netCharPtr;
|
int c = 0;
|
||||||
gameId = o[2].value.netChar;
|
this->protocol[c].value = protocol_Lobby_Create;
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
for (int i = 0; i <= 16; i++)
|
||||||
|
{
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
}
|
||||||
|
|
||||||
|
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
|
||||||
|
|
||||||
|
clientID = _clientID;
|
||||||
|
modelName = name;
|
||||||
|
memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o)
|
||||||
{
|
{
|
||||||
protocol[1].value = mapName;
|
int c = 1;
|
||||||
protocol[2].value = gameId;
|
clientID = o[c++].value.netInt;
|
||||||
return &protocol;
|
for (int i = 0; i <= 16; i++)
|
||||||
|
{
|
||||||
|
this->worldMatrix[i] = o[c++].value.netFloat;
|
||||||
|
}
|
||||||
|
modelName.assign(o[c++].value.netCharPtr);
|
||||||
|
}
|
||||||
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
|
{
|
||||||
|
int c = 1;
|
||||||
|
protocol[c++].value = clientID;
|
||||||
|
|
||||||
|
for (int i = 0; i <= 16; i++)
|
||||||
|
{
|
||||||
|
this->protocol[c++].value = this->worldMatrix[i];
|
||||||
|
}
|
||||||
|
protocol.Set(c++, this->modelName);
|
||||||
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
|
|
||||||
};
|
};
|
||||||
*/
|
|
||||||
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
|
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
short gameId;
|
float seconds;
|
||||||
|
|
||||||
Protocol_LobbyStartGame()
|
Protocol_LobbyStartGame()
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_Lobby_Start;
|
this->protocol[0].value = protocol_Lobby_Start;
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
seconds = 0;
|
||||||
|
}
|
||||||
|
Protocol_LobbyStartGame(float _seconds)
|
||||||
|
{
|
||||||
|
this->protocol[0].value = protocol_Lobby_Start;
|
||||||
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
seconds = _seconds;
|
||||||
}
|
}
|
||||||
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
|
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
|
||||||
{
|
{
|
||||||
gameId = o[1].value.netInt;
|
seconds = o[1].value.netFloat;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
protocol[1].value = gameId;
|
this->protocol[1].value = seconds;
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
|
struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
|
||||||
|
@ -83,9 +133,9 @@ namespace GameLogic
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -109,7 +159,7 @@ namespace GameLogic
|
||||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||||
// value = p[1].value.netShort;
|
// value = p[1].value.netShort;
|
||||||
// }
|
// }
|
||||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
// Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
// {
|
// {
|
||||||
// protocol[1].value = value;
|
// protocol[1].value = value;
|
||||||
// return &protocol;
|
// return &protocol;
|
||||||
|
@ -130,8 +180,8 @@ namespace GameLogic
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{ return &protocol; }
|
{ return protocol; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
|
@ -175,7 +225,7 @@ namespace GameLogic
|
||||||
list.Push(d);
|
list.Push(d);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = list.Size();
|
this->protocol[1].value = list.Size();
|
||||||
|
|
||||||
|
@ -195,7 +245,7 @@ namespace GameLogic
|
||||||
this->protocol.Set(a++, list[i].ip);
|
this->protocol.Set(a++, list[i].ip);
|
||||||
}
|
}
|
||||||
|
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -223,13 +273,13 @@ namespace GameLogic
|
||||||
minorVersion = (int)p.Get(2).value.netInt;
|
minorVersion = (int)p.Get(2).value.netInt;
|
||||||
mapName = p.Get(3).value.netCharPtr;
|
mapName = p.Get(3).value.netCharPtr;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = majorVersion;
|
this->protocol[1].value = majorVersion;
|
||||||
this->protocol[2].value = minorVersion;
|
this->protocol[2].value = minorVersion;
|
||||||
this->protocol.Set(3, mapName.c_str());
|
this->protocol.Set(3, mapName.c_str());
|
||||||
|
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -254,7 +304,7 @@ namespace GameLogic
|
||||||
// {
|
// {
|
||||||
//
|
//
|
||||||
// }
|
// }
|
||||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
// Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
// {
|
// {
|
||||||
// return &protocol;
|
// return &protocol;
|
||||||
// }
|
// }
|
||||||
|
|
|
@ -39,11 +39,11 @@ namespace GameLogic
|
||||||
pickup_ID = pickupID;
|
pickup_ID = pickupID;
|
||||||
|
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = object_ID;
|
||||||
this->protocol[2].value = pickup_ID;
|
this->protocol[2].value = pickup_ID;
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -80,11 +80,11 @@ namespace GameLogic
|
||||||
object_ID = id;
|
object_ID = id;
|
||||||
health = hp;
|
health = hp;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = object_ID;
|
||||||
this->protocol[2].value = health;
|
this->protocol[2].value = health;
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -129,14 +129,14 @@ namespace GameLogic
|
||||||
object_ID = id;
|
object_ID = id;
|
||||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = object_ID;
|
||||||
for (int i = 2; i <= 17; i++)
|
for (int i = 2; i <= 17; i++)
|
||||||
{
|
{
|
||||||
this->protocol[i].value = worldMatrix[i-2];
|
this->protocol[i].value = worldMatrix[i-2];
|
||||||
}
|
}
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -179,14 +179,14 @@ namespace GameLogic
|
||||||
object_ID = id;
|
object_ID = id;
|
||||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = object_ID;
|
||||||
for (int i = 2; i <= 17; i++)
|
for (int i = 2; i <= 17; i++)
|
||||||
{
|
{
|
||||||
this->protocol[i].value = worldMatrix[i-2];
|
this->protocol[i].value = worldMatrix[i-2];
|
||||||
}
|
}
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -221,11 +221,11 @@ namespace GameLogic
|
||||||
object_ID = id;
|
object_ID = id;
|
||||||
timer = time;
|
timer = time;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = object_ID;
|
||||||
this->protocol[2].value = timer;
|
this->protocol[2].value = timer;
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -234,8 +234,9 @@ namespace GameLogic
|
||||||
|
|
||||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
|
//ObjectType type; //ie player, box or whatever
|
||||||
int object_ID;
|
int object_ID;
|
||||||
char *name;
|
std::string name;
|
||||||
float worldMatrix[16];
|
float worldMatrix[16];
|
||||||
|
|
||||||
Protocol_ObjectCreate()
|
Protocol_ObjectCreate()
|
||||||
|
@ -244,7 +245,7 @@ namespace GameLogic
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||||
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
||||||
|
|
||||||
for (int i = 3; i <= 18; i++)
|
for (int i = 3; i <= 18; i++)
|
||||||
{
|
{
|
||||||
|
@ -272,11 +273,11 @@ namespace GameLogic
|
||||||
this->name = path;
|
this->name = path;
|
||||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
|
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = object_ID;
|
||||||
this->protocol[2].value = name;
|
this->protocol.Set(2, name);
|
||||||
this->protocol[3].value = worldMatrix[0];
|
this->protocol[3].value = worldMatrix[0];
|
||||||
this->protocol[4].value = worldMatrix[1];
|
this->protocol[4].value = worldMatrix[1];
|
||||||
this->protocol[5].value = worldMatrix[2];
|
this->protocol[5].value = worldMatrix[2];
|
||||||
|
@ -297,7 +298,7 @@ namespace GameLogic
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
|
@ -49,14 +49,14 @@ namespace GameLogic
|
||||||
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = bForward;
|
this->protocol[1].value = bForward;
|
||||||
this->protocol[2].value = bBackward;
|
this->protocol[2].value = bBackward;
|
||||||
this->protocol[3].value = bLeft;
|
this->protocol[3].value = bLeft;
|
||||||
this->protocol[4].value = bRight;
|
this->protocol[4].value = bRight;
|
||||||
|
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -98,7 +98,7 @@ namespace GameLogic
|
||||||
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = lookDirX;
|
this->protocol[1].value = lookDirX;
|
||||||
this->protocol[2].value = lookDirY;
|
this->protocol[2].value = lookDirY;
|
||||||
|
@ -106,7 +106,7 @@ namespace GameLogic
|
||||||
this->protocol[4].value = deltaX;
|
this->protocol[4].value = deltaX;
|
||||||
|
|
||||||
|
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -131,9 +131,9 @@ namespace GameLogic
|
||||||
{
|
{
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -168,12 +168,12 @@ namespace GameLogic
|
||||||
utilityPressed = val[3].value.netBool;
|
utilityPressed = val[3].value.netBool;
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = primaryPressed;
|
this->protocol[1].value = primaryPressed;
|
||||||
this->protocol[2].value = secondaryPressed;
|
this->protocol[2].value = secondaryPressed;
|
||||||
this->protocol[3].value = utilityPressed;
|
this->protocol[3].value = utilityPressed;
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -200,10 +200,10 @@ namespace GameLogic
|
||||||
hasJumped = val[1].value.netBool;
|
hasJumped = val[1].value.netBool;
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = hasJumped;
|
this->protocol[1].value = hasJumped;
|
||||||
return &protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
|
@ -24,14 +24,19 @@ namespace DanBias
|
||||||
GameLogic::IPlayerData* ReleasePlayer();
|
GameLogic::IPlayerData* ReleasePlayer();
|
||||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
|
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
|
||||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
|
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
|
||||||
int GetID() const;
|
|
||||||
|
|
||||||
|
float GetSinceLastResponse() const;
|
||||||
|
bool IsReady() const;
|
||||||
bool Equals(const Oyster::Network::NetworkClient* c);
|
bool Equals(const Oyster::Network::NetworkClient* c);
|
||||||
|
|
||||||
|
void SetReadyState(bool isReady);
|
||||||
|
void SetSinceLastResponse(float seconds);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
GameLogic::IPlayerData* player;
|
GameLogic::IPlayerData* player;
|
||||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||||
int id;
|
bool isReady;
|
||||||
|
float secondsSinceLastResponse;
|
||||||
};
|
};
|
||||||
|
|
||||||
}//End namespace DanBias
|
}//End namespace DanBias
|
||||||
|
|
|
@ -52,8 +52,10 @@ namespace DanBias
|
||||||
private:
|
private:
|
||||||
Utility::WinTimer timer;
|
Utility::WinTimer timer;
|
||||||
float refreshFrequency;
|
float refreshFrequency;
|
||||||
|
|
||||||
GameSession gameSession;
|
GameSession gameSession;
|
||||||
LobbyLevelData description;
|
LobbyLevelData description;
|
||||||
|
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
|
||||||
};
|
};
|
||||||
}//End namespace DanBias
|
}//End namespace DanBias
|
||||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
#endif // !DANBIASGAME_GAMELOBBY_H
|
||||||
|
|
|
@ -32,9 +32,11 @@ namespace DanBias
|
||||||
{
|
{
|
||||||
char* serverName;
|
char* serverName;
|
||||||
int listenPort;
|
int listenPort;
|
||||||
|
bool broadcast; //Not fully implemented!
|
||||||
ServerInitDesc()
|
ServerInitDesc()
|
||||||
: serverName("Game Server")
|
: serverName("Game Server")
|
||||||
, listenPort(15151)
|
, listenPort(15152)
|
||||||
|
, broadcast(true)
|
||||||
{};
|
{};
|
||||||
};
|
};
|
||||||
struct GameServerInfo
|
struct GameServerInfo
|
||||||
|
@ -49,6 +51,7 @@ namespace DanBias
|
||||||
static void ServerStop();
|
static void ServerStop();
|
||||||
static void ServerUpdate();
|
static void ServerUpdate();
|
||||||
static GameServerInfo ServerGetInfo();
|
static GameServerInfo ServerGetInfo();
|
||||||
|
static bool ServerIsRunning();
|
||||||
|
|
||||||
static void GameSetMapId(const int& val);
|
static void GameSetMapId(const int& val);
|
||||||
static void GameSetMaxClients(const int& val);
|
static void GameSetMaxClients(const int& val);
|
||||||
|
|
|
@ -52,24 +52,27 @@ namespace DanBias
|
||||||
* @param client The client to attach to the session
|
* @param client The client to attach to the session
|
||||||
*/
|
*/
|
||||||
bool Attach(Oyster::Network::NetClient client) override;
|
bool Attach(Oyster::Network::NetClient client) override;
|
||||||
|
void CloseSession( bool dissconnectClients ) override;
|
||||||
|
|
||||||
inline bool IsCreated() const { return this->isCreated; }
|
inline bool IsCreated() const { return this->isCreated; }
|
||||||
inline bool IsRunning() const { return this->isRunning; }
|
inline bool IsRunning() const { return this->isRunning; }
|
||||||
|
operator bool() { return (this->isCreated && this->isCreated); }
|
||||||
|
|
||||||
//Private member functions
|
//Private member functions
|
||||||
private:
|
private:
|
||||||
// TODO: find out what this method does..
|
// TODO: find out what this method does..
|
||||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||||
|
|
||||||
|
|
||||||
//Sends a client to the owner, if obj is NULL then all clients is sent
|
//Sends a client to the owner, if obj is NULL then all clients is sent
|
||||||
void SendToOwner(DanBias::GameClient* obj);
|
void SendToOwner(DanBias::GameClient* obj);
|
||||||
|
|
||||||
//Frame function, derived from IThreadObject
|
//Derived from IThreadObject
|
||||||
|
void ThreadEntry() override;
|
||||||
bool DoWork ( ) override;
|
bool DoWork ( ) override;
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void ParseProtocol (Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
|
void ParseProtocol ( Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c );
|
||||||
|
|
||||||
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
|
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
|
||||||
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
||||||
|
@ -86,18 +89,23 @@ namespace DanBias
|
||||||
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
|
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
|
||||||
|
|
||||||
//Callback method recieving from gamelogic
|
//Callback method recieving from gamelogic
|
||||||
static void ObjectMove(GameLogic::IObjectData* movedObject);
|
static void ObjectMove ( GameLogic::IObjectData* movedObject );
|
||||||
|
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
|
||||||
|
|
||||||
//Private member variables
|
//Private member variables
|
||||||
private:
|
private:
|
||||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
|
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
|
||||||
|
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
|
||||||
Oyster::Thread::OysterThread worker;
|
Oyster::Thread::OysterThread worker;
|
||||||
GameLogic::GameAPI& gameInstance;
|
GameLogic::GameAPI& gameInstance;
|
||||||
GameLogic::ILevelData *levelData;
|
GameLogic::ILevelData *levelData;
|
||||||
NetworkSession* owner;
|
NetworkSession* owner;
|
||||||
bool isCreated;
|
bool isCreated;
|
||||||
bool isRunning;
|
bool isRunning;
|
||||||
Utility::WinTimer timer;
|
float logicFrameTime;
|
||||||
|
float networkFrameTime;
|
||||||
|
Utility::WinTimer logicTimer;
|
||||||
|
Utility::WinTimer networkTimer;
|
||||||
GameDescription description;
|
GameDescription description;
|
||||||
|
|
||||||
//TODO: Remove this uggly hax
|
//TODO: Remove this uggly hax
|
||||||
|
|
|
@ -11,19 +11,18 @@ using namespace Oyster::Network;
|
||||||
using namespace DanBias;
|
using namespace DanBias;
|
||||||
using namespace GameLogic;
|
using namespace GameLogic;
|
||||||
|
|
||||||
static int gameClientIDCount = 1;
|
|
||||||
|
|
||||||
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player)
|
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player)
|
||||||
{
|
{
|
||||||
this->client = client;
|
this->client = client;
|
||||||
this->id = gameClientIDCount++;
|
|
||||||
this->player = player;
|
this->player = player;
|
||||||
|
isReady = false;
|
||||||
}
|
}
|
||||||
GameClient::~GameClient()
|
GameClient::~GameClient()
|
||||||
{
|
{
|
||||||
this->client->Disconnect();
|
this->client->Disconnect();
|
||||||
this->player = 0;
|
this->player = 0;
|
||||||
this->id = -1;
|
isReady = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
GameLogic::IPlayerData* GameClient::GetPlayer()
|
GameLogic::IPlayerData* GameClient::GetPlayer()
|
||||||
|
@ -46,13 +45,26 @@ SmartPointer<Oyster::Network::NetworkClient> GameClient::ReleaseClient()
|
||||||
this->client = 0;
|
this->client = 0;
|
||||||
return temp;
|
return temp;
|
||||||
}
|
}
|
||||||
int GameClient::GetID() const
|
|
||||||
|
float GameClient::GetSinceLastResponse() const
|
||||||
{
|
{
|
||||||
return this->id;
|
return this->secondsSinceLastResponse;
|
||||||
|
}
|
||||||
|
bool GameClient::IsReady() const
|
||||||
|
{
|
||||||
|
return this->isReady;
|
||||||
}
|
}
|
||||||
bool GameClient::Equals(const NetworkClient* c)
|
bool GameClient::Equals(const NetworkClient* c)
|
||||||
{
|
{
|
||||||
return (c->GetID() == this->client->GetID());
|
return (c->GetID() == this->client->GetID());
|
||||||
}
|
}
|
||||||
|
void GameClient::SetReadyState(bool r)
|
||||||
|
{
|
||||||
|
this->isReady = r;
|
||||||
|
}
|
||||||
|
void GameClient::SetSinceLastResponse(float s)
|
||||||
|
{
|
||||||
|
this->secondsSinceLastResponse = s;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -17,18 +17,18 @@ namespace DanBias
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
GameLobby::~GameLobby()
|
GameLobby::~GameLobby()
|
||||||
{ }
|
{
|
||||||
|
this->clients.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
void GameLobby::Release()
|
void GameLobby::Release()
|
||||||
{
|
{
|
||||||
NetworkSession::CloseSession(true);
|
NetworkSession::CloseSession(true);
|
||||||
|
this->gameSession.CloseSession(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameLobby::Update()
|
void GameLobby::Update()
|
||||||
{
|
{
|
||||||
if(GetAsyncKeyState(VK_DOWN)) //TODO: Dont forget to remove this...
|
|
||||||
this->Send(*GameLogic::Protocol_General_Status().GetProtocol());
|
|
||||||
|
|
||||||
this->ProcessClients();
|
this->ProcessClients();
|
||||||
}
|
}
|
||||||
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
||||||
|
@ -45,20 +45,21 @@ namespace DanBias
|
||||||
desc.mapNumber = this->description.mapNumber;
|
desc.mapNumber = this->description.mapNumber;
|
||||||
desc.maxClients = this->description.maxClients;
|
desc.maxClients = this->description.maxClients;
|
||||||
}
|
}
|
||||||
bool GameLobby::StartGameSession()
|
bool GameLobby::StartGameSession( )
|
||||||
{
|
{
|
||||||
GameSession::GameDescription desc;
|
GameSession::GameDescription desc;
|
||||||
desc.gameMode = this->description.gameMode;
|
desc.gameMode = this->description.gameMode;
|
||||||
desc.gameTime = this->description.gameTime;
|
desc.gameTime = this->description.gameTime;
|
||||||
desc.mapNumber = this->description.mapNumber;
|
desc.mapNumber = this->description.mapNumber;
|
||||||
desc.owner = this;
|
desc.owner = this;
|
||||||
desc.clients = this->clients;
|
desc.clients = this->clients;
|
||||||
|
|
||||||
this->clients.Clear();
|
this->clients.Clear(); //Remove clients from lobby list
|
||||||
|
|
||||||
if(this->gameSession.Create(desc))
|
if(this->gameSession.Create(desc))
|
||||||
{
|
{
|
||||||
this->gameSession.Run();
|
this->gameSession.Run();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
|
@ -85,29 +86,36 @@ namespace DanBias
|
||||||
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
||||||
{
|
{
|
||||||
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
|
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
|
||||||
Attach(client);
|
|
||||||
|
|
||||||
Protocol_LobbyClientData p1;
|
if(this->gameSession)
|
||||||
Protocol_LobbyGameData p2;
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
|
||||||
{
|
{
|
||||||
if(this->clients[i])
|
this->gameSession.Attach(client);
|
||||||
{
|
|
||||||
Protocol_LobbyClientData::PlayerData t;
|
|
||||||
t.id = this->clients[i]->GetID();
|
|
||||||
t.ip = this->clients[i]->GetIpAddress();
|
|
||||||
t.team = 0;
|
|
||||||
t.name = "DennisÄrKung";
|
|
||||||
p1.list.Push(t);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
p2.majorVersion = 1;
|
else
|
||||||
p2.minorVersion = 0;
|
{
|
||||||
p2.mapName = "BetsMap";
|
Attach(client);
|
||||||
|
Protocol_LobbyClientData p1;
|
||||||
|
Protocol_LobbyGameData p2;
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||||
|
{
|
||||||
|
if(this->clients[i])
|
||||||
|
{
|
||||||
|
Protocol_LobbyClientData::PlayerData t;
|
||||||
|
t.id = this->clients[i]->GetID();
|
||||||
|
t.ip = this->clients[i]->GetIpAddress();
|
||||||
|
t.team = 0;
|
||||||
|
t.name = "Dennis är kung tycker Erik!";
|
||||||
|
p1.list.Push(t);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
p2.majorVersion = 1;
|
||||||
|
p2.minorVersion = 0;
|
||||||
|
p2.mapName = "Dennis är kung tycker Erik!";
|
||||||
|
|
||||||
client->Send(p1.GetProtocol());
|
client->Send(p1.GetProtocol());
|
||||||
client->Send(p2.GetProtocol());
|
client->Send(p2.GetProtocol());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}//End namespace DanBias
|
}//End namespace DanBias
|
|
@ -62,7 +62,14 @@ void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network
|
||||||
//}
|
//}
|
||||||
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
|
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
|
||||||
{
|
{
|
||||||
//TODO: Prio 1
|
if(this->sessionOwner->GetClient()->GetID() == c->GetID())
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Someone else tried to start the server..
|
||||||
|
}
|
||||||
}
|
}
|
||||||
//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
|
//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
|
||||||
//{
|
//{
|
||||||
|
|
|
@ -53,6 +53,7 @@ void GameServerAPI::ServerStart()
|
||||||
}
|
}
|
||||||
void GameServerAPI::ServerStop()
|
void GameServerAPI::ServerStop()
|
||||||
{
|
{
|
||||||
|
if(!server.IsRunning()) return;
|
||||||
lobby.Release();
|
lobby.Release();
|
||||||
server.Shutdown();
|
server.Shutdown();
|
||||||
|
|
||||||
|
@ -61,19 +62,19 @@ void GameServerAPI::ServerStop()
|
||||||
int time = (int)total;
|
int time = (int)total;
|
||||||
int hour, min, sec;
|
int hour, min, sec;
|
||||||
|
|
||||||
hour=time / 3600;
|
hour = time / 3600;
|
||||||
time=time % 3600;
|
time = time % 3600;
|
||||||
min=time / 60;
|
min = time / 60;
|
||||||
time=time % 60;
|
time = time % 60;
|
||||||
sec = time;
|
sec = time;
|
||||||
|
|
||||||
printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec );
|
printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec );
|
||||||
printf( "Terminating in : ");
|
//printf( "Terminating in : ");
|
||||||
for (int i = 0; i < 3; i++)
|
//for (int i = 0; i < 3; i++)
|
||||||
{
|
//{
|
||||||
printf( "%i ", 3-i );
|
// printf( "%i ", 3-i );
|
||||||
Sleep(1000);
|
// Sleep(1000);
|
||||||
}
|
//}
|
||||||
printf( "\nServer terminated!" );
|
printf( "\nServer terminated!" );
|
||||||
}
|
}
|
||||||
void GameServerAPI::ServerUpdate()
|
void GameServerAPI::ServerUpdate()
|
||||||
|
@ -82,7 +83,6 @@ void GameServerAPI::ServerUpdate()
|
||||||
lobby.Update();
|
lobby.Update();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
|
GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
|
||||||
{
|
{
|
||||||
GameServerAPI::GameServerInfo i;
|
GameServerAPI::GameServerInfo i;
|
||||||
|
@ -90,6 +90,11 @@ GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
|
||||||
i.listenPort = server.GetPort();
|
i.listenPort = server.GetPort();
|
||||||
return i;
|
return i;
|
||||||
}
|
}
|
||||||
|
bool GameServerAPI::ServerIsRunning()
|
||||||
|
{
|
||||||
|
return server.IsRunning();
|
||||||
|
}
|
||||||
|
|
||||||
void GameServerAPI::GameSetMapId(const int& val)
|
void GameServerAPI::GameSetMapId(const int& val)
|
||||||
{
|
{
|
||||||
LobbyLevelData d;
|
LobbyLevelData d;
|
||||||
|
@ -150,6 +155,11 @@ const char* GameServerAPI::GameGetGameName()
|
||||||
}
|
}
|
||||||
bool GameServerAPI::GameStart()
|
bool GameServerAPI::GameStart()
|
||||||
{
|
{
|
||||||
return lobby.StartGameSession();
|
if(lobby.StartGameSession())
|
||||||
|
{
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -3,19 +3,16 @@
|
||||||
/////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////
|
||||||
#include "..\GameSession.h"
|
#include "..\GameSession.h"
|
||||||
#include "..\GameClient.h"
|
#include "..\GameClient.h"
|
||||||
|
#include <WinTimer.h>
|
||||||
|
|
||||||
#include <Protocols.h>
|
#include <Protocols.h>
|
||||||
#include <PostBox\PostBox.h>
|
#include <PostBox\PostBox.h>
|
||||||
#include <GameLogicStates.h>
|
#include <GameLogicStates.h>
|
||||||
#include <OysterMath.h>
|
#include <OysterMath.h>
|
||||||
|
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#define DELTA_TIME_20 0.05f
|
|
||||||
#define DELTA_TIME_24 0.04166666666666666666666666666667f
|
|
||||||
#define DELTA_TIME_30 0.03333333333333333333333333333333f
|
|
||||||
#define DELTA_TIME_60 0.01666666666666666666666666666667f
|
|
||||||
#define DELTA_TIME_120 0.00833333333333333333333333333333f
|
|
||||||
|
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
using namespace Oyster;
|
using namespace Oyster;
|
||||||
|
@ -25,20 +22,20 @@ using namespace GameLogic;
|
||||||
|
|
||||||
namespace DanBias
|
namespace DanBias
|
||||||
{
|
{
|
||||||
|
Utility::WinTimer testTimer;
|
||||||
|
int testID = -1;
|
||||||
|
|
||||||
bool GameSession::DoWork( )
|
bool GameSession::DoWork( )
|
||||||
{
|
{
|
||||||
if(this->isRunning)
|
if(this->isRunning)
|
||||||
{
|
{
|
||||||
double dt = this->timer.getElapsedSeconds();
|
float dt = (float)this->logicTimer.getElapsedSeconds();
|
||||||
gameInstance.SetFrameTimeLength((float)dt);
|
if( dt >= this->logicFrameTime )
|
||||||
|
|
||||||
if(dt >= DELTA_TIME_20)
|
|
||||||
{
|
{
|
||||||
this->ProcessClients();
|
this->ProcessClients();
|
||||||
|
|
||||||
this->gameInstance.NewFrame();
|
this->gameInstance.NewFrame();
|
||||||
|
|
||||||
this->timer.reset();
|
this->logicTimer.reset();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -71,11 +68,16 @@ namespace DanBias
|
||||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||||
break;
|
break;
|
||||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||||
this->Detach(e.sender)->Disconnect();
|
this->Detach(e.sender);
|
||||||
break;
|
break;
|
||||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||||
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||||
|
testID = 2;
|
||||||
|
if(cl->GetPlayer()->GetID() == testID)//TODO: TEST
|
||||||
|
{
|
||||||
|
testTimer.reset();
|
||||||
|
}
|
||||||
this->ParseProtocol(e.args.data.protocol, cl);
|
this->ParseProtocol(e.args.data.protocol, cl);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -83,38 +85,47 @@ namespace DanBias
|
||||||
|
|
||||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||||
{
|
{
|
||||||
if(dynamic_cast<IPlayerData*> (movedObject))
|
float dt = GameSession::gameSession->networkTimer.getElapsedSeconds();
|
||||||
|
//Duh... This was causing alot of problems, it's in the wrong place...
|
||||||
|
//Need to figure out where to put this frame locker.
|
||||||
|
//We only need to send network packages when necessary, ie not 120 times per frame.
|
||||||
|
//I think it would be enough with 60-70 packages per second due to the nature of
|
||||||
|
//graphics update (60 fps) on the client side. To send more than this would be lost
|
||||||
|
//bandwidth.
|
||||||
|
//if( dt >= GameSession::gameSession->networkFrameTime )
|
||||||
{
|
{
|
||||||
IPlayerData* temp = (IPlayerData*)movedObject;
|
GameSession::gameSession->networkTimer.reset();
|
||||||
|
|
||||||
int id = temp->GetID();
|
|
||||||
Oyster::Math::Float4x4 world = temp->GetOrientation();
|
|
||||||
|
|
||||||
Protocol_ObjectPosition p(world, id);
|
|
||||||
GameSession::gameSession->Send(*p.GetProtocol());
|
|
||||||
}
|
|
||||||
|
|
||||||
GameLogic::IObjectData* obj = NULL;
|
GameLogic::IObjectData* obj = movedObject;
|
||||||
if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
|
if(movedObject->GetID() == testID) //TODO: TEST
|
||||||
{
|
|
||||||
obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
|
||||||
if(obj)
|
|
||||||
{
|
{
|
||||||
if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
|
float sec = (float)testTimer.getElapsedSeconds();
|
||||||
{
|
sec = 0;
|
||||||
int id = obj->GetID();
|
|
||||||
Oyster::Math::Float4x4 world =obj->GetOrientation();
|
|
||||||
|
|
||||||
Protocol_ObjectPosition p(world, id);
|
|
||||||
//GameSession::gameSession->Send(*p.GetProtocol());
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
obj = NULL;
|
int id = obj->GetID();
|
||||||
int count = ((GameLogic::ILevelData*)movedObject)->getNrOfDynamicObj();
|
Protocol_ObjectPosition p(obj->GetOrientation(), id);
|
||||||
for( int i = 0; i < count; i++ )
|
//if(id != 1)
|
||||||
|
GameSession::gameSession->Send(p.GetProtocol());
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
if(dynamic_cast<GameLogic::ILevelData*>(obj))
|
||||||
{
|
{
|
||||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(i+1);
|
obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
||||||
|
if(obj)
|
||||||
|
{
|
||||||
|
if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||||
|
{
|
||||||
|
int id = obj->GetID();
|
||||||
|
Oyster::Math::Float4x4 world =obj->GetOrientation();
|
||||||
|
|
||||||
|
Protocol_ObjectPosition p(world, id);
|
||||||
|
gameSession->Send(p.GetProtocol());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(1);
|
||||||
if(obj)
|
if(obj)
|
||||||
{
|
{
|
||||||
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||||
|
@ -122,13 +133,30 @@ namespace DanBias
|
||||||
int id = obj->GetID();
|
int id = obj->GetID();
|
||||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||||
Protocol_ObjectPosition p(world, id);
|
Protocol_ObjectPosition p(world, id);
|
||||||
GameSession::gameSession->Send(*p.GetProtocol());
|
gameSession->Send(p.GetProtocol());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(2);
|
||||||
|
if(obj)
|
||||||
|
{
|
||||||
|
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||||
|
{
|
||||||
|
int id = obj->GetID();
|
||||||
|
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||||
|
Protocol_ObjectPosition p(world, id);
|
||||||
|
GameSession::gameSession->Send(p.GetProtocol());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
|
||||||
|
{
|
||||||
|
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
|
||||||
|
}
|
||||||
|
|
||||||
//*****************************************************//
|
//*****************************************************//
|
||||||
//****************** Protocol methods *****************//
|
//****************** Protocol methods *****************//
|
||||||
|
@ -136,6 +164,8 @@ namespace DanBias
|
||||||
|
|
||||||
void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
|
void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
|
||||||
{
|
{
|
||||||
|
//TODO: Update response timer
|
||||||
|
|
||||||
switch (p[0].value.netShort)
|
switch (p[0].value.netShort)
|
||||||
{
|
{
|
||||||
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
|
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
|
||||||
|
@ -228,6 +258,8 @@ namespace DanBias
|
||||||
{
|
{
|
||||||
case GameLogic::Protocol_General_Status::States_disconected:
|
case GameLogic::Protocol_General_Status::States_disconected:
|
||||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||||
|
//TODO: Tell other clients
|
||||||
|
//Protocol_
|
||||||
this->Detach(c->GetClient()->GetID());
|
this->Detach(c->GetClient()->GetID());
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -236,7 +268,7 @@ namespace DanBias
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case GameLogic::Protocol_General_Status::States_ready:
|
case GameLogic::Protocol_General_Status::States_ready:
|
||||||
|
c->SetReadyState(true);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case GameLogic::Protocol_General_Status::States_leave:
|
case GameLogic::Protocol_General_Status::States_leave:
|
||||||
|
@ -246,7 +278,7 @@ namespace DanBias
|
||||||
}
|
}
|
||||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||||
{
|
{
|
||||||
printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str());
|
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
}//End namespace DanBias
|
}//End namespace DanBias
|
||||||
|
|
|
@ -9,6 +9,13 @@
|
||||||
|
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
#include <Queue.h>
|
||||||
|
|
||||||
|
#define DELTA_TIME_20 0.05f
|
||||||
|
#define DELTA_TIME_24 0.04166666666666666666666666666667f
|
||||||
|
#define DELTA_TIME_30 0.03333333333333333333333333333333f
|
||||||
|
#define DELTA_TIME_60 0.01666666666666666666666666666667f
|
||||||
|
#define DELTA_TIME_120 0.00833333333333333333333333333333f
|
||||||
|
|
||||||
|
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
|
@ -28,6 +35,10 @@ namespace DanBias
|
||||||
this->isCreated = false;
|
this->isCreated = false;
|
||||||
this->isRunning = false;
|
this->isRunning = false;
|
||||||
this->gameSession = this;
|
this->gameSession = this;
|
||||||
|
this->logicFrameTime = DELTA_TIME_20;
|
||||||
|
this->networkFrameTime = DELTA_TIME_20;
|
||||||
|
this->networkTimer.reset();
|
||||||
|
this->logicTimer.reset();
|
||||||
|
|
||||||
memset(&this->description, 0, sizeof(GameDescription));
|
memset(&this->description, 0, sizeof(GameDescription));
|
||||||
}
|
}
|
||||||
|
@ -45,37 +56,30 @@ namespace DanBias
|
||||||
bool GameSession::Create(GameDescription& desc)
|
bool GameSession::Create(GameDescription& desc)
|
||||||
{
|
{
|
||||||
this->description = desc;
|
this->description = desc;
|
||||||
/* Do some error checking */
|
/* Do some error checking */
|
||||||
if(desc.clients.Size() == 0) return false;
|
if(desc.clients.Size() == 0) return false;
|
||||||
if(!desc.owner) return false;
|
if(!desc.owner) return false;
|
||||||
if(this->isCreated) return false;
|
if(this->isCreated) return false;
|
||||||
|
|
||||||
/* standard initialization of some data */
|
/* standard initialization of some data */
|
||||||
NetworkSession::clients = desc.clients;
|
NetworkSession::clients = desc.clients;
|
||||||
this->clients.Resize(desc.clients.Size());
|
this->clients.Reserve(desc.clients.Size());
|
||||||
this->owner = desc.owner;
|
this->owner = desc.owner;
|
||||||
|
|
||||||
/* Initiate the game instance */
|
/* Initiate the game instance */
|
||||||
if(!this->gameInstance.Initiate())
|
if(!this->gameInstance.Initiate())
|
||||||
{
|
{
|
||||||
printf("Failed to initiate the game instance\n");
|
printf("Failed to initiate the game instance\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Create the game level */
|
/* Create the players in the game instance */
|
||||||
if(!(this->levelData = this->gameInstance.CreateLevel()))
|
|
||||||
{
|
|
||||||
printf("Level not created!");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Create the players in the game instance */
|
|
||||||
GameLogic::IPlayerData* p = 0;
|
GameLogic::IPlayerData* p = 0;
|
||||||
for (unsigned int i = 0; i < desc.clients.Size(); i++)
|
for (unsigned int i = 0; i < desc.clients.Size(); i++)
|
||||||
{
|
{
|
||||||
if( (p = this->gameInstance.CreatePlayer()) )
|
if( (p = this->gameInstance.CreatePlayer()) )
|
||||||
{
|
{
|
||||||
desc.clients[i]->SetOwner(this);
|
desc.clients[i]->SetOwner(this);
|
||||||
this->clients[i] = new GameClient(desc.clients[i], p);
|
this->clients.Push(new GameClient(desc.clients[i], p));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -83,16 +87,26 @@ namespace DanBias
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Create the game level */
|
||||||
|
if(!(this->levelData = this->gameInstance.CreateLevel()))
|
||||||
|
{
|
||||||
|
printf("Level not created!");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Set some game instance data options */
|
||||||
|
this->gameInstance.SetSubscription(GameSession::ObjectMove);
|
||||||
|
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
|
||||||
|
this->gameInstance.SetFPS(60);
|
||||||
|
|
||||||
|
this->description.clients.Clear();
|
||||||
|
|
||||||
|
this->isCreated = true;
|
||||||
|
|
||||||
/* Create the worker thread */
|
/* Create the worker thread */
|
||||||
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
|
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
this->worker.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_3);
|
|
||||||
|
|
||||||
/* Set some game instance data options */
|
|
||||||
this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnMove, GameSession::ObjectMove);
|
|
||||||
|
|
||||||
this->isCreated = true;
|
|
||||||
return this->isCreated;
|
return this->isCreated;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -108,14 +122,71 @@ namespace DanBias
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GameSession::ThreadEntry( )
|
||||||
|
{
|
||||||
|
//List with clients that we are waiting on..
|
||||||
|
DynamicArray<SmartPointer<GameClient>> readyList = this->clients;
|
||||||
|
|
||||||
|
//First we need to clean invalid clients, if any, and tell them to start loading game data
|
||||||
|
for (unsigned int i = 0; i < readyList.Size(); i++)
|
||||||
|
{
|
||||||
|
if(!readyList[i])
|
||||||
|
{
|
||||||
|
readyList.Remove(i);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
|
||||||
|
readyList[i]->GetClient()->Send(p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int readyCounter = readyList.Size();
|
||||||
|
|
||||||
|
//Sync with clients
|
||||||
|
while (readyCounter != 0)
|
||||||
|
{
|
||||||
|
this->ProcessClients();
|
||||||
|
for (unsigned int i = 0; i < readyList.Size(); i++)
|
||||||
|
{
|
||||||
|
if(readyList[i] && readyList[i]->IsReady())
|
||||||
|
{
|
||||||
|
//Need to send information about other players, to all players
|
||||||
|
for (unsigned int k = 0; k < this->clients.Size(); k++)
|
||||||
|
{
|
||||||
|
if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
|
||||||
|
{
|
||||||
|
Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
|
||||||
|
readyList[i]->GetClient()->Send(p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
readyCounter-- ;
|
||||||
|
readyList[i] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Sleep(5); //TODO: This might not be needed here.
|
||||||
|
}
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||||
|
{
|
||||||
|
if(this->clients[i])
|
||||||
|
{
|
||||||
|
this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
|
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
|
||||||
{
|
{
|
||||||
if(!this->isCreated) return false;
|
if(!this->isCreated) return false;
|
||||||
|
|
||||||
client->SetOwner(this);
|
client->SetOwner(this);
|
||||||
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer());
|
|
||||||
|
IPlayerData* player = this->gameInstance.CreatePlayer();
|
||||||
|
if(!player) return false;
|
||||||
|
|
||||||
|
SmartPointer<GameClient> obj = new GameClient(client, player);
|
||||||
|
|
||||||
for (unsigned int i = 0; i < clients.Size(); i++)
|
for (unsigned int i = 0; i < clients.Size(); i++)
|
||||||
{
|
{
|
||||||
|
@ -131,6 +202,13 @@ namespace DanBias
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GameSession::CloseSession( bool dissconnectClients )
|
||||||
|
{
|
||||||
|
this->worker.Terminate();
|
||||||
|
NetworkSession::CloseSession(true);
|
||||||
|
this->clients.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}//End namespace DanBias
|
}//End namespace DanBias
|
||||||
|
|
||||||
|
|
|
@ -89,7 +89,7 @@
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
@ -97,6 +97,7 @@
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<ModuleDefinitionFile>
|
<ModuleDefinitionFile>
|
||||||
</ModuleDefinitionFile>
|
</ModuleDefinitionFile>
|
||||||
|
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debug.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debug.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debug.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
@ -119,7 +120,7 @@
|
||||||
<Optimization>MaxSpeed</Optimization>
|
<Optimization>MaxSpeed</Optimization>
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
|
|
@ -31,11 +31,11 @@ Octree& Octree::operator=(const Octree& orig)
|
||||||
|
|
||||||
void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef)
|
void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef)
|
||||||
{
|
{
|
||||||
customBodyRef->SetScene( this );
|
//customBodyRef->SetScene( this );
|
||||||
Data data;
|
Data data;
|
||||||
//Data* tempPtr = this->worldNode.dataPtr;
|
//Data* tempPtr = this->worldNode.dataPtr;
|
||||||
|
|
||||||
data.container = customBodyRef->GetBoundingSphere();
|
//data.container = customBodyRef->GetBoundingSphere();
|
||||||
data.queueRef = -1;
|
data.queueRef = -1;
|
||||||
data.next = NULL;
|
data.next = NULL;
|
||||||
data.prev = NULL;
|
data.prev = NULL;
|
||||||
|
@ -140,6 +140,7 @@ void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction )
|
||||||
{
|
{
|
||||||
auto object = this->mapReferences.find(customBodyRef);
|
auto object = this->mapReferences.find(customBodyRef);
|
||||||
|
|
||||||
|
// If rigid body is not found
|
||||||
if(object == this->mapReferences.end())
|
if(object == this->mapReferences.end())
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
|
@ -147,8 +148,10 @@ void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction )
|
||||||
|
|
||||||
unsigned int tempRef = object->second;
|
unsigned int tempRef = object->second;
|
||||||
|
|
||||||
|
// Go through all object and test for intersection
|
||||||
for(unsigned int i = 0; i<this->leafData.size(); i++)
|
for(unsigned int i = 0; i<this->leafData.size(); i++)
|
||||||
{
|
{
|
||||||
|
// If objects intersect call collision response function
|
||||||
if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
|
if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
|
||||||
{
|
{
|
||||||
hitAction(*this, tempRef, i);
|
hitAction(*this, tempRef, i);
|
||||||
|
@ -213,7 +216,7 @@ unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const
|
||||||
|
|
||||||
void Octree::SetAsAltered( unsigned int tempRef )
|
void Octree::SetAsAltered( unsigned int tempRef )
|
||||||
{
|
{
|
||||||
this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere();
|
//this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere();
|
||||||
//! @todo TODO: implement stub
|
//! @todo TODO: implement stub
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -12,324 +12,6 @@ using namespace ::Utility::Value;
|
||||||
|
|
||||||
API_Impl API_instance;
|
API_Impl API_instance;
|
||||||
|
|
||||||
namespace
|
|
||||||
{
|
|
||||||
/*void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef )
|
|
||||||
{
|
|
||||||
auto proto = worldScene.GetCustomBody( protoTempRef );
|
|
||||||
auto deuter = worldScene.GetCustomBody( deuterTempRef );
|
|
||||||
|
|
||||||
Float4 worldPointOfContact;
|
|
||||||
if( proto->Intersects(*deuter, worldPointOfContact) )
|
|
||||||
{
|
|
||||||
// Apply CollisionResponse in pure gather pattern
|
|
||||||
ICustomBody::State protoState; proto->GetState( protoState );
|
|
||||||
ICustomBody::State deuterState; deuter->GetState( deuterState );
|
|
||||||
|
|
||||||
// calc from perspective of deuter.
|
|
||||||
Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )); // Init value is only borrowed
|
|
||||||
//if( normal.Dot(normal) > 0.0f )
|
|
||||||
{
|
|
||||||
deuter->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
}
|
|
||||||
//else
|
|
||||||
//{ // special case: deuter is completly contained within proto or they have overlapping centers.
|
|
||||||
|
|
||||||
// normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f );
|
|
||||||
// if( normal.Dot(normal) == 0.0f )
|
|
||||||
// { // they have overlapping centers. Rebound at least
|
|
||||||
// // calculate and store time interpolation value, for later rebound.
|
|
||||||
// proto->SetTimeOfContact( worldPointOfContact );
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// // borrowing the negated normal of proto.
|
|
||||||
// proto->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
// normal = -normal;
|
|
||||||
//}
|
|
||||||
normal.Normalize();
|
|
||||||
|
|
||||||
Float4 protoG = Float4(protoState.GetLinearMomentum( worldPointOfContact.xyz ), 0),
|
|
||||||
deuterG = Float4(deuterState.GetLinearMomentum( worldPointOfContact.xyz ), 0);
|
|
||||||
|
|
||||||
if( normal != normal ) // debug: trap
|
|
||||||
const char *breakpoint = "This should never happen";
|
|
||||||
|
|
||||||
if( protoG != protoG ) // debug: trap
|
|
||||||
const char *breakpoint = "This should never happen";
|
|
||||||
|
|
||||||
if( deuterG != deuterG ) // debug: trap
|
|
||||||
const char *breakpoint = "This should never happen";
|
|
||||||
|
|
||||||
Float protoG_Magnitude = protoG.Dot( normal ),
|
|
||||||
deuterG_Magnitude = deuterG.Dot( normal );
|
|
||||||
|
|
||||||
// if they are not relatively moving towards eachother, there is no collision
|
|
||||||
Float deltaPos = normal.Dot( Float4(deuterState.GetCenterPosition(), 1) - Float4(protoState.GetCenterPosition(), 1) );
|
|
||||||
if( deltaPos < 0.0f )
|
|
||||||
{
|
|
||||||
if( protoG_Magnitude >= deuterG_Magnitude )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if( deltaPos > 0.0f )
|
|
||||||
{
|
|
||||||
if( protoG_Magnitude <= deuterG_Magnitude )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_ignore_collision_response )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// PLayerHAck
|
|
||||||
if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response )
|
|
||||||
{
|
|
||||||
//Float3 linearMomentum = protoState.GetLinearMomentum();
|
|
||||||
//Float3 up = -protoState.GetGravityNormal();
|
|
||||||
//Float3 upForce = (linearMomentum.Dot(up) * up);
|
|
||||||
|
|
||||||
//Float3 noBounceForce = linearMomentum - upForce;
|
|
||||||
//protoState.SetLinearMomentum(noBounceForce);
|
|
||||||
//proto->SetState(protoState);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// calculate and store time interpolation value, for later rebound.
|
|
||||||
proto->SetTimeOfContact( worldPointOfContact );
|
|
||||||
|
|
||||||
// bounce
|
|
||||||
Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
|
|
||||||
deuterState.GetMass(), deuterG_Magnitude,
|
|
||||||
protoState.GetMass(), protoG_Magnitude );
|
|
||||||
|
|
||||||
|
|
||||||
// calc from perspective of proto
|
|
||||||
|
|
||||||
normal = (worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f )).GetNormalized();
|
|
||||||
//if( normal.Dot(normal) > 0.0f )
|
|
||||||
{
|
|
||||||
proto->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
protoG_Magnitude = protoG.Dot( normal );
|
|
||||||
deuterG_Magnitude = deuterG.Dot( normal );
|
|
||||||
normal.Normalize();
|
|
||||||
}
|
|
||||||
//else
|
|
||||||
//{ // special case: proto is completly contained within deuter.
|
|
||||||
// // borrowing the negated normal of deuter.
|
|
||||||
// deuter->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
// normal = -normal;
|
|
||||||
// protoG_Magnitude = -protoG_Magnitude;
|
|
||||||
// deuterG_Magnitude = -deuterG_Magnitude;
|
|
||||||
//}
|
|
||||||
|
|
||||||
if( normal != normal ) // debug: trap
|
|
||||||
const char *breakpoint = "This should never happen";
|
|
||||||
|
|
||||||
// bounce
|
|
||||||
Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(),
|
|
||||||
protoState.GetMass(), protoG_Magnitude,
|
|
||||||
deuterState.GetMass(), deuterG_Magnitude );
|
|
||||||
|
|
||||||
Float4 bounce = Average( bounceD, bounceP );
|
|
||||||
|
|
||||||
Float4 friction = Formula::CollisionResponse::Friction( protoG_Magnitude, normal,
|
|
||||||
Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
|
|
||||||
Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
|
|
||||||
|
|
||||||
if(protoState.GetMass() == 70)
|
|
||||||
{
|
|
||||||
const char* breakPoint = "here";
|
|
||||||
}
|
|
||||||
|
|
||||||
Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() );
|
|
||||||
|
|
||||||
protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz );
|
|
||||||
proto->SetState( protoState );
|
|
||||||
|
|
||||||
Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() );
|
|
||||||
|
|
||||||
proto->CallSubscription_AfterCollisionResponse( deuter, kineticEnergyPBefore - kineticEnergyPAFter );
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}*/
|
|
||||||
void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef )
|
|
||||||
{
|
|
||||||
auto proto = worldScene.GetCustomBody( protoTempRef );
|
|
||||||
auto deuter = worldScene.GetCustomBody( deuterTempRef );
|
|
||||||
|
|
||||||
if(proto->GetState().GetMass() == 70)
|
|
||||||
{
|
|
||||||
const char *breakpoint = "STOP";
|
|
||||||
}
|
|
||||||
|
|
||||||
Float4 worldPointOfContact;
|
|
||||||
if( proto->Intersects(*deuter, worldPointOfContact) )
|
|
||||||
{
|
|
||||||
// Apply CollisionResponse in pure gather pattern
|
|
||||||
ICustomBody::State protoState; proto->GetState( protoState );
|
|
||||||
ICustomBody::State deuterState; deuter->GetState( deuterState );
|
|
||||||
|
|
||||||
// calc from perspective of deuter.
|
|
||||||
// calc from perspective of deuter.
|
|
||||||
Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )).GetNormalized(); // Init value is only borrowed
|
|
||||||
if( normal.Dot(normal) > 0.0f )
|
|
||||||
{
|
|
||||||
deuter->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // special case: deuter is completly contained within proto or they have overlapping centers.
|
|
||||||
|
|
||||||
normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f );
|
|
||||||
if( normal.Dot(normal) == 0.0f )
|
|
||||||
{ // they have overlapping centers. Rebound at least
|
|
||||||
// calculate and store time interpolation value, for later rebound.
|
|
||||||
proto->SetTimeOfContact( worldPointOfContact );
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// borrowing the negated normal of proto.
|
|
||||||
proto->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
normal = -normal;
|
|
||||||
}
|
|
||||||
normal.Normalize();
|
|
||||||
|
|
||||||
Float4 protoG = Float4(protoState.GetLinearMomentum( worldPointOfContact.xyz ), 0),
|
|
||||||
deuterG = Float4(deuterState.GetLinearMomentum( worldPointOfContact.xyz ), 0);
|
|
||||||
|
|
||||||
Float protoG_Magnitude = protoG.Dot( normal ),
|
|
||||||
deuterG_Magnitude = deuterG.Dot( normal );
|
|
||||||
|
|
||||||
if(protoState.GetMass() == 70)
|
|
||||||
{
|
|
||||||
const char *breakpoint = "STOP";
|
|
||||||
}
|
|
||||||
|
|
||||||
// if they are not relatively moving towards eachother, there is no collision
|
|
||||||
Float deltaPos = normal.Dot( Float4(deuterState.GetCenterPosition(), 1) - Float4(protoState.GetCenterPosition(), 1) );
|
|
||||||
if( deltaPos < 0.0f )
|
|
||||||
{
|
|
||||||
if( protoG_Magnitude >= deuterG_Magnitude )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if( deltaPos > 0.0f )
|
|
||||||
{
|
|
||||||
if( protoG_Magnitude <= deuterG_Magnitude )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// calc from perspective of proto
|
|
||||||
normal = (worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f )).GetNormalized();
|
|
||||||
if( normal.Dot(normal) > 0.0f )
|
|
||||||
{
|
|
||||||
proto->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
protoG_Magnitude = protoG.Dot( normal );
|
|
||||||
deuterG_Magnitude = deuterG.Dot( normal );
|
|
||||||
normal.Normalize();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // special case: proto is completly contained within deuter.
|
|
||||||
// borrowing the negated normal of deuter.
|
|
||||||
deuter->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
normal = -normal;
|
|
||||||
protoG_Magnitude = -protoG_Magnitude;
|
|
||||||
deuterG_Magnitude = -deuterG_Magnitude;
|
|
||||||
}
|
|
||||||
normal.Normalize();
|
|
||||||
|
|
||||||
if( normal != normal ) // debug: trap
|
|
||||||
const char *breakpoint = "This should never happen";
|
|
||||||
|
|
||||||
Float4 friction = Formula::CollisionResponse::Friction( protoG_Magnitude, normal,
|
|
||||||
Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
|
|
||||||
Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
|
|
||||||
|
|
||||||
if(protoState.GetMass() == 70)
|
|
||||||
{
|
|
||||||
const char *breakpoint = "STOP";
|
|
||||||
}
|
|
||||||
|
|
||||||
protoState.ApplyFriction( -friction.xyz );
|
|
||||||
|
|
||||||
if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_ignore_collision_response )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// PLayerHAck
|
|
||||||
if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response )
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if(protoState.GetMass() == 50)
|
|
||||||
{
|
|
||||||
const char* breakPoint = "Break";
|
|
||||||
}
|
|
||||||
|
|
||||||
// bounce
|
|
||||||
Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
|
|
||||||
deuterState.GetMass(), deuterG_Magnitude,
|
|
||||||
protoState.GetMass(), protoG_Magnitude );
|
|
||||||
|
|
||||||
// calc from perspective of proto
|
|
||||||
proto->GetNormalAt( worldPointOfContact, normal );
|
|
||||||
normal.Normalize();
|
|
||||||
protoG_Magnitude = protoG.Dot( normal );
|
|
||||||
deuterG_Magnitude = deuterG.Dot( normal );
|
|
||||||
|
|
||||||
// bounce
|
|
||||||
Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(),
|
|
||||||
protoState.GetMass(), protoG_Magnitude,
|
|
||||||
deuterState.GetMass(), deuterG_Magnitude );
|
|
||||||
|
|
||||||
Float4 bounce = bounceP;
|
|
||||||
|
|
||||||
//LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f);
|
|
||||||
|
|
||||||
|
|
||||||
if( abs(bounce.x) < 0.001 )
|
|
||||||
{
|
|
||||||
bounce.x = 0;
|
|
||||||
}
|
|
||||||
if( abs(bounce.y) < 0.001 )
|
|
||||||
{
|
|
||||||
bounce.y = 0;
|
|
||||||
}
|
|
||||||
if( abs(bounce.z) < 0.001 )
|
|
||||||
{
|
|
||||||
bounce.z = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() );
|
|
||||||
|
|
||||||
protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz );
|
|
||||||
proto->SetState( protoState );
|
|
||||||
|
|
||||||
Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() );
|
|
||||||
|
|
||||||
proto->CallSubscription_AfterCollisionResponse( deuter, kineticEnergyPBefore - kineticEnergyPAFter );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
API & API::Instance()
|
API & API::Instance()
|
||||||
{
|
{
|
||||||
return API_instance;
|
return API_instance;
|
||||||
|
@ -337,319 +19,190 @@ API & API::Instance()
|
||||||
|
|
||||||
API_Impl::API_Impl()
|
API_Impl::API_Impl()
|
||||||
{
|
{
|
||||||
this->gravityConstant = Constant::gravity_constant;
|
this->broadphase = NULL;
|
||||||
this->epsilon = Constant::epsilon;
|
this->collisionConfiguration = NULL;
|
||||||
this->updateFrameLength = 1.0f / 120.0f;
|
this->dispatcher = NULL;
|
||||||
this->destructionAction = Default::EventAction_Destruction;
|
this->solver = NULL;
|
||||||
this->gravity = ::std::vector<Gravity>();
|
this->dynamicsWorld = NULL;
|
||||||
this->worldScene = Octree();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
API_Impl::~API_Impl() {}
|
API_Impl::~API_Impl()
|
||||||
|
|
||||||
void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
|
|
||||||
{
|
{
|
||||||
unsigned char numLayers = 4; //!< @todo TODO: calc numLayers from worldSize
|
delete this->dynamicsWorld;
|
||||||
this->gravity.resize( 0 );
|
this->dynamicsWorld = NULL;
|
||||||
this->gravity.reserve( numGravityWells );
|
delete this->solver;
|
||||||
this->worldScene = Octree( numObjects, numLayers, worldSize );
|
this->solver = NULL;
|
||||||
}
|
delete this->dispatcher;
|
||||||
|
this->dispatcher = NULL;
|
||||||
|
delete this->collisionConfiguration;
|
||||||
|
this->collisionConfiguration = NULL;
|
||||||
|
delete this->broadphase;
|
||||||
|
this->broadphase = NULL;
|
||||||
|
|
||||||
void API_Impl::SetFrameTimeLength( float deltaTime )
|
for(int i = 0; i < this->customBodies.size(); i++)
|
||||||
{
|
|
||||||
this->updateFrameLength = deltaTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::SetGravityConstant( float g )
|
|
||||||
{
|
|
||||||
this->gravityConstant = g;
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::SetEpsilon( float e )
|
|
||||||
{
|
|
||||||
this->epsilon = e;
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
{
|
||||||
this->destructionAction = functionPointer;
|
delete this->customBodies[i];
|
||||||
}
|
this->customBodies[i] = NULL;
|
||||||
else
|
|
||||||
{
|
|
||||||
this->destructionAction = Default::EventAction_Destruction;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float API_Impl::GetFrameTimeLength() const
|
// Bullet physics
|
||||||
|
ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass)
|
||||||
{
|
{
|
||||||
return this->updateFrameLength;
|
SimpleRigidBody* body = new SimpleRigidBody;
|
||||||
|
|
||||||
|
// Add collision shape
|
||||||
|
btCollisionShape* collisionShape = new btSphereShape(radius);
|
||||||
|
body->SetCollisionShape(collisionShape);
|
||||||
|
|
||||||
|
// Add motion state
|
||||||
|
btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w),btVector3(position.x, position.y, position.z)));
|
||||||
|
body->SetMotionState(motionState);
|
||||||
|
|
||||||
|
// Add rigid body
|
||||||
|
btVector3 fallInertia(0, 0, 0);
|
||||||
|
collisionShape->calculateLocalInertia(mass, fallInertia);
|
||||||
|
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
|
||||||
|
btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
|
||||||
|
rigidBody->setUserPointer(body);
|
||||||
|
body->SetRigidBody(rigidBody);
|
||||||
|
|
||||||
|
// Add rigid body to world
|
||||||
|
this->dynamicsWorld->addRigidBody(rigidBody);
|
||||||
|
this->customBodies.push_back(body);
|
||||||
|
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
ICustomBody* API_Impl::AddCollisionBox(Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass)
|
||||||
|
{
|
||||||
|
SimpleRigidBody* body = new SimpleRigidBody;
|
||||||
|
|
||||||
|
// Add collision shape
|
||||||
|
btCollisionShape* collisionShape = new btBoxShape(btVector3(halfSize.x, halfSize.y, halfSize.z));
|
||||||
|
body->SetCollisionShape(collisionShape);
|
||||||
|
|
||||||
|
// Add motion state
|
||||||
|
btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w),btVector3(position.x, position.y, position.z)));
|
||||||
|
body->SetMotionState(motionState);
|
||||||
|
|
||||||
|
// Add rigid body
|
||||||
|
btVector3 fallInertia(0, 0, 0);
|
||||||
|
collisionShape->calculateLocalInertia(mass, fallInertia);
|
||||||
|
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
|
||||||
|
btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
|
||||||
|
rigidBody->setUserPointer(body);
|
||||||
|
body->SetRigidBody(rigidBody);
|
||||||
|
|
||||||
|
// Add rigid body to world
|
||||||
|
this->dynamicsWorld->addRigidBody(rigidBody);
|
||||||
|
this->customBodies.push_back(body);
|
||||||
|
|
||||||
|
return body;
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::Update()
|
void API_Impl::UpdateWorld()
|
||||||
{ /** @todo TODO: Update is a temporary solution .*/
|
{
|
||||||
::std::vector<ICustomBody*> updateList;
|
this->dynamicsWorld->stepSimulation(1.0f/60.0f, 1.0f, 1.0f/60.0f);
|
||||||
auto proto = this->worldScene.Sample( Universe(), updateList ).begin();
|
|
||||||
ICustomBody::State state;
|
ICustomBody::State state;
|
||||||
for( ; proto != updateList.end(); ++proto )
|
|
||||||
|
for(unsigned int i = 0; i < this->customBodies.size(); i++ )
|
||||||
{
|
{
|
||||||
// Step 1: Apply Gravity
|
this->customBodies[i]->GetState(state);
|
||||||
Float4 gravityImpulse = Float4::null;
|
|
||||||
(*proto)->GetState( state );
|
btTransform trans;
|
||||||
for( ::std::vector<Gravity>::size_type i = 0; i < this->gravity.size(); ++i )
|
dynamic_cast<SimpleRigidBody*>(this->customBodies[i])->GetMotionState()->getWorldTransform(trans);
|
||||||
|
state.centerPos = Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z());
|
||||||
|
state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w());
|
||||||
|
|
||||||
|
if(dynamic_cast<SimpleRigidBody*>(this->customBodies[i])->GetRigidBody()->getActivationState() == ACTIVE_TAG)
|
||||||
{
|
{
|
||||||
switch( this->gravity[i].gravityType )
|
dynamic_cast<SimpleRigidBody*>(this->customBodies[i])->CallSubscription_Move();
|
||||||
{
|
}
|
||||||
case Gravity::GravityType_Well:
|
|
||||||
{
|
this->customBodies[i]->SetState(state);
|
||||||
Float4 d = Float4( this->gravity[i].well.position, 1.0f ) - Float4( state.GetCenterPosition(), 1.0f );
|
}
|
||||||
Float rSquared = d.Dot( d );
|
|
||||||
if( rSquared != 0.0 )
|
int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds();
|
||||||
{
|
for (int i=0;i<numManifolds;i++)
|
||||||
if(state.GetMass() == 70)
|
{
|
||||||
{
|
btPersistentManifold* contactManifold = this->dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
|
||||||
const char *breakpoint = "STOP";
|
const btCollisionObject* obA = contactManifold->getBody0();
|
||||||
}
|
const btCollisionObject* obB = contactManifold->getBody1();
|
||||||
Float force = Physics3D::Formula::ForceField( this->gravityConstant, state.GetMass(), this->gravity[i].well.mass, rSquared );
|
|
||||||
gravityImpulse += ((this->updateFrameLength * force)) * d.GetNormalized();
|
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
|
||||||
}
|
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
|
||||||
break;
|
|
||||||
}
|
dynamic_cast<SimpleRigidBody*>(bodyA)->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
|
||||||
case Gravity::GravityType_Directed:
|
dynamic_cast<SimpleRigidBody*>(bodyB)->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
|
||||||
gravityImpulse += Float4( this->gravity[i].directed.impulse, 0.0f );
|
|
||||||
break;
|
int numContacts = contactManifold->getNumContacts();
|
||||||
// case Gravity::GravityType_DirectedField:
|
for (int j=0;j<numContacts;j++)
|
||||||
// //this->gravity[i].directedField.
|
{
|
||||||
// //! TODO: @todo rethink
|
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
||||||
// break;
|
if (pt.getDistance()<0.f)
|
||||||
default: break;
|
{
|
||||||
|
const btVector3& ptA = pt.getPositionWorldOnA();
|
||||||
|
const btVector3& ptB = pt.getPositionWorldOnB();
|
||||||
|
const btVector3& normalOnB = pt.m_normalWorldOnB;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if( gravityImpulse != gravityImpulse ) // debug: trap
|
|
||||||
const char *breakpoint = "This should never happen";
|
|
||||||
Float posLength = state.GetCenterPosition().GetLength();
|
|
||||||
if( gravityImpulse != Float4::null && posLength - 300 > 3.5 )
|
|
||||||
{
|
|
||||||
state.ApplyLinearImpulse( gravityImpulse.xyz );
|
|
||||||
state.SetGravityNormal( gravityImpulse.GetNormalized().xyz );
|
|
||||||
(*proto)->SetState( state );
|
|
||||||
}
|
|
||||||
if(state.GetMass() == 70)
|
|
||||||
{
|
|
||||||
const char *breakpoint = "STOP";
|
|
||||||
}
|
|
||||||
// Step 2: Apply Collision Response
|
|
||||||
this->worldScene.Visit( *proto, OnPossibleCollision );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
proto = updateList.begin();
|
|
||||||
for( ; proto != updateList.end(); ++proto )
|
|
||||||
{
|
|
||||||
(*proto)->GetState( state );
|
|
||||||
Float3 lM = state.GetLinearMomentum();
|
|
||||||
|
|
||||||
//LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f);
|
|
||||||
|
|
||||||
|
|
||||||
/*if( abs(lM.x) < this->epsilon )
|
|
||||||
{
|
|
||||||
state.linearMomentum.x = 0;
|
|
||||||
}
|
|
||||||
if( abs(lM.y) < this->epsilon )
|
|
||||||
{
|
|
||||||
state.linearMomentum.y = 0;
|
|
||||||
}
|
|
||||||
if( abs(lM.z) < this->epsilon )
|
|
||||||
{
|
|
||||||
state.linearMomentum.z = 0;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
(*proto)->SetState( state );
|
|
||||||
|
|
||||||
switch( (*proto)->Update(this->updateFrameLength) )
|
|
||||||
{
|
|
||||||
case UpdateState_altered:
|
|
||||||
this->worldScene.SetAsAltered( this->worldScene.GetTemporaryReferenceOf(*proto) );
|
|
||||||
(*proto)->CallSubscription_Move();
|
|
||||||
case UpdateState_resting:
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void API_Impl::Init()
|
||||||
|
{
|
||||||
|
this->broadphase = new btDbvtBroadphase();
|
||||||
|
this->collisionConfiguration = new btDefaultCollisionConfiguration();
|
||||||
|
this->dispatcher = new btCollisionDispatcher(this->collisionConfiguration);
|
||||||
|
this->solver = new btSequentialImpulseConstraintSolver;
|
||||||
|
this->dynamicsWorld = new btDiscreteDynamicsWorld(this->dispatcher,this->broadphase,this->solver,this->collisionConfiguration);
|
||||||
|
this->dynamicsWorld->setGravity(btVector3(0,-10,0));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
|
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
|
||||||
{
|
{
|
||||||
return this->worldScene.IsInLimbo( objRef );
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::MoveToLimbo( const ICustomBody* objRef )
|
void API_Impl::MoveToLimbo( const ICustomBody* objRef )
|
||||||
{
|
{
|
||||||
this->worldScene.MoveToLimbo( objRef );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
|
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
|
||||||
{
|
{
|
||||||
this->worldScene.ReleaseFromLimbo( objRef );
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
|
|
||||||
{
|
|
||||||
this->worldScene.AddObject( handle );
|
|
||||||
}
|
|
||||||
|
|
||||||
UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
|
|
||||||
{
|
|
||||||
return this->worldScene.Extract( objRef );
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::DestroyObject( const ICustomBody* objRef )
|
|
||||||
{
|
|
||||||
UniquePointer<ICustomBody> object = this->worldScene.Extract( objRef );
|
|
||||||
if( object )
|
|
||||||
{
|
|
||||||
this->destructionAction( object );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::AddGravity( const API::Gravity &g )
|
|
||||||
{
|
|
||||||
this->gravity.push_back( g );
|
|
||||||
}
|
|
||||||
|
|
||||||
void API_Impl::RemoveGravity( const API::Gravity &g )
|
|
||||||
{
|
|
||||||
for( ::std::vector<Gravity>::size_type i = this->gravity.size() - 1; i >= 0; --i )
|
|
||||||
{
|
|
||||||
if( g == this->gravity[i] )
|
|
||||||
{
|
|
||||||
int end = this->gravity.size() - 1;
|
|
||||||
this->gravity[i] = this->gravity[end];
|
|
||||||
this->gravity.resize( end );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) )
|
void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) )
|
||||||
{
|
{
|
||||||
this->worldScene.Visit(collideable, args, hitAction);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
|
namespace Oyster
|
||||||
//{
|
{
|
||||||
// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
|
namespace Physics
|
||||||
// if( tempRef != this->worldScene.invalid_ref )
|
|
||||||
// {
|
|
||||||
// //this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function
|
|
||||||
// this->worldScene.SetAsAltered( tempRef );
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
|
|
||||||
//{ // 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 )
|
|
||||||
//{ // 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 )
|
|
||||||
//{ // 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 )
|
|
||||||
//{ // 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 )
|
|
||||||
//{
|
|
||||||
// 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 )
|
|
||||||
//{
|
|
||||||
// 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 )
|
|
||||||
//{
|
|
||||||
// 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 )
|
|
||||||
//{
|
|
||||||
// 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::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
|
|
||||||
{
|
|
||||||
return new SimpleRigidBody( desc );
|
|
||||||
}
|
|
||||||
|
|
||||||
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const
|
|
||||||
{
|
|
||||||
return new SphericalRigidBody( desc );
|
|
||||||
}
|
|
||||||
|
|
||||||
namespace Oyster { namespace Physics
|
|
||||||
{
|
|
||||||
namespace Default
|
|
||||||
{
|
{
|
||||||
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
|
namespace Default
|
||||||
{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
|
{
|
||||||
|
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
|
||||||
|
{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
|
||||||
|
|
||||||
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_BeforeCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
|
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_BeforeCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
|
||||||
{ /* Do nothing except returning business as usual. */
|
{ /* Do nothing except returning business as usual. */
|
||||||
return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
|
return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
|
||||||
|
}
|
||||||
|
|
||||||
|
void EventAction_AfterCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss )
|
||||||
|
{ /* Do nothing except returning business as usual. */
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void EventAction_Move( const ::Oyster::Physics::ICustomBody *object )
|
||||||
|
{ /* Do nothing. */ }
|
||||||
}
|
}
|
||||||
|
}
|
||||||
void EventAction_AfterCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss )
|
}
|
||||||
{ /* Do nothing except returning business as usual. */
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void EventAction_Move( const ::Oyster::Physics::ICustomBody *object )
|
|
||||||
{ /* Do nothing. */ }
|
|
||||||
}
|
|
||||||
} }
|
|
|
@ -3,6 +3,7 @@
|
||||||
|
|
||||||
#include "../PhysicsAPI.h"
|
#include "../PhysicsAPI.h"
|
||||||
#include "Octree.h"
|
#include "Octree.h"
|
||||||
|
#include <btBulletDynamicsCommon.h>
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
|
@ -14,49 +15,27 @@ namespace Oyster
|
||||||
API_Impl();
|
API_Impl();
|
||||||
virtual ~API_Impl();
|
virtual ~API_Impl();
|
||||||
|
|
||||||
void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
|
void Init();
|
||||||
|
|
||||||
void SetFrameTimeLength( float deltaTime );
|
|
||||||
void SetGravityConstant( float g );
|
|
||||||
void SetEpsilon( float e );
|
|
||||||
void SetSubscription( EventAction_Destruction functionPointer );
|
|
||||||
|
|
||||||
float GetFrameTimeLength() const;
|
|
||||||
|
|
||||||
void Update();
|
|
||||||
|
|
||||||
bool IsInLimbo( const ICustomBody* objRef );
|
bool IsInLimbo( const ICustomBody* objRef );
|
||||||
void MoveToLimbo( const ICustomBody* objRef );
|
void MoveToLimbo( const ICustomBody* objRef );
|
||||||
void ReleaseFromLimbo( const ICustomBody* objRef );
|
void ReleaseFromLimbo( const ICustomBody* objRef );
|
||||||
|
|
||||||
void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
|
// Bullet physics
|
||||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
|
ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass);
|
||||||
void DestroyObject( const ICustomBody* objRef );
|
ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass);
|
||||||
|
|
||||||
void AddGravity( const API::Gravity &g );
|
void UpdateWorld();
|
||||||
void RemoveGravity( const API::Gravity &g );
|
|
||||||
|
|
||||||
void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) );
|
void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) );
|
||||||
|
|
||||||
//void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
|
|
||||||
|
|
||||||
//void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
|
|
||||||
//void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
|
|
||||||
//void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
|
|
||||||
//void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
|
|
||||||
//void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos );
|
|
||||||
//void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation );
|
|
||||||
//void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
|
|
||||||
//void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
|
|
||||||
|
|
||||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
|
|
||||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
::Oyster::Math::Float gravityConstant, updateFrameLength, epsilon;
|
btBroadphaseInterface* broadphase;
|
||||||
EventAction_Destruction destructionAction;
|
btDefaultCollisionConfiguration* collisionConfiguration;
|
||||||
::std::vector<API::Gravity> gravity;
|
btCollisionDispatcher* dispatcher;
|
||||||
Octree worldScene;
|
btSequentialImpulseConstraintSolver* solver;
|
||||||
|
btDiscreteDynamicsWorld* dynamicsWorld;
|
||||||
|
std::vector<ICustomBody*> customBodies;
|
||||||
};
|
};
|
||||||
|
|
||||||
namespace Default
|
namespace Default
|
||||||
|
|
|
@ -8,291 +8,103 @@ using namespace ::Oyster::Collision3D;
|
||||||
using namespace ::Utility::DynamicMemory;
|
using namespace ::Utility::DynamicMemory;
|
||||||
using namespace ::Utility::Value;
|
using namespace ::Utility::Value;
|
||||||
|
|
||||||
namespace Private
|
|
||||||
{
|
|
||||||
const Float epsilon = (const Float)1e-20;
|
|
||||||
|
|
||||||
// Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture
|
|
||||||
inline bool EqualsZero( const Float &value )
|
|
||||||
{ // by Dan Andersson
|
|
||||||
return Abs( value ) < epsilon;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool Contains( const Plane &container, const Float4 &pos )
|
|
||||||
{ // by Dan Andersson
|
|
||||||
return EqualsZero( container.normal.Dot( pos ) + container.phasing );
|
|
||||||
}
|
|
||||||
|
|
||||||
// revision of Ray Vs Plane intersect test, there ray is more of an axis
|
|
||||||
bool Intersects( const Ray &axis, const Plane &plane, Float &connectDistance )
|
|
||||||
{ // by Dan Andersson
|
|
||||||
Float c = plane.normal.Dot(axis.direction);
|
|
||||||
if( EqualsZero(c) )
|
|
||||||
{ // axis is parallell with the plane. (axis direction orthogonal with the planar normal)
|
|
||||||
connectDistance = 0.0f;
|
|
||||||
return Contains( plane, axis.origin );
|
|
||||||
}
|
|
||||||
|
|
||||||
connectDistance = -plane.phasing;
|
|
||||||
connectDistance -= plane.normal.Dot( axis.origin );
|
|
||||||
connectDistance /= c;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
SimpleRigidBody::SimpleRigidBody()
|
SimpleRigidBody::SimpleRigidBody()
|
||||||
{
|
{
|
||||||
this->rigid = RigidBody();
|
this->collisionShape = NULL;
|
||||||
this->rigid.SetMass_KeepMomentum( 16.0f );
|
this->motionState = NULL;
|
||||||
this->gravityNormal = Float3::null;
|
this->rigidBody = NULL;
|
||||||
this->onCollision = Default::EventAction_BeforeCollisionResponse;
|
|
||||||
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
|
this->state.centerPos = Float3(0.0f, 0.0f, 0.0f);
|
||||||
this->onMovement = Default::EventAction_Move;
|
this->state.quaternion = Quaternion(Float3(0.0f, 0.0f, 0.0f), 1.0f);
|
||||||
|
this->state.dynamicFrictionCoeff = 0.0f;
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
this->state.staticFrictionCoeff = 0.0f;
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
this->state.mass = 0.0f;
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
this->state.restitutionCoeff = 0.0f;
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
this->state.reach = Float3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
this->afterCollision = NULL;
|
||||||
|
this->onMovement = NULL;
|
||||||
|
|
||||||
this->scene = nullptr;
|
|
||||||
this->customTag = nullptr;
|
this->customTag = nullptr;
|
||||||
this->ignoreGravity = this->isForwarded = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
|
SimpleRigidBody::~SimpleRigidBody()
|
||||||
{
|
{
|
||||||
this->rigid = RigidBody();
|
delete this->motionState;
|
||||||
this->rigid.SetRotation( desc.rotation );
|
this->motionState = NULL;
|
||||||
this->rigid.centerPos = desc.centerPosition;
|
delete this->collisionShape;
|
||||||
this->rigid.SetSize( desc.size );
|
this->collisionShape = NULL;
|
||||||
this->rigid.restitutionCoeff = desc.restitutionCoeff;
|
delete this->rigidBody;
|
||||||
this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
|
this->rigidBody = NULL;
|
||||||
this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
|
}
|
||||||
this->rigid.SetMass_KeepMomentum( desc.mass );
|
|
||||||
this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor );
|
|
||||||
this->deltaPos = Float4::null;
|
|
||||||
this->deltaAxis = Float4::null;
|
|
||||||
|
|
||||||
this->gravityNormal = Float3::null;
|
void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape)
|
||||||
|
{
|
||||||
|
this->collisionShape = shape;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState)
|
||||||
|
{
|
||||||
|
this->motionState = motionState;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
|
||||||
|
{
|
||||||
|
this->rigidBody = rigidBody;
|
||||||
|
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
|
||||||
|
|
||||||
if( desc.subscription_onCollision )
|
|
||||||
{
|
|
||||||
this->onCollision = desc.subscription_onCollision;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollision = Default::EventAction_BeforeCollisionResponse;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( desc.subscription_onCollisionResponse )
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = desc.subscription_onCollisionResponse;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( desc.subscription_onMovement )
|
|
||||||
{
|
|
||||||
this->onMovement= desc.subscription_onMovement;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onMovement = Default::EventAction_Move;
|
|
||||||
}
|
|
||||||
|
|
||||||
this->scene = nullptr;
|
|
||||||
this->customTag = nullptr;
|
|
||||||
this->ignoreGravity = desc.ignoreGravity;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SimpleRigidBody::~SimpleRigidBody() {}
|
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
|
||||||
|
|
||||||
UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
|
|
||||||
{
|
{
|
||||||
return new SimpleRigidBody( *this );
|
this->afterCollision = function;
|
||||||
}
|
}
|
||||||
|
|
||||||
SimpleRigidBody::State SimpleRigidBody::GetState() const
|
void SimpleRigidBody::SetSubscription(EventAction_Move function)
|
||||||
{
|
{
|
||||||
return State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
|
this->onMovement = function;
|
||||||
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
|
|
||||||
this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
|
|
||||||
this->rigid.centerPos, this->rigid.axis,
|
|
||||||
this->rigid.momentum_Linear, this->rigid.momentum_Angular,
|
|
||||||
this->rigid.gravityNormal );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
|
void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss)
|
||||||
{
|
{
|
||||||
return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
|
if(this->onMovement)
|
||||||
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
|
this->afterCollision(bodyA, bodyB, kineticEnergyLoss);
|
||||||
this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
|
|
||||||
this->rigid.centerPos, this->rigid.axis,
|
|
||||||
this->rigid.momentum_Linear, this->rigid.momentum_Angular,
|
|
||||||
this->rigid.gravityNormal );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
|
|
||||||
{
|
|
||||||
this->rigid.centerPos = state.GetCenterPosition();
|
|
||||||
this->rigid.axis = state.GetAngularAxis();
|
|
||||||
this->rigid.boundingReach = state.GetReach();
|
|
||||||
this->rigid.momentum_Linear = state.GetLinearMomentum();
|
|
||||||
this->rigid.momentum_Angular = state.GetAngularMomentum();
|
|
||||||
this->rigid.impulse_Linear += state.GetLinearImpulse();
|
|
||||||
this->rigid.impulse_Angular += state.GetAngularImpulse();
|
|
||||||
this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
|
|
||||||
this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
|
|
||||||
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
|
||||||
this->rigid.SetMass_KeepMomentum( state.GetMass() );
|
|
||||||
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
|
|
||||||
this->rigid.gravityNormal = state.GetGravityNormal();
|
|
||||||
|
|
||||||
if( state.IsForwarded() )
|
|
||||||
{
|
|
||||||
this->deltaPos += Float4(state.GetForward_DeltaPos(), 0);
|
|
||||||
this->deltaAxis += Float4(state.GetForward_DeltaAxis(), 0);
|
|
||||||
this->isForwarded;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( this->scene )
|
|
||||||
{
|
|
||||||
if( state.IsSpatiallyAltered() )
|
|
||||||
{
|
|
||||||
unsigned int tempRef = this->scene->GetTemporaryReferenceOf( this );
|
|
||||||
this->scene->SetAsAltered( tempRef );
|
|
||||||
this->scene->EvaluatePosition( tempRef );
|
|
||||||
}
|
|
||||||
else if( state.IsDisturbed() )
|
|
||||||
{
|
|
||||||
this->scene->SetAsAltered( this->scene->GetTemporaryReferenceOf(this) );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ICustomBody::SubscriptMessage SimpleRigidBody::CallSubscription_BeforeCollisionResponse( const ICustomBody *deuter )
|
|
||||||
{
|
|
||||||
return this->onCollision( this, deuter );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::CallSubscription_AfterCollisionResponse( const ICustomBody *deuter, Float kineticEnergyLoss )
|
|
||||||
{
|
|
||||||
return this->onCollisionResponse( this, deuter, kineticEnergyLoss );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SimpleRigidBody::CallSubscription_Move()
|
void SimpleRigidBody::CallSubscription_Move()
|
||||||
{
|
{
|
||||||
this->onMovement( this );
|
if(this->onMovement)
|
||||||
|
this->onMovement(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool SimpleRigidBody::IsAffectedByGravity() const
|
btCollisionShape* SimpleRigidBody::GetCollisionShape() const
|
||||||
{
|
{
|
||||||
return !this->ignoreGravity;
|
return this->collisionShape;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
|
btDefaultMotionState* SimpleRigidBody::GetMotionState() const
|
||||||
{
|
{
|
||||||
return Box( this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize() ).Intersects( shape );
|
return this->motionState;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool SimpleRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const
|
btRigidBody* SimpleRigidBody::GetRigidBody() const
|
||||||
{
|
{
|
||||||
return Box( this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize() ).Intersects( shape, worldPointOfContact );
|
return this->rigidBody;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const
|
SimpleRigidBody::State SimpleRigidBody::GetState() const
|
||||||
{
|
{
|
||||||
return object.Intersects( Box(this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize()), worldPointOfContact );
|
return this->state;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SimpleRigidBody::SetTimeOfContact( Float4 &worldPointOfContact )
|
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
|
||||||
{
|
{
|
||||||
Point pointOfContact = Point( worldPointOfContact );
|
targetMem = this->state;
|
||||||
Box start = Box();
|
|
||||||
{
|
|
||||||
start.rotation = RotationMatrix( this->collisionRebound.previousSpatial.axis );
|
|
||||||
start.center = this->collisionRebound.previousSpatial.center;
|
|
||||||
start.boundingOffset = this->collisionRebound.previousSpatial.reach;
|
|
||||||
}
|
|
||||||
Box end = Box();
|
|
||||||
{
|
|
||||||
end.rotation = RotationMatrix( this->rigid.axis );
|
|
||||||
end.center = this->rigid.centerPos;
|
|
||||||
end.boundingOffset = this->rigid.boundingReach;
|
|
||||||
}
|
|
||||||
Float timeOfContact = ::Oyster::Collision3D::Utility::TimeOfContact( start, end, pointOfContact );
|
|
||||||
|
|
||||||
this->collisionRebound.timeOfContact = Min( this->collisionRebound.timeOfContact, timeOfContact );
|
|
||||||
}
|
|
||||||
|
|
||||||
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
|
||||||
{
|
|
||||||
return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.GetMagnitude() );
|
|
||||||
}
|
|
||||||
|
|
||||||
Float4 & SimpleRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
|
|
||||||
{
|
|
||||||
Float4 offset = worldPos.xyz - this->rigid.centerPos;
|
|
||||||
Float distance = offset.Dot( offset );
|
|
||||||
Float3 normal = Float3::null;
|
|
||||||
|
|
||||||
if( distance != 0.0f )
|
|
||||||
{ // sanity check
|
|
||||||
Ray axis( Float4::standard_unit_w, offset / (Float)::std::sqrt(distance) );
|
|
||||||
Float minDistance = numeric_limits<Float>::max();
|
|
||||||
Float4x4 rotationMatrix = this->rigid.GetRotationMatrix();
|
|
||||||
|
|
||||||
if( Private::Intersects(axis, Plane(rotationMatrix.v[0], -this->rigid.boundingReach.x), axis.collisionDistance) )
|
|
||||||
{ // check along x-axis
|
|
||||||
if( axis.collisionDistance < 0.0f )
|
|
||||||
normal = -rotationMatrix.v[0].xyz;
|
|
||||||
else
|
|
||||||
normal = rotationMatrix.v[0].xyz;
|
|
||||||
|
|
||||||
minDistance = Abs( axis.collisionDistance );
|
|
||||||
}
|
|
||||||
|
|
||||||
if( Private::Intersects(axis, Plane(rotationMatrix.v[1], -this->rigid.boundingReach.y), axis.collisionDistance) )
|
|
||||||
{ // check along y-axis
|
|
||||||
distance = Abs( axis.collisionDistance ); // recycling memory
|
|
||||||
if( minDistance > distance )
|
|
||||||
{
|
|
||||||
if( axis.collisionDistance < 0.0f )
|
|
||||||
normal = -rotationMatrix.v[1].xyz;
|
|
||||||
else
|
|
||||||
normal = rotationMatrix.v[1].xyz;
|
|
||||||
|
|
||||||
minDistance = distance;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if( Private::Intersects(axis, Plane(rotationMatrix.v[2], -this->rigid.boundingReach.z), axis.collisionDistance) )
|
|
||||||
{ // check along z-axis
|
|
||||||
if( minDistance > Abs( axis.collisionDistance ) )
|
|
||||||
{
|
|
||||||
if( axis.collisionDistance < 0.0f )
|
|
||||||
normal = -rotationMatrix.v[2].xyz;
|
|
||||||
else
|
|
||||||
normal = rotationMatrix.v[2].xyz;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
targetMem.xyz = normal;
|
|
||||||
targetMem.w = 0.0f;
|
|
||||||
return targetMem;
|
return targetMem;
|
||||||
}
|
}
|
||||||
|
|
||||||
Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
|
||||||
{
|
{
|
||||||
return targetMem = this->gravityNormal;
|
this->state = state;
|
||||||
}
|
}
|
||||||
|
|
||||||
void * SimpleRigidBody::GetCustomTag() const
|
void * SimpleRigidBody::GetCustomTag() const
|
||||||
|
@ -300,182 +112,10 @@ void * SimpleRigidBody::GetCustomTag() const
|
||||||
return this->customTag;
|
return this->customTag;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.centerPos;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.box.rotation;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.GetOrientation();
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.GetView();
|
|
||||||
//}
|
|
||||||
|
|
||||||
//Float3 SimpleRigidBody::GetRigidLinearVelocity() const
|
|
||||||
//{
|
|
||||||
// return this->rigid.GetLinearVelocity();
|
|
||||||
//}
|
|
||||||
|
|
||||||
UpdateState SimpleRigidBody::Update( Float timeStepLength )
|
|
||||||
{
|
|
||||||
if( this->collisionRebound.timeOfContact < 1.0f )
|
|
||||||
{ // Rebound if needed
|
|
||||||
this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
|
|
||||||
this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
|
|
||||||
this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
|
|
||||||
timeStepLength *= 2.0f - this->collisionRebound.timeOfContact; // compensate for rebounded time
|
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
|
|
||||||
Float4 temp;
|
|
||||||
::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
|
|
||||||
this->rigid.axis -= ((2.0f * pi) * temp).xyz;
|
|
||||||
|
|
||||||
// Update rebound data
|
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
|
||||||
|
|
||||||
// Check if this is close enough to be set resting
|
|
||||||
temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
|
|
||||||
if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
|
|
||||||
{
|
|
||||||
unsigned char resting = 0;
|
|
||||||
if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
|
|
||||||
{
|
|
||||||
this->rigid.momentum_Linear = Float3::null;
|
|
||||||
resting = 1;
|
|
||||||
}
|
|
||||||
if( this->rigid.momentum_Angular.Dot(this->rigid.momentum_Angular) <= (Constant::epsilon * Constant::epsilon) )
|
|
||||||
{
|
|
||||||
this->rigid.momentum_Angular = Float3::null;
|
|
||||||
++resting;
|
|
||||||
}
|
|
||||||
if( resting == 2 )
|
|
||||||
{
|
|
||||||
this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
|
|
||||||
return UpdateState_resting;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this->rigid.Update_LeapFrog( timeStepLength );
|
|
||||||
return UpdateState_altered;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::Predict( Float4 &outDeltaPos, Float4 &outDeltaAxis, const Float4 &actingLinearImpulse, const Float4 &actingAngularImpulse, Float deltaTime )
|
|
||||||
{
|
|
||||||
this->rigid.Predict_LeapFrog( outDeltaPos.xyz, outDeltaAxis.xyz, actingLinearImpulse.xyz, actingAngularImpulse.xyz, deltaTime );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetScene( void *scene )
|
|
||||||
{
|
|
||||||
this->scene = (Octree*)scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_BeforeCollisionResponse functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
|
||||||
this->onCollision = functionPointer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollision = Default::EventAction_BeforeCollisionResponse;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_AfterCollisionResponse functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = functionPointer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
|
||||||
this->onMovement = functionPointer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onMovement = Default::EventAction_Move;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetGravity( bool ignore)
|
|
||||||
{
|
|
||||||
this->ignoreGravity = ignore;
|
|
||||||
this->gravityNormal = Float3::null;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
|
||||||
{
|
|
||||||
this->gravityNormal = normalizedVector;
|
|
||||||
this->rigid.gravityNormal = Float4( this->gravityNormal, 0 );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SimpleRigidBody::SetCustomTag( void *ref )
|
void SimpleRigidBody::SetCustomTag( void *ref )
|
||||||
{
|
{
|
||||||
this->customTag = ref;
|
this->customTag = ref;
|
||||||
}
|
}
|
||||||
|
|
||||||
//void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetMass_KeepVelocity( Float m )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMass_KeepVelocity( m );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetMass_KeepMomentum( Float m )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMass_KeepMomentum( m );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetCenter( const Float3 &worldPos )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetCenter( worldPos );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetRotation( rotation );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetOrientation( orientation );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetSize( const Float3 &size )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetSize( size );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SimpleRigidBody::SetMomentum( const Float3 &worldG )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetLinearMomentum( worldG );
|
|
||||||
//}
|
|
||||||
|
|
|
@ -2,86 +2,52 @@
|
||||||
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||||
|
|
||||||
#include "..\PhysicsAPI.h"
|
#include "..\PhysicsAPI.h"
|
||||||
#include "RigidBody.h"
|
#include <btBulletDynamicsCommon.h>
|
||||||
#include "Octree.h"
|
|
||||||
|
|
||||||
namespace Oyster { namespace Physics
|
namespace Oyster
|
||||||
{
|
{
|
||||||
class SimpleRigidBody : public ICustomBody
|
namespace Physics
|
||||||
{
|
{
|
||||||
public:
|
class SimpleRigidBody : public ICustomBody
|
||||||
SimpleRigidBody();
|
|
||||||
SimpleRigidBody( const API::SimpleBodyDescription &desc );
|
|
||||||
virtual ~SimpleRigidBody();
|
|
||||||
|
|
||||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
|
||||||
|
|
||||||
State GetState() const;
|
|
||||||
State & GetState( State &targetMem ) const;
|
|
||||||
void SetState( const State &state );
|
|
||||||
//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
|
|
||||||
|
|
||||||
SubscriptMessage CallSubscription_BeforeCollisionResponse( const ICustomBody *deuter );
|
|
||||||
void CallSubscription_AfterCollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
|
|
||||||
void CallSubscription_Move();
|
|
||||||
|
|
||||||
bool IsAffectedByGravity() const;
|
|
||||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
|
||||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
|
|
||||||
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
|
|
||||||
|
|
||||||
void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact );
|
|
||||||
|
|
||||||
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
|
||||||
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
|
|
||||||
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
|
||||||
void * GetCustomTag() const;
|
|
||||||
//::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
|
||||||
//::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
|
||||||
//::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
|
||||||
//::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
|
||||||
|
|
||||||
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
|
||||||
void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
|
|
||||||
|
|
||||||
void SetScene( void *scene );
|
|
||||||
|
|
||||||
void SetSubscription( EventAction_BeforeCollisionResponse functionPointer );
|
|
||||||
void SetSubscription( EventAction_AfterCollisionResponse functionPointer );
|
|
||||||
void SetSubscription( EventAction_Move functionPointer );
|
|
||||||
|
|
||||||
void SetGravity( bool ignore);
|
|
||||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
|
||||||
void SetCustomTag( void *ref );
|
|
||||||
//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
|
||||||
//void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
|
||||||
//void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
|
||||||
//void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
|
||||||
//void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
|
||||||
//void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
|
||||||
//void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
|
||||||
//void SetSize( const ::Oyster::Math::Float3 &size );
|
|
||||||
//void SetMomentum( const ::Oyster::Math::Float3 &worldG );
|
|
||||||
|
|
||||||
private:
|
|
||||||
::Oyster::Physics3D::RigidBody rigid;
|
|
||||||
::Oyster::Math::Float4 deltaPos, deltaAxis;
|
|
||||||
::Oyster::Math::Float3 gravityNormal;
|
|
||||||
|
|
||||||
struct
|
|
||||||
{
|
{
|
||||||
struct { ::Oyster::Math::Float3 center, axis, reach; } previousSpatial;
|
public:
|
||||||
::Oyster::Math::Float timeOfContact;
|
SimpleRigidBody();
|
||||||
} collisionRebound;
|
virtual ~SimpleRigidBody();
|
||||||
|
|
||||||
EventAction_BeforeCollisionResponse onCollision;
|
void SetCollisionShape(btCollisionShape* shape);
|
||||||
EventAction_AfterCollisionResponse onCollisionResponse;
|
void SetMotionState(btDefaultMotionState* motionState);
|
||||||
EventAction_Move onMovement;
|
void SetRigidBody(btRigidBody* rigidBody);
|
||||||
|
|
||||||
|
void SetSubscription(EventAction_AfterCollisionResponse function);
|
||||||
|
void SetSubscription(EventAction_Move function);
|
||||||
|
|
||||||
Octree *scene;
|
void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss);
|
||||||
void *customTag;
|
void CallSubscription_Move();
|
||||||
bool ignoreGravity, isForwarded;
|
|
||||||
};
|
State GetState() const;
|
||||||
} }
|
State & GetState( State &targetMem ) const;
|
||||||
|
void SetState( const State &state );
|
||||||
|
|
||||||
|
btCollisionShape* GetCollisionShape() const;
|
||||||
|
btDefaultMotionState* GetMotionState() const;
|
||||||
|
btRigidBody* GetRigidBody() const;
|
||||||
|
|
||||||
|
void SetCustomTag( void *ref );
|
||||||
|
void* GetCustomTag() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
btCollisionShape* collisionShape;
|
||||||
|
btDefaultMotionState* motionState;
|
||||||
|
btRigidBody* rigidBody;
|
||||||
|
|
||||||
|
Struct::CustomBodyState state;
|
||||||
|
|
||||||
|
EventAction_AfterCollisionResponse afterCollision;
|
||||||
|
EventAction_Move onMovement;
|
||||||
|
|
||||||
|
void *customTag;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -1,405 +0,0 @@
|
||||||
#include "SphericalRigidBody.h"
|
|
||||||
#include "PhysicsAPI_Impl.h"
|
|
||||||
|
|
||||||
using namespace ::Oyster::Physics;
|
|
||||||
using namespace ::Oyster::Physics3D;
|
|
||||||
using namespace ::Oyster::Math3D;
|
|
||||||
using namespace ::Oyster::Collision3D;
|
|
||||||
using namespace ::Utility::DynamicMemory;
|
|
||||||
using namespace ::Utility::Value;
|
|
||||||
|
|
||||||
SphericalRigidBody::SphericalRigidBody()
|
|
||||||
{
|
|
||||||
this->rigid = RigidBody();
|
|
||||||
this->rigid.SetMass_KeepMomentum( 16.0f );
|
|
||||||
this->gravityNormal = Float3::null;
|
|
||||||
this->onCollision = Default::EventAction_BeforeCollisionResponse;
|
|
||||||
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
|
|
||||||
this->onMovement = Default::EventAction_Move;
|
|
||||||
|
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
|
||||||
|
|
||||||
this->scene = nullptr;
|
|
||||||
this->customTag = nullptr;
|
|
||||||
this->ignoreGravity = this->isForwarded = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
|
|
||||||
{
|
|
||||||
this->rigid = RigidBody();
|
|
||||||
this->rigid.SetRotation( desc.rotation );
|
|
||||||
this->rigid.centerPos = desc.centerPosition;
|
|
||||||
this->rigid.boundingReach = Float4( desc.radius, desc.radius, desc.radius, 0.0f );
|
|
||||||
this->rigid.restitutionCoeff = desc.restitutionCoeff;
|
|
||||||
this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
|
|
||||||
this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
|
|
||||||
this->rigid.SetMass_KeepMomentum( desc.mass );
|
|
||||||
this->rigid.SetMomentOfInertia_KeepMomentum( MomentOfInertia::Sphere(desc.mass, desc.radius) );
|
|
||||||
this->deltaPos = Float4::null;
|
|
||||||
this->deltaAxis = Float4::null;
|
|
||||||
|
|
||||||
this->gravityNormal = Float3::null;
|
|
||||||
|
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
|
||||||
|
|
||||||
if( desc.subscription_onCollision )
|
|
||||||
{
|
|
||||||
this->onCollision = desc.subscription_onCollision;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollision = Default::EventAction_BeforeCollisionResponse;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( desc.subscription_onCollisionResponse )
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = desc.subscription_onCollisionResponse;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( desc.subscription_onMovement )
|
|
||||||
{
|
|
||||||
this->onMovement= desc.subscription_onMovement;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onMovement = Default::EventAction_Move;
|
|
||||||
}
|
|
||||||
|
|
||||||
this->scene = nullptr;
|
|
||||||
this->customTag = nullptr;
|
|
||||||
this->ignoreGravity = desc.ignoreGravity;
|
|
||||||
|
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
SphericalRigidBody::~SphericalRigidBody() {}
|
|
||||||
|
|
||||||
UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
|
|
||||||
{
|
|
||||||
return new SphericalRigidBody( *this );
|
|
||||||
}
|
|
||||||
|
|
||||||
SphericalRigidBody::State SphericalRigidBody::GetState() const
|
|
||||||
{
|
|
||||||
return State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
|
|
||||||
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
|
|
||||||
this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
|
|
||||||
this->rigid.centerPos, this->rigid.axis,
|
|
||||||
this->rigid.momentum_Linear, this->rigid.momentum_Angular );
|
|
||||||
}
|
|
||||||
|
|
||||||
SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
|
|
||||||
{
|
|
||||||
return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
|
|
||||||
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
|
|
||||||
this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
|
|
||||||
this->rigid.centerPos, this->rigid.axis,
|
|
||||||
this->rigid.momentum_Linear, this->rigid.momentum_Angular );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
|
|
||||||
{
|
|
||||||
this->rigid.centerPos = state.GetCenterPosition();
|
|
||||||
this->rigid.axis = state.GetAngularAxis();
|
|
||||||
this->rigid.boundingReach = state.GetReach();
|
|
||||||
this->rigid.momentum_Linear = state.GetLinearMomentum();
|
|
||||||
this->rigid.momentum_Angular = state.GetAngularMomentum();
|
|
||||||
this->rigid.impulse_Linear += state.GetLinearImpulse();
|
|
||||||
this->rigid.impulse_Angular += state.GetAngularImpulse();
|
|
||||||
this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
|
|
||||||
this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
|
|
||||||
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
|
||||||
this->rigid.SetMass_KeepMomentum( state.GetMass() );
|
|
||||||
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
|
|
||||||
this->rigid.gravityNormal = state.GetGravityNormal();
|
|
||||||
|
|
||||||
if( state.IsForwarded() )
|
|
||||||
{
|
|
||||||
this->deltaPos += Float4(state.GetForward_DeltaPos(), 0);
|
|
||||||
this->deltaAxis += Float4(state.GetForward_DeltaAxis());
|
|
||||||
this->isForwarded = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if( this->scene )
|
|
||||||
{
|
|
||||||
if( state.IsSpatiallyAltered() )
|
|
||||||
{
|
|
||||||
unsigned int tempRef = this->scene->GetTemporaryReferenceOf( this );
|
|
||||||
this->scene->SetAsAltered( tempRef );
|
|
||||||
this->scene->EvaluatePosition( tempRef );
|
|
||||||
}
|
|
||||||
else if( state.IsDisturbed() )
|
|
||||||
{
|
|
||||||
this->scene->SetAsAltered( this->scene->GetTemporaryReferenceOf(this) );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ICustomBody::SubscriptMessage SphericalRigidBody::CallSubscription_BeforeCollisionResponse( const ICustomBody *deuter )
|
|
||||||
{
|
|
||||||
return this->onCollision( this, deuter );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::CallSubscription_AfterCollisionResponse( const ICustomBody *deuter, Float kineticEnergyLoss )
|
|
||||||
{
|
|
||||||
this->onCollisionResponse( this, deuter, kineticEnergyLoss);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void SphericalRigidBody::CallSubscription_Move()
|
|
||||||
{
|
|
||||||
this->onMovement( this );
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SphericalRigidBody::IsAffectedByGravity() const
|
|
||||||
{
|
|
||||||
return !this->ignoreGravity;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SphericalRigidBody::Intersects( const ICollideable &shape ) const
|
|
||||||
{
|
|
||||||
return Sphere( this->rigid.centerPos, this->rigid.boundingReach.x ).Intersects( shape );
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SphericalRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const
|
|
||||||
{
|
|
||||||
return Sphere( this->rigid.centerPos, this->rigid.boundingReach.x ).Intersects( shape, worldPointOfContact );
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SphericalRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const
|
|
||||||
{
|
|
||||||
return object.Intersects( Sphere(this->rigid.centerPos, this->rigid.boundingReach.x), worldPointOfContact );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetTimeOfContact( Float4 &worldPointOfContact )
|
|
||||||
{
|
|
||||||
Point pointOfContact = Point( worldPointOfContact );
|
|
||||||
Sphere start = Sphere( this->collisionRebound.previousSpatial.center, this->collisionRebound.previousSpatial.reach.x );
|
|
||||||
Sphere end = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x );
|
|
||||||
|
|
||||||
Float timeOfContact = ::Oyster::Collision3D::Utility::TimeOfContact( start, end, pointOfContact );
|
|
||||||
|
|
||||||
this->collisionRebound.timeOfContact = Min( this->collisionRebound.timeOfContact, timeOfContact );
|
|
||||||
}
|
|
||||||
|
|
||||||
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
|
||||||
{
|
|
||||||
return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x );
|
|
||||||
}
|
|
||||||
|
|
||||||
Float4 & SphericalRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
|
|
||||||
{
|
|
||||||
targetMem = Float4( worldPos.xyz - this->rigid.centerPos, 0);
|
|
||||||
Float magnitude = targetMem.GetMagnitude();
|
|
||||||
if( magnitude != 0.0f )
|
|
||||||
{ // sanity check
|
|
||||||
targetMem.Normalize();
|
|
||||||
}
|
|
||||||
|
|
||||||
return targetMem;
|
|
||||||
}
|
|
||||||
|
|
||||||
Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
|
||||||
{
|
|
||||||
return targetMem = this->gravityNormal;
|
|
||||||
}
|
|
||||||
|
|
||||||
void * SphericalRigidBody::GetCustomTag() const
|
|
||||||
{
|
|
||||||
return this->customTag;
|
|
||||||
}
|
|
||||||
|
|
||||||
//Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.centerPos;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.box.rotation;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.GetOrientation();
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
|
|
||||||
//{
|
|
||||||
// return targetMem = this->rigid.GetView();
|
|
||||||
//}
|
|
||||||
|
|
||||||
//Float3 SphericalRigidBody::GetRigidLinearVelocity() const
|
|
||||||
//{
|
|
||||||
// return this->rigid.GetLinearVelocity();
|
|
||||||
//}
|
|
||||||
|
|
||||||
UpdateState SphericalRigidBody::Update( Float timeStepLength )
|
|
||||||
{
|
|
||||||
if( this->collisionRebound.timeOfContact < 1.0f )
|
|
||||||
{ // Rebound if needed
|
|
||||||
this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
|
|
||||||
this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
|
|
||||||
this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
|
|
||||||
timeStepLength *= 2.0f - this->collisionRebound.timeOfContact; // compensate for rebounded time
|
|
||||||
this->collisionRebound.timeOfContact = 1.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
|
|
||||||
Float4 temp;
|
|
||||||
::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
|
|
||||||
this->rigid.axis -= ((2.0f * pi) * temp).xyz;
|
|
||||||
|
|
||||||
// Update rebound data
|
|
||||||
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
|
|
||||||
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
|
|
||||||
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
|
|
||||||
|
|
||||||
// Check if this is close enough to be set resting
|
|
||||||
temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
|
|
||||||
if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
|
|
||||||
{
|
|
||||||
unsigned char resting = 0;
|
|
||||||
if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
|
|
||||||
{
|
|
||||||
this->rigid.momentum_Linear = Float3::null;
|
|
||||||
resting = 1;
|
|
||||||
}
|
|
||||||
if( this->rigid.momentum_Angular.Dot(this->rigid.momentum_Angular) <= (Constant::epsilon * Constant::epsilon) )
|
|
||||||
{
|
|
||||||
this->rigid.momentum_Angular = Float3::null;
|
|
||||||
++resting;
|
|
||||||
}
|
|
||||||
if( resting == 2 )
|
|
||||||
{
|
|
||||||
this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
|
|
||||||
return UpdateState_resting;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this->rigid.Update_LeapFrog( timeStepLength );
|
|
||||||
return UpdateState_altered;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime )
|
|
||||||
{
|
|
||||||
this->rigid.Predict_LeapFrog( outDeltaPos.xyz, outDeltaAxis.xyz, actingLinearImpulse.xyz, actingAngularImpulse.xyz, deltaTime );
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_BeforeCollisionResponse functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
|
||||||
this->onCollision = functionPointer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollision = Default::EventAction_BeforeCollisionResponse;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_AfterCollisionResponse functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = functionPointer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
|
|
||||||
{
|
|
||||||
if( functionPointer )
|
|
||||||
{
|
|
||||||
this->onMovement = functionPointer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this->onMovement = Default::EventAction_Move;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetScene( void *scene )
|
|
||||||
{
|
|
||||||
this->scene = (Octree*)scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetGravity( bool ignore )
|
|
||||||
{
|
|
||||||
this->ignoreGravity = ignore;
|
|
||||||
this->gravityNormal = Float3::null;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
|
||||||
{
|
|
||||||
this->gravityNormal = normalizedVector;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SphericalRigidBody::SetCustomTag( void *ref )
|
|
||||||
{
|
|
||||||
this->customTag = ref;
|
|
||||||
}
|
|
||||||
|
|
||||||
//void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetMass_KeepVelocity( Float m )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMass_KeepVelocity( m );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetMass_KeepMomentum( Float m )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetMass_KeepMomentum( m );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetCenter( const Float3 &worldPos )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetCenter( worldPos );
|
|
||||||
// this->body.center = worldPos;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetRotation( rotation );
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetOrientation( orientation );
|
|
||||||
// this->body.center = orientation.v[3].xyz;
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetSize( const Float3 &size )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetSize( size );
|
|
||||||
// this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//void SphericalRigidBody::SetMomentum( const Float3 &worldG )
|
|
||||||
//{
|
|
||||||
// this->rigid.SetLinearMomentum( worldG );
|
|
||||||
//}
|
|
|
@ -1,87 +0,0 @@
|
||||||
#ifndef OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
|
||||||
#define OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
|
||||||
|
|
||||||
#include "..\PhysicsAPI.h"
|
|
||||||
#include "RigidBody.h"
|
|
||||||
#include "Sphere.h"
|
|
||||||
#include "Octree.h"
|
|
||||||
|
|
||||||
namespace Oyster { namespace Physics
|
|
||||||
{
|
|
||||||
class SphericalRigidBody : public ICustomBody
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
SphericalRigidBody();
|
|
||||||
SphericalRigidBody( const API::SphericalBodyDescription &desc );
|
|
||||||
virtual ~SphericalRigidBody();
|
|
||||||
|
|
||||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
|
||||||
|
|
||||||
State GetState() const;
|
|
||||||
State & GetState( State &targetMem = State() ) const;
|
|
||||||
void SetState( const State &state );
|
|
||||||
//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
|
|
||||||
|
|
||||||
SubscriptMessage CallSubscription_BeforeCollisionResponse( const ICustomBody *deuter );
|
|
||||||
void CallSubscription_AfterCollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
|
|
||||||
void CallSubscription_Move();
|
|
||||||
|
|
||||||
bool IsAffectedByGravity() const;
|
|
||||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
|
||||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
|
|
||||||
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
|
|
||||||
|
|
||||||
void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact );
|
|
||||||
|
|
||||||
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
|
||||||
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
|
|
||||||
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
|
||||||
void * GetCustomTag() const;
|
|
||||||
//::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
|
||||||
//::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
|
||||||
//::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
|
||||||
//::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
|
||||||
|
|
||||||
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
|
||||||
void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
|
|
||||||
|
|
||||||
void SetScene( void *scene );
|
|
||||||
|
|
||||||
void SetSubscription( EventAction_BeforeCollisionResponse functionPointer );
|
|
||||||
void SetSubscription( EventAction_AfterCollisionResponse functionPointer );
|
|
||||||
void SetSubscription( EventAction_Move functionPointer );
|
|
||||||
|
|
||||||
void SetGravity( bool ignore);
|
|
||||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
|
||||||
void SetCustomTag( void *ref );
|
|
||||||
//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
|
||||||
//void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
|
||||||
//void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
|
||||||
//void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
|
||||||
//void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
|
||||||
//void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
|
||||||
//void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
|
||||||
//void SetSize( const ::Oyster::Math::Float3 &size );
|
|
||||||
//void SetMomentum( const ::Oyster::Math::Float3 &worldG );
|
|
||||||
|
|
||||||
private:
|
|
||||||
::Oyster::Physics3D::RigidBody rigid;
|
|
||||||
::Oyster::Math::Float4 deltaPos, deltaAxis;
|
|
||||||
::Oyster::Math::Float3 gravityNormal;
|
|
||||||
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
struct { ::Oyster::Math::Float3 center, axis, reach; } previousSpatial;
|
|
||||||
::Oyster::Math::Float timeOfContact;
|
|
||||||
} collisionRebound;
|
|
||||||
|
|
||||||
EventAction_BeforeCollisionResponse onCollision;
|
|
||||||
EventAction_AfterCollisionResponse onCollisionResponse;
|
|
||||||
EventAction_Move onMovement;
|
|
||||||
Octree *scene;
|
|
||||||
void *customTag;
|
|
||||||
bool ignoreGravity, isForwarded;
|
|
||||||
};
|
|
||||||
} }
|
|
||||||
|
|
||||||
#endif
|
|
|
@ -55,35 +55,7 @@ namespace Oyster
|
||||||
* @param numGravityWells: The predicted max number of active gravity wells.
|
* @param numGravityWells: The predicted max number of active gravity wells.
|
||||||
* @param worldSize: The size of acceptable physics space.
|
* @param worldSize: The size of acceptable physics space.
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ) = 0;
|
virtual void Init() = 0;
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets the time length of each physics update frame.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetFrameTimeLength( float seconds ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets the Gravityconstant in the physics that will be
|
|
||||||
* used in ForceField calculations.
|
|
||||||
* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetGravityConstant( float g ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets the function that will be called by the engine
|
|
||||||
* whenever an object is being destroyed for some reason.
|
|
||||||
* - Because DestroyObject(...) were called.
|
|
||||||
* - Out of memory forced engine to destroy an object.
|
|
||||||
* @param functionPointer: If NULL, an empty default function will be set.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Triggers the engine to run next update frame.
|
|
||||||
* All accumulated forces and changes will be consumed.
|
|
||||||
* EventAction functions might be called.
|
|
||||||
********************************************************/
|
|
||||||
virtual void Update() = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* An object in limbo state will be ignored during the physics frame Update.
|
* An object in limbo state will be ignored during the physics frame Update.
|
||||||
|
@ -106,36 +78,15 @@ namespace Oyster
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
|
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Introduces a new object into the engine.
|
|
||||||
* @param handle: A pointer along with the responsibility to delete.
|
|
||||||
********************************************************/
|
|
||||||
virtual void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
// Bullet physics
|
||||||
* Fetches and removes an object from the engine.
|
virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass) = 0;
|
||||||
* Will not call the provided EventAction_Destruction method.
|
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
|
|
||||||
********************************************************/
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass) = 0;
|
||||||
* Removes an object from the engine.
|
|
||||||
* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
|
virtual void UpdateWorld() = 0;
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
********************************************************/
|
|
||||||
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* TODO: @todo doc
|
|
||||||
********************************************************/
|
|
||||||
virtual void AddGravity( const API::Gravity &g ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* TODO: @todo doc
|
|
||||||
********************************************************/
|
|
||||||
virtual void RemoveGravity( const API::Gravity &g ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Applies an effect to objects that collide with the set volume.
|
* Applies an effect to objects that collide with the set volume.
|
||||||
|
@ -146,88 +97,6 @@ namespace Oyster
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) = 0;
|
virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) = 0;
|
||||||
|
|
||||||
///********************************************************
|
|
||||||
// * Apply force on an object.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
|
||||||
// * @param worldF: Vector with the direction and magnitude of the force. [N]
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
|
|
||||||
|
|
||||||
///********************************************************
|
|
||||||
// * Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
|
|
||||||
// * Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
|
|
||||||
// * Noticeable effect: The angular velocity will change. Can be used to create slow effects.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Sets the mass of an object without changing it's linear velocity.
|
|
||||||
// * Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param m: [kg]
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Sets the mass of an object without changing it's linear velocity.
|
|
||||||
// * Noticeable effect: The linear velocity will change. Can be used to create slow effects.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param m: [kg]
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Instantly moves an object.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Instantly redirects object.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param rotation: New rotation.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Instantly moves and redirects object.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param orientation: New orientation.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * Resizes the boundingBox.
|
|
||||||
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
|
||||||
// * @param size: New size of this [m]
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
|
||||||
* @param desc: @see API::SimpleBodyDescription
|
|
||||||
* @return A pointer along with the responsibility to delete.
|
|
||||||
********************************************************/
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
|
||||||
* @param desc: @see API::SphericalBodyDescription
|
|
||||||
* @return A pointer along with the responsibility to delete.
|
|
||||||
********************************************************/
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const = 0;
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
virtual ~API() {}
|
virtual ~API() {}
|
||||||
};
|
};
|
||||||
|
@ -246,190 +115,41 @@ namespace Oyster
|
||||||
SubscriptMessage_player_collision_response
|
SubscriptMessage_player_collision_response
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
|
typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||||
typedef void (*EventAction_AfterCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
|
typedef void (*EventAction_AfterCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
|
||||||
typedef void (*EventAction_Move)( const ICustomBody *object );
|
typedef void (*EventAction_Move)( const ICustomBody *object );
|
||||||
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
|
|
||||||
typedef Struct::SphericalBodyDescription SphericalBodyDescription;
|
|
||||||
typedef Struct::CustomBodyState State;
|
typedef Struct::CustomBodyState State;
|
||||||
|
|
||||||
virtual ~ICustomBody() {};
|
virtual ~ICustomBody() {};
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Creates a complete copy of the current (type)object.
|
* Gets the current state of the rigid body
|
||||||
* @return An ICustomBody pointer along with the responsibility to delete.
|
* @return the current state of the rigid body
|
||||||
********************************************************/
|
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @todo TODO: need doc
|
|
||||||
********************************************************/
|
|
||||||
virtual SubscriptMessage CallSubscription_BeforeCollisionResponse( const ICustomBody *deuter ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @todo TODO: need doc
|
|
||||||
********************************************************/
|
|
||||||
virtual void CallSubscription_AfterCollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @todo TODO: need doc
|
|
||||||
********************************************************/
|
|
||||||
virtual void CallSubscription_Move() = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @todo TODO: need doc
|
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual State GetState() const = 0;
|
virtual State GetState() const = 0;
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* @todo TODO: need doc
|
* Gets the current state of the rigid body
|
||||||
|
* @param targetMem: The state is copied into targetMem
|
||||||
|
* @return the current state of the rigid body
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual State & GetState( State &targetMem ) const = 0;
|
virtual State & GetState( State &targetMem ) const = 0;
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* @return the linear velocity of the rigid body in a vector.
|
* Sets the current state of the rigid body
|
||||||
********************************************************/
|
********************************************************/
|
||||||
//virtual Math::Float3 GetRigidLinearVelocity() const = 0;
|
virtual void SetState( const State &state ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0;
|
||||||
* @todo TODO: need doc
|
virtual void SetSubscription(EventAction_Move function) = 0;
|
||||||
********************************************************/
|
|
||||||
virtual void SetState( const State &state ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @return true if Engine should apply gravity on this object.
|
|
||||||
********************************************************/
|
|
||||||
virtual bool IsAffectedByGravity() const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* param shape: Any defined sample shape.
|
|
||||||
* @return true if this truly intersects with shape.
|
|
||||||
********************************************************/
|
|
||||||
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Performs a detailed Intersect test and returns if, when and where.
|
|
||||||
* @param shape: Any defined sample shape.
|
|
||||||
* @param worldPointOfContact: Where at timeOfContact, this and object touches eachother.
|
|
||||||
* @return true if this truly intersects with object.
|
|
||||||
********************************************************/
|
|
||||||
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Performs a detailed Intersect test and returns if, when and where.
|
|
||||||
* @param object: What this is intersect testing against.
|
|
||||||
* @param worldPointOfContact: Where at timeOfContact, this and object touches eachother.
|
|
||||||
* @return true if this truly intersects with object.
|
|
||||||
********************************************************/
|
|
||||||
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets how far back it needs to be interpolated to not be overlapping worldPointOfContact.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Required by Engine's Collision Search.
|
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
|
||||||
* @return a sphere shape that contains the ICustomBody.
|
|
||||||
********************************************************/
|
|
||||||
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Required by Engine's Collision Responsing.
|
|
||||||
* @param worldPos: Should be worldPointOfContact from Intersects( ... )
|
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
|
||||||
* @return a surface normal in worldSpace.
|
|
||||||
********************************************************/
|
|
||||||
virtual ::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* The gravity normal will have same direction as the total gravity force pulling on this and have the magnitude of 1.0f.
|
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
|
||||||
* @return a normalized vector in worldSpace. Exception: Null vector if no gravity been applied.
|
|
||||||
********************************************************/
|
|
||||||
virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* @return the void pointer set by SetCustomTag.
|
* @return the void pointer set by SetCustomTag.
|
||||||
* nullptr if none is set.
|
* nullptr if none is set.
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void * GetCustomTag() const = 0;
|
virtual void* GetCustomTag() const = 0;
|
||||||
|
|
||||||
///********************************************************
|
|
||||||
// * The world position of this center of gravity.
|
|
||||||
// * @param targetMem: Provided memory that written into and then returned.
|
|
||||||
// * @return a position in worldSpace.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * @param targetMem: Provided memory that written into and then returned.
|
|
||||||
// * @return a copy of this's rotation matrix.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * @param targetMem: Provided memory that written into and then returned.
|
|
||||||
// * @return a copy of this's orientation matrix.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * @param targetMem: Provided memory that written into and then returned.
|
|
||||||
// * @return a copy of this's view matrix.
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* To not be called if is in Engine
|
|
||||||
* Is called during API::Update
|
|
||||||
********************************************************/
|
|
||||||
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @todo TODO: add doc
|
|
||||||
********************************************************/
|
|
||||||
virtual void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets which scene this ICustomBody is within.
|
|
||||||
* Reserved to only be used by the scene.
|
|
||||||
* @todo TODO: create an IScene interface
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetScene( void *scene ) = 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_BeforeCollisionResponse functionPointer ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets the function that will be called by the engine
|
|
||||||
* whenever a collision has finished.
|
|
||||||
* @param functionPointer: If NULL, an empty default function will be set.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetSubscription( EventAction_AfterCollisionResponse functionPointer ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Sets the function that will be called by the engine
|
|
||||||
* whenever an object have moved.
|
|
||||||
* @param functionPointer: If NULL, an empty default function will be set.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetSubscription( EventAction_Move functionPointer ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* @param ignore: True if Engine should not apply Gravity.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetGravity( bool ignore) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* Used by Engine
|
|
||||||
* @param normalizedVector: Should have same direction as the pullinggravity.
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Not used by the engine itself. Just a quality of life feature
|
* Not used by the engine itself. Just a quality of life feature
|
||||||
|
@ -437,60 +157,6 @@ namespace Oyster
|
||||||
* @param ref: Anything castable to a void pointer, the engine won't care.
|
* @param ref: Anything castable to a void pointer, the engine won't care.
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void SetCustomTag( void *ref ) = 0;
|
virtual void SetCustomTag( void *ref ) = 0;
|
||||||
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetMass_KeepVelocity(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetMass_KeepMomentum(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetCenter(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetRotation(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
|
||||||
//
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetOrientation(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
|
||||||
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::SetSize(...)
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
|
|
||||||
|
|
||||||
///********************************************************
|
|
||||||
// * To not be called if is in Engine
|
|
||||||
// * Use API::?? @todo TODO:
|
|
||||||
// ********************************************************/
|
|
||||||
//virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0;
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -10,53 +10,14 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Struct
|
namespace Struct
|
||||||
{
|
{
|
||||||
inline SimpleBodyDescription::SimpleBodyDescription()
|
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion)
|
||||||
{
|
|
||||||
this->rotation = ::Oyster::Math::Float3::null;
|
|
||||||
this->centerPosition = ::Oyster::Math::Float3::null;
|
|
||||||
this->size = ::Oyster::Math::Float3( 1.0f );
|
|
||||||
this->mass = 6.0f;
|
|
||||||
this->restitutionCoeff = 1.0f;
|
|
||||||
this->frictionCoeff_Dynamic = 0.5f;
|
|
||||||
this->frictionCoeff_Static = 0.5f;
|
|
||||||
this->inertiaTensor = ::Oyster::Physics3D::MomentOfInertia();
|
|
||||||
this->subscription_onCollision = NULL;
|
|
||||||
this->subscription_onCollisionResponse = NULL;
|
|
||||||
this->subscription_onMovement = NULL;
|
|
||||||
this->ignoreGravity = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline SphericalBodyDescription::SphericalBodyDescription()
|
|
||||||
{
|
|
||||||
this->rotation = ::Oyster::Math::Float3::null;
|
|
||||||
this->centerPosition = ::Oyster::Math::Float3::null;
|
|
||||||
this->radius = 0.5f;
|
|
||||||
this->mass = 10.0f;
|
|
||||||
this->restitutionCoeff = 1.0f;
|
|
||||||
this->frictionCoeff_Dynamic = 0.5f;
|
|
||||||
this->frictionCoeff_Static = 0.5f;
|
|
||||||
this->subscription_onCollision = NULL;
|
|
||||||
this->subscription_onCollisionResponse = NULL;
|
|
||||||
this->subscription_onMovement = NULL;
|
|
||||||
this->ignoreGravity = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Physics3D::MomentOfInertia &inertiaTensor, const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation, const ::Oyster::Math::Float3 &linearMomentum, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &gravityNormal )
|
|
||||||
{
|
{
|
||||||
this->mass = mass;
|
this->mass = mass;
|
||||||
this->restitutionCoeff = restitutionCoeff;
|
this->restitutionCoeff = restitutionCoeff;
|
||||||
this->staticFrictionCoeff = staticFrictionCoeff;
|
this->staticFrictionCoeff = staticFrictionCoeff;
|
||||||
this->kineticFrictionCoeff = kineticFrictionCoeff;
|
this->dynamicFrictionCoeff = dynamicFrictionCoeff;
|
||||||
this->inertiaTensor = inertiaTensor;
|
|
||||||
this->reach = reach;
|
|
||||||
this->centerPos = centerPos;
|
this->centerPos = centerPos;
|
||||||
this->angularAxis = rotation;
|
this->quaternion = quaternion;
|
||||||
this->linearMomentum = linearMomentum;
|
|
||||||
this->angularMomentum = angularMomentum;
|
|
||||||
this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float3::null;
|
|
||||||
this->deltaPos = this->deltaAxis = ::Oyster::Math::Float3::null;
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false;
|
|
||||||
this->gravityNormal = gravityNormal;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
|
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
|
||||||
|
@ -64,489 +25,34 @@ namespace Oyster
|
||||||
this->mass = state.mass;
|
this->mass = state.mass;
|
||||||
this->restitutionCoeff = state.restitutionCoeff;
|
this->restitutionCoeff = state.restitutionCoeff;
|
||||||
this->staticFrictionCoeff = state.staticFrictionCoeff;
|
this->staticFrictionCoeff = state.staticFrictionCoeff;
|
||||||
this->kineticFrictionCoeff = state.kineticFrictionCoeff;
|
this->dynamicFrictionCoeff = state.dynamicFrictionCoeff;
|
||||||
this->inertiaTensor = state.inertiaTensor;
|
|
||||||
this->reach = state.reach;
|
|
||||||
this->centerPos = state.centerPos;
|
this->centerPos = state.centerPos;
|
||||||
this->angularAxis = state.angularAxis;
|
this->quaternion = state.quaternion;
|
||||||
this->linearMomentum = state.linearMomentum;
|
|
||||||
this->angularMomentum = state.angularMomentum;
|
|
||||||
this->linearImpulse = state.linearImpulse;
|
|
||||||
this->angularImpulse = state.angularImpulse;
|
|
||||||
this->deltaPos = state.deltaPos;
|
|
||||||
this->deltaAxis = state.deltaAxis;
|
|
||||||
this->isSpatiallyAltered = state.isSpatiallyAltered;
|
|
||||||
this->isDisturbed = state.isDisturbed;
|
|
||||||
this->isForwarded = state.isForwarded;
|
|
||||||
this->gravityNormal = state.gravityNormal;
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
|
|
||||||
{
|
|
||||||
return this->mass;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
|
|
||||||
{
|
|
||||||
return this->restitutionCoeff;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Static() const
|
|
||||||
{
|
|
||||||
return this->staticFrictionCoeff;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Kinetic() const
|
|
||||||
{
|
|
||||||
return this->kineticFrictionCoeff;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Physics3D::MomentOfInertia & CustomBodyState::GetMomentOfInertia() const
|
|
||||||
{
|
|
||||||
return this->inertiaTensor;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetReach() const
|
|
||||||
{
|
|
||||||
return this->reach;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline ::Oyster::Math::Float3 CustomBodyState::GetSize() const
|
|
||||||
{
|
|
||||||
return 2.0f * this->GetReach();
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetCenterPosition() const
|
|
||||||
{
|
|
||||||
return this->centerPos;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularAxis() const
|
|
||||||
{
|
|
||||||
return this->angularAxis;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
|
||||||
{
|
{
|
||||||
return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis() );
|
return ::Oyster::Math3D::RotationMatrix( this->quaternion );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const
|
||||||
{
|
{
|
||||||
return ::Oyster::Math3D::OrientationMatrix( this->angularAxis, this->centerPos );
|
return ::Oyster::Math3D::OrientationMatrix( this->quaternion, this->centerPos );
|
||||||
}
|
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation( const ::Oyster::Math::Float3 &offset ) const
|
|
||||||
{
|
|
||||||
return ::Oyster::Math3D::OrientationMatrix( this->angularAxis, (this->centerPos + offset) );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
|
||||||
{
|
{
|
||||||
return ::Oyster::Math3D::ViewMatrix( this->angularAxis, this->centerPos );
|
return ::Oyster::Math3D::ViewMatrix( this->quaternion, this->centerPos );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float3 &offset ) const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float3 &offset ) const
|
||||||
{
|
{
|
||||||
return ::Oyster::Math3D::ViewMatrix( this->angularAxis, (this->centerPos + offset) );
|
return ::Oyster::Math3D::ViewMatrix( this->quaternion, (this->centerPos + offset) );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetLinearMomentum() const
|
|
||||||
{
|
|
||||||
return this->linearMomentum;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline ::Oyster::Math::Float3 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float3 offset = at - this->centerPos;
|
|
||||||
if( offset.Dot(offset) > 0.0f )
|
|
||||||
{
|
|
||||||
return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, offset );
|
|
||||||
}
|
|
||||||
return this->linearMomentum;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularMomentum() const
|
|
||||||
{
|
|
||||||
return this->angularMomentum;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetLinearImpulse() const
|
|
||||||
{
|
|
||||||
return this->linearImpulse;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularImpulse() const
|
|
||||||
{
|
|
||||||
return this->angularImpulse;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetForward_DeltaPos() const
|
|
||||||
{
|
|
||||||
return this->deltaPos;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetForward_DeltaAxis() const
|
|
||||||
{
|
|
||||||
return this->deltaAxis;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetGravityNormal() const
|
|
||||||
{
|
|
||||||
return this->gravityNormal;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
|
|
||||||
{
|
|
||||||
this->mass = m;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m )
|
|
||||||
{
|
|
||||||
if( m != 0.0f )
|
|
||||||
{ // sanity block!
|
|
||||||
this->linearMomentum *= (m / this->mass);
|
|
||||||
this->mass = m;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
|
|
||||||
{
|
|
||||||
this->restitutionCoeff = e;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU )
|
|
||||||
{
|
|
||||||
this->staticFrictionCoeff = staticU;
|
|
||||||
this->kineticFrictionCoeff = kineticU;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Physics3D::MomentOfInertia &tensor )
|
|
||||||
{
|
|
||||||
this->inertiaTensor = tensor;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Physics3D::MomentOfInertia &tensor )
|
|
||||||
{
|
|
||||||
::Oyster::Math::Quaternion rotation = ::Oyster::Math3D::Rotation(this->angularAxis);
|
|
||||||
::Oyster::Math::Float3 w = this->inertiaTensor.CalculateAngularVelocity( rotation, this->angularMomentum );
|
|
||||||
this->inertiaTensor = tensor;
|
|
||||||
this->angularMomentum = this->inertiaTensor.CalculateAngularMomentum( rotation, w );
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size )
|
|
||||||
{
|
|
||||||
this->SetReach( 0.5f * size );
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize )
|
|
||||||
{
|
|
||||||
this->reach = halfSize;
|
|
||||||
this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float3::null );
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos )
|
|
||||||
{
|
|
||||||
this->centerPos = centerPos;
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis )
|
|
||||||
{
|
|
||||||
this->angularAxis = angularAxis;
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float3 &angularAxis, const ::Oyster::Math::Float3 &translation )
|
|
||||||
{
|
|
||||||
this->angularAxis = angularAxis ;
|
|
||||||
this->centerPos = translation;
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float3 &g )
|
|
||||||
{
|
|
||||||
this->linearMomentum = g;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float3 &h )
|
|
||||||
{
|
|
||||||
this->angularMomentum = h;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetLinearImpulse( const ::Oyster::Math::Float3 &j )
|
|
||||||
{
|
|
||||||
this->linearImpulse = j;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetAngularImpulse( const ::Oyster::Math::Float3 &j )
|
|
||||||
{
|
|
||||||
this->angularImpulse = j;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetGravityNormal( const ::Oyster::Math::Float3 &gravityNormal )
|
|
||||||
{
|
|
||||||
this->gravityNormal = gravityNormal;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float3 &angularAxis )
|
|
||||||
{
|
|
||||||
this->angularAxis += angularAxis;
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::AddTranslation( const ::Oyster::Math::Float3 &deltaPos )
|
|
||||||
{
|
|
||||||
this->centerPos += deltaPos;
|
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyLinearImpulse( const ::Oyster::Math::Float3 &j )
|
|
||||||
{
|
|
||||||
this->linearImpulse += j;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyAngularImpulse( const ::Oyster::Math::Float3 &j )
|
|
||||||
{
|
|
||||||
this->angularImpulse += j;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float3 &j, const ::Oyster::Math::Float3 &at, const ::Oyster::Math::Float3 &normal )
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float3 offset = at - this->centerPos;
|
|
||||||
if( offset.Dot(offset) > 0.0f )
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float3 deltaAngularImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, offset );
|
|
||||||
|
|
||||||
this->linearImpulse -= ::Oyster::Physics3D::Formula::TangentialLinearMomentum( deltaAngularImpulse, offset );
|
|
||||||
this->angularImpulse += deltaAngularImpulse;
|
|
||||||
}
|
|
||||||
this->linearImpulse += j;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j )
|
|
||||||
{
|
|
||||||
this->linearImpulse += j;
|
|
||||||
this->isDisturbed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyForwarding( const ::Oyster::Math::Float3 &deltaPos, const ::Oyster::Math::Float3 &deltaAxis )
|
|
||||||
{
|
|
||||||
this->deltaPos += deltaPos;
|
|
||||||
this->deltaAxis += deltaAxis;
|
|
||||||
this->isDisturbed = this->isForwarded = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool CustomBodyState::IsSpatiallyAltered() const
|
|
||||||
{
|
|
||||||
return this->isSpatiallyAltered;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool CustomBodyState::IsDisturbed() const
|
|
||||||
{
|
|
||||||
return this->isDisturbed;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool CustomBodyState::IsForwarded() const
|
|
||||||
{
|
|
||||||
return this->isForwarded;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityWell::GravityWell( )
|
|
||||||
{
|
|
||||||
this->position = ::Oyster::Math::Float3::null;
|
|
||||||
this->mass = 0.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityWell::GravityWell( const GravityWell &gravityWell )
|
|
||||||
{
|
|
||||||
this->position = gravityWell.position;
|
|
||||||
this->mass = gravityWell.mass;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityWell & GravityWell::operator = ( const GravityWell &gravityWell )
|
|
||||||
{
|
|
||||||
this->position = gravityWell.position;
|
|
||||||
this->mass = gravityWell.mass;
|
|
||||||
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool GravityWell::operator == ( const GravityWell &gravity ) const
|
|
||||||
{
|
|
||||||
if( this->position == gravity.position )
|
|
||||||
if( this->mass == gravity.mass )
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool GravityWell::operator != ( const GravityWell &gravity ) const
|
|
||||||
{
|
|
||||||
if( this->position == gravity.position )
|
|
||||||
if( this->mass == gravity.mass )
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityDirected::GravityDirected( )
|
|
||||||
{
|
|
||||||
this->impulse = ::Oyster::Math::Float3::null;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityDirected::GravityDirected( const GravityDirected &gravityDirected )
|
|
||||||
{
|
|
||||||
this->impulse = gravityDirected.impulse;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityDirected & GravityDirected::operator = ( const GravityDirected &gravityDirected )
|
|
||||||
{
|
|
||||||
this->impulse = gravityDirected.impulse;
|
|
||||||
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool GravityDirected::operator == ( const GravityDirected &gravity ) const
|
|
||||||
{
|
|
||||||
return this->impulse == gravity.impulse;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool GravityDirected::operator != ( const GravityDirected &gravity ) const
|
|
||||||
{
|
|
||||||
return this->impulse != gravity.impulse;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityDirectedField::GravityDirectedField( )
|
|
||||||
{
|
|
||||||
this->normalizedDirection = ::Oyster::Math::Float3::null;
|
|
||||||
this->mass = 0.0f;
|
|
||||||
this->magnitude = 0.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityDirectedField::GravityDirectedField( const GravityDirectedField &gravityDirectedField )
|
|
||||||
{
|
|
||||||
this->normalizedDirection = gravityDirectedField.normalizedDirection;
|
|
||||||
this->mass = gravityDirectedField.mass;
|
|
||||||
this->magnitude = gravityDirectedField.magnitude;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline GravityDirectedField & GravityDirectedField::operator = ( const GravityDirectedField &gravityDirectedField )
|
|
||||||
{
|
|
||||||
this->normalizedDirection = gravityDirectedField.normalizedDirection;
|
|
||||||
this->mass = gravityDirectedField.mass;
|
|
||||||
this->magnitude = gravityDirectedField.magnitude;
|
|
||||||
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool GravityDirectedField::operator == ( const GravityDirectedField &gravity ) const
|
|
||||||
{
|
|
||||||
if( this->normalizedDirection == gravity.normalizedDirection )
|
|
||||||
if( this->mass == gravity.mass )
|
|
||||||
if( this->magnitude == gravity.magnitude )
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool GravityDirectedField::operator != ( const GravityDirectedField &gravity ) const
|
|
||||||
{
|
|
||||||
if( this->normalizedDirection == gravity.normalizedDirection )
|
|
||||||
if( this->mass == gravity.mass )
|
|
||||||
if( this->magnitude == gravity.magnitude )
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline Gravity::Gravity()
|
|
||||||
{
|
|
||||||
this->gravityType = GravityType_Undefined;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline Gravity::Gravity( const Gravity &gravity )
|
|
||||||
{
|
|
||||||
this->gravityType = gravity.gravityType;
|
|
||||||
|
|
||||||
switch( gravity.gravityType )
|
|
||||||
{
|
|
||||||
case GravityType_Well:
|
|
||||||
this->well = gravity.well;
|
|
||||||
break;
|
|
||||||
case GravityType_Directed:
|
|
||||||
this->directed = gravity.directed;
|
|
||||||
break;
|
|
||||||
case GravityType_DirectedField:
|
|
||||||
this->directedField = gravity.directedField;
|
|
||||||
break;
|
|
||||||
default: break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inline Gravity & Gravity::operator = ( const Gravity &gravity )
|
|
||||||
{
|
|
||||||
this->gravityType = gravity.gravityType;
|
|
||||||
|
|
||||||
switch( gravity.gravityType )
|
|
||||||
{
|
|
||||||
case GravityType_Well:
|
|
||||||
this->well = gravity.well;
|
|
||||||
break;
|
|
||||||
case GravityType_Directed:
|
|
||||||
this->directed = gravity.directed;
|
|
||||||
break;
|
|
||||||
case GravityType_DirectedField:
|
|
||||||
this->directedField = gravity.directedField;
|
|
||||||
break;
|
|
||||||
default: break;
|
|
||||||
}
|
|
||||||
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool Gravity::operator == ( const Gravity &gravity ) const
|
|
||||||
{
|
|
||||||
if( this->gravityType == gravity.gravityType )
|
|
||||||
{
|
|
||||||
switch( this->gravityType )
|
|
||||||
{
|
|
||||||
case GravityType_Well: return this->well == gravity.well;
|
|
||||||
case GravityType_Directed: return this->directed == gravity.directed;
|
|
||||||
case GravityType_DirectedField: return this->directedField == gravity.directedField;
|
|
||||||
default: return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline bool Gravity::operator != ( const Gravity &gravity ) const
|
|
||||||
{
|
|
||||||
if( this->gravityType == gravity.gravityType )
|
|
||||||
{
|
|
||||||
switch( this->gravityType )
|
|
||||||
{
|
|
||||||
case GravityType_Well: return this->well != gravity.well;
|
|
||||||
case GravityType_Directed: return this->directed != gravity.directed;
|
|
||||||
case GravityType_DirectedField: return this->directedField != gravity.directedField;
|
|
||||||
default: return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,212 +5,41 @@
|
||||||
#include "PhysicsAPI.h"
|
#include "PhysicsAPI.h"
|
||||||
#include "Inertia.h"
|
#include "Inertia.h"
|
||||||
|
|
||||||
namespace Oyster { namespace Physics
|
namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Struct
|
namespace Physics
|
||||||
{
|
{
|
||||||
struct SimpleBodyDescription
|
namespace Struct
|
||||||
{
|
{
|
||||||
::Oyster::Math::Float3 rotation;
|
struct CustomBodyState
|
||||||
::Oyster::Math::Float3 centerPosition;
|
{
|
||||||
::Oyster::Math::Float3 size;
|
public:
|
||||||
::Oyster::Math::Float mass;
|
// Default constructor
|
||||||
::Oyster::Math::Float restitutionCoeff;
|
CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
|
||||||
::Oyster::Math::Float frictionCoeff_Static;
|
::Oyster::Math::Float restitutionCoeff = 1.0f,
|
||||||
::Oyster::Math::Float frictionCoeff_Dynamic;
|
::Oyster::Math::Float staticFrictionCoeff = 1.0f,
|
||||||
::Oyster::Physics3D::MomentOfInertia inertiaTensor;
|
::Oyster::Math::Float dynamicFrictionCoeff = 1.0f,
|
||||||
::Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse subscription_onCollision;
|
const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null,
|
||||||
::Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse subscription_onCollisionResponse;
|
const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1));
|
||||||
::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
|
|
||||||
bool ignoreGravity;
|
|
||||||
|
|
||||||
SimpleBodyDescription();
|
// Assignment operator
|
||||||
};
|
CustomBodyState & operator = ( const CustomBodyState &state );
|
||||||
|
|
||||||
struct SphericalBodyDescription
|
// Get functions that calculate matrices that do not exist as variables
|
||||||
{
|
::Oyster::Math::Float4x4 GetRotation() const;
|
||||||
::Oyster::Math::Float3 rotation;
|
::Oyster::Math::Float4x4 GetOrientation() const;
|
||||||
::Oyster::Math::Float3 centerPosition;
|
::Oyster::Math::Float4x4 GetView() const;
|
||||||
::Oyster::Math::Float radius;
|
::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const;
|
||||||
::Oyster::Math::Float mass;
|
|
||||||
::Oyster::Math::Float restitutionCoeff;
|
|
||||||
::Oyster::Math::Float frictionCoeff_Static;
|
|
||||||
::Oyster::Math::Float frictionCoeff_Dynamic;
|
|
||||||
::Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse subscription_onCollision;
|
|
||||||
::Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse subscription_onCollisionResponse;
|
|
||||||
::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
|
|
||||||
bool ignoreGravity;
|
|
||||||
|
|
||||||
SphericalBodyDescription();
|
|
||||||
};
|
|
||||||
|
|
||||||
struct CustomBodyState
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
|
|
||||||
::Oyster::Math::Float restitutionCoeff = 1.0f,
|
|
||||||
::Oyster::Math::Float staticFrictionCoeff = 1.0f,
|
|
||||||
::Oyster::Math::Float kineticFrictionCoeff = 1.0f,
|
|
||||||
const ::Oyster::Physics3D::MomentOfInertia &inertiaTensor = ::Oyster::Physics3D::MomentOfInertia(),
|
|
||||||
const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null,
|
|
||||||
const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null,
|
|
||||||
const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null,
|
|
||||||
const ::Oyster::Math::Float3 &linearMomentum = ::Oyster::Math::Float3::null,
|
|
||||||
const ::Oyster::Math::Float3 &angularMomentum = ::Oyster::Math::Float3::null,
|
|
||||||
const ::Oyster::Math::Float3 &gravityNormal = ::Oyster::Math::Float3::null);
|
|
||||||
|
|
||||||
CustomBodyState & operator = ( const CustomBodyState &state );
|
|
||||||
|
|
||||||
const ::Oyster::Math::Float GetMass() const;
|
|
||||||
const ::Oyster::Math::Float GetRestitutionCoeff() const;
|
|
||||||
const ::Oyster::Math::Float GetFrictionCoeff_Static() const;
|
|
||||||
const ::Oyster::Math::Float GetFrictionCoeff_Kinetic() const;
|
|
||||||
const ::Oyster::Physics3D::MomentOfInertia & GetMomentOfInertia() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetReach() const;
|
|
||||||
::Oyster::Math::Float3 GetSize() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetCenterPosition() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetAngularAxis() const;
|
|
||||||
::Oyster::Math::Float4x4 GetRotation() const;
|
|
||||||
::Oyster::Math::Float4x4 GetOrientation() const;
|
|
||||||
::Oyster::Math::Float4x4 GetOrientation( const ::Oyster::Math::Float3 &offset ) const;
|
|
||||||
::Oyster::Math::Float4x4 GetView() const;
|
|
||||||
::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const;
|
|
||||||
const ::Oyster::Math::Float3 & GetLinearMomentum() const;
|
|
||||||
::Oyster::Math::Float3 GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const;
|
|
||||||
const ::Oyster::Math::Float3 & GetAngularMomentum() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetLinearImpulse() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetAngularImpulse() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetForward_DeltaPos() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetForward_DeltaAxis() const;
|
|
||||||
const ::Oyster::Math::Float3 & GetGravityNormal() const;
|
|
||||||
|
|
||||||
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
|
||||||
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
|
||||||
void SetRestitutionCoeff( ::Oyster::Math::Float e );
|
|
||||||
void SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU );
|
|
||||||
void SetMomentOfInertia_KeepMomentum( const ::Oyster::Physics3D::MomentOfInertia &tensor );
|
|
||||||
void SetMomentOfInertia_KeepVelocity( const ::Oyster::Physics3D::MomentOfInertia &tensor );
|
|
||||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
|
||||||
void SetReach( const ::Oyster::Math::Float3 &halfSize );
|
|
||||||
void SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos );
|
|
||||||
void SetRotation( const ::Oyster::Math::Float3 &angularAxis );
|
|
||||||
//void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
|
||||||
//void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
|
||||||
void SetOrientation( const ::Oyster::Math::Float3 &angularAxis, const ::Oyster::Math::Float3 &translation );
|
|
||||||
void SetLinearMomentum( const ::Oyster::Math::Float3 &g );
|
|
||||||
void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
|
|
||||||
void SetLinearImpulse( const ::Oyster::Math::Float3 &j );
|
|
||||||
void SetAngularImpulse( const ::Oyster::Math::Float3 &j );
|
|
||||||
void SetGravityNormal( const ::Oyster::Math::Float3 &gravityNormal );
|
|
||||||
|
|
||||||
void AddRotation( const ::Oyster::Math::Float3 &angularAxis );
|
|
||||||
void AddTranslation( const ::Oyster::Math::Float3 &deltaPos );
|
|
||||||
|
|
||||||
void ApplyLinearImpulse( const ::Oyster::Math::Float3 &j );
|
|
||||||
void ApplyAngularImpulse( const ::Oyster::Math::Float3 &j );
|
|
||||||
void ApplyImpulse( const ::Oyster::Math::Float3 &j, const ::Oyster::Math::Float3 &at, const ::Oyster::Math::Float3 &normal );
|
|
||||||
void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j);
|
void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j);
|
||||||
void ApplyForwarding( const ::Oyster::Math::Float3 &deltaPos, const ::Oyster::Math::Float3 &deltaAxis );
|
|
||||||
|
|
||||||
bool IsSpatiallyAltered() const;
|
// Variables for state
|
||||||
bool IsDisturbed() const;
|
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
|
||||||
bool IsForwarded() const;
|
::Oyster::Math::Float3 reach, centerPos;
|
||||||
|
::Oyster::Math::Quaternion quaternion;
|
||||||
::Oyster::Math::Float3 linearMomentum;
|
};
|
||||||
|
}
|
||||||
private:
|
}
|
||||||
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, kineticFrictionCoeff;
|
}
|
||||||
::Oyster::Physics3D::MomentOfInertia inertiaTensor;
|
|
||||||
::Oyster::Math::Float3 reach, centerPos, angularAxis;
|
|
||||||
::Oyster::Math::Float3 angularMomentum;
|
|
||||||
::Oyster::Math::Float3 linearImpulse, angularImpulse;
|
|
||||||
::Oyster::Math::Float3 deltaPos, deltaAxis; // Forwarding data sum
|
|
||||||
::Oyster::Math::Float3 gravityNormal;
|
|
||||||
|
|
||||||
bool isSpatiallyAltered, isDisturbed, isForwarded;
|
|
||||||
};
|
|
||||||
|
|
||||||
/**
|
|
||||||
###############################################################################
|
|
||||||
Can't define structs inside structs in a union therefor they are declared here.
|
|
||||||
###############################################################################
|
|
||||||
*/
|
|
||||||
struct GravityWell
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float3 position;
|
|
||||||
::Oyster::Math::Float mass;
|
|
||||||
|
|
||||||
GravityWell( );
|
|
||||||
GravityWell( const GravityWell &gravityWell );
|
|
||||||
GravityWell & operator = ( const GravityWell &gravityWell );
|
|
||||||
|
|
||||||
bool operator == ( const GravityWell &gravity ) const;
|
|
||||||
bool operator != ( const GravityWell &gravity ) const;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct GravityDirected
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float3 impulse;
|
|
||||||
|
|
||||||
GravityDirected( );
|
|
||||||
GravityDirected( const GravityDirected &gravityDirected );
|
|
||||||
GravityDirected & operator = ( const GravityDirected &gravityDirected );
|
|
||||||
|
|
||||||
bool operator == ( const GravityDirected &gravity ) const;
|
|
||||||
bool operator != ( const GravityDirected &gravity ) const;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct GravityDirectedField
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float3 normalizedDirection;
|
|
||||||
::Oyster::Math::Float mass;
|
|
||||||
::Oyster::Math::Float magnitude;
|
|
||||||
|
|
||||||
GravityDirectedField( );
|
|
||||||
GravityDirectedField( const GravityDirectedField &gravityDirectedField );
|
|
||||||
GravityDirectedField & operator = ( const GravityDirectedField &gravityDirectedField );
|
|
||||||
|
|
||||||
bool operator == ( const GravityDirectedField &gravity ) const;
|
|
||||||
bool operator != ( const GravityDirectedField &gravity ) const;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Gravity
|
|
||||||
{
|
|
||||||
enum GravityType
|
|
||||||
{
|
|
||||||
GravityType_Undefined = -1,
|
|
||||||
GravityType_Well = 0,
|
|
||||||
GravityType_Directed = 1,
|
|
||||||
GravityType_DirectedField = 2,
|
|
||||||
} gravityType;
|
|
||||||
|
|
||||||
union
|
|
||||||
{
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
GravityWell well;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
GravityDirected directed;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
GravityDirectedField directedField;
|
|
||||||
};
|
|
||||||
};
|
|
||||||
|
|
||||||
Gravity( );
|
|
||||||
Gravity( const Gravity &gravity );
|
|
||||||
Gravity & operator = ( const Gravity &gravity );
|
|
||||||
|
|
||||||
bool operator == ( const Gravity &gravity ) const;
|
|
||||||
bool operator != ( const Gravity &gravity ) const;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
} }
|
|
||||||
|
|
||||||
|
|
||||||
#include "PhysicsStructs-Impl.h"
|
#include "PhysicsStructs-Impl.h"
|
||||||
|
|
|
@ -44,6 +44,11 @@ namespace Utility
|
||||||
unsigned int Size() const;
|
unsigned int Size() const;
|
||||||
unsigned int Capacity() const;
|
unsigned int Capacity() const;
|
||||||
|
|
||||||
|
bool IsEmpty() const;
|
||||||
|
|
||||||
|
T* begin();
|
||||||
|
T* end();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Expand(int elements = 0);
|
void Expand(int elements = 0);
|
||||||
|
|
||||||
|
@ -112,7 +117,7 @@ namespace Utility
|
||||||
|
|
||||||
template <typename T> const T& DynamicArray<T>::operator[](unsigned int index) const
|
template <typename T> const T& DynamicArray<T>::operator[](unsigned int index) const
|
||||||
{
|
{
|
||||||
assert(index < this->size);
|
assert((int)index < this->size);
|
||||||
|
|
||||||
return this->data[index];
|
return this->data[index];
|
||||||
}
|
}
|
||||||
|
@ -165,7 +170,7 @@ namespace Utility
|
||||||
|
|
||||||
template <typename T> void DynamicArray<T>::Remove(unsigned int index)
|
template <typename T> void DynamicArray<T>::Remove(unsigned int index)
|
||||||
{
|
{
|
||||||
assert(index > this->size);
|
assert(index > (unsigned int) this->size);
|
||||||
|
|
||||||
T* temp = new T[this->capacity - 1];
|
T* temp = new T[this->capacity - 1];
|
||||||
|
|
||||||
|
@ -181,7 +186,8 @@ namespace Utility
|
||||||
|
|
||||||
template <typename T> void DynamicArray<T>::Clear()
|
template <typename T> void DynamicArray<T>::Clear()
|
||||||
{
|
{
|
||||||
delete [] this->data;
|
if(this->data)
|
||||||
|
delete [] this->data;
|
||||||
|
|
||||||
this->data = 0;
|
this->data = 0;
|
||||||
this->size = 0;
|
this->size = 0;
|
||||||
|
@ -227,6 +233,11 @@ namespace Utility
|
||||||
return (unsigned int)this->capacity;
|
return (unsigned int)this->capacity;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename T> bool DynamicArray<T>::IsEmpty() const
|
||||||
|
{
|
||||||
|
return (this->size == 0);
|
||||||
|
}
|
||||||
|
|
||||||
template <typename T> void DynamicArray<T>::Expand(int elements)
|
template <typename T> void DynamicArray<T>::Expand(int elements)
|
||||||
{
|
{
|
||||||
if(elements < 1) return;
|
if(elements < 1) return;
|
||||||
|
@ -248,6 +259,18 @@ namespace Utility
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename T> T* DynamicArray<T>::begin()
|
||||||
|
{
|
||||||
|
if(this->size == 0) return 0;
|
||||||
|
return &this->data[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T> T* DynamicArray<T>::end()
|
||||||
|
{
|
||||||
|
if(this->size == 0) return 0;
|
||||||
|
return ((&this->data[this->size - 1]) + 1);
|
||||||
|
}
|
||||||
|
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -152,8 +152,10 @@
|
||||||
<ClCompile Include="Resource\OResourceHandler.cpp" />
|
<ClCompile Include="Resource\OResourceHandler.cpp" />
|
||||||
<ClCompile Include="Resource\OResource.cpp" />
|
<ClCompile Include="Resource\OResource.cpp" />
|
||||||
<ClCompile Include="Resource\ResourceManager.cpp">
|
<ClCompile Include="Resource\ResourceManager.cpp">
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||||
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||||
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="Thread\OysterMutex.cpp" />
|
<ClCompile Include="Thread\OysterMutex.cpp" />
|
||||||
<ClCompile Include="Thread\OysterThread_Impl.cpp" />
|
<ClCompile Include="Thread\OysterThread_Impl.cpp" />
|
||||||
|
@ -172,8 +174,10 @@
|
||||||
<ClInclude Include="Resource\OysterResource.h" />
|
<ClInclude Include="Resource\OysterResource.h" />
|
||||||
<ClInclude Include="Resource\OResource.h" />
|
<ClInclude Include="Resource\OResource.h" />
|
||||||
<ClInclude Include="Resource\ResourceManager.h">
|
<ClInclude Include="Resource\ResourceManager.h">
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||||
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||||
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="ThreadSafeQueue.h" />
|
<ClInclude Include="ThreadSafeQueue.h" />
|
||||||
<ClInclude Include="Thread\IThreadObject.h" />
|
<ClInclude Include="Thread\IThreadObject.h" />
|
||||||
|
|
|
@ -108,7 +108,7 @@ void SaveResource( std::map<std::wstring, ResourceData*>& resources, ResourceDat
|
||||||
}
|
}
|
||||||
bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* resource)
|
bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* resource)
|
||||||
{
|
{
|
||||||
if(resource->referenceCount.Decref() == 0)
|
if(resource->referenceCount.Decref() < 1)
|
||||||
{
|
{
|
||||||
const wchar_t* temp = FindResourceKey(resources, resource->resource);
|
const wchar_t* temp = FindResourceKey(resources, resource->resource);
|
||||||
|
|
||||||
|
@ -123,7 +123,7 @@ bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* res
|
||||||
resource->resource = 0;
|
resource->resource = 0;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case Oyster::Resource::ResourceType_UNKNOWN:
|
case Oyster::Resource::ResourceType_CUSTOM:
|
||||||
resource->unloadFnc(resource->resource);
|
resource->unloadFnc(resource->resource);
|
||||||
resource->resource = 0;
|
resource->resource = 0;
|
||||||
break;
|
break;
|
||||||
|
@ -137,6 +137,13 @@ bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* res
|
||||||
}
|
}
|
||||||
ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[], /*in*/ResourceType type)
|
ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[], /*in*/ResourceType type)
|
||||||
{
|
{
|
||||||
|
targetMem->resource = 0;
|
||||||
|
targetMem->loadFnc = 0;
|
||||||
|
targetMem->unloadFnc = 0;
|
||||||
|
targetMem->resourceID = 0;
|
||||||
|
targetMem->resourcetype = type;
|
||||||
|
targetMem->resourceSize = 0;
|
||||||
|
|
||||||
std::string sOut;
|
std::string sOut;
|
||||||
bool success = false;
|
bool success = false;
|
||||||
|
|
||||||
|
@ -182,13 +189,20 @@ ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[],
|
||||||
}
|
}
|
||||||
ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[], LoadFunction loadFnc, UnloadFunction unloadFnc)
|
ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[], LoadFunction loadFnc, UnloadFunction unloadFnc)
|
||||||
{
|
{
|
||||||
|
targetMem->resource = 0;
|
||||||
|
targetMem->loadFnc = 0;
|
||||||
|
targetMem->unloadFnc = 0;
|
||||||
|
targetMem->resourceID = 0;
|
||||||
|
targetMem->resourcetype = ResourceType_CUSTOM;
|
||||||
|
targetMem->resourceSize = 0;
|
||||||
|
|
||||||
if(loadFnc)
|
if(loadFnc)
|
||||||
{
|
{
|
||||||
targetMem->resource = loadFnc(source);
|
targetMem->resource = loadFnc(source);
|
||||||
if(targetMem->resource)
|
if(targetMem->resource)
|
||||||
{
|
{
|
||||||
targetMem->resourceSize = 0;
|
targetMem->resourceSize = 0;
|
||||||
targetMem->resourcetype = ResourceType_UNKNOWN;
|
targetMem->resourcetype = ResourceType_CUSTOM;
|
||||||
targetMem->loadFnc = loadFnc;
|
targetMem->loadFnc = loadFnc;
|
||||||
targetMem->unloadFnc = unloadFnc;
|
targetMem->unloadFnc = unloadFnc;
|
||||||
}
|
}
|
||||||
|
@ -208,7 +222,7 @@ ResourceData* Reload(std::map<std::wstring, ResourceData*> resources, ResourceDa
|
||||||
return Load(resource, filename, resource->loadFnc, resource->unloadFnc);
|
return Load(resource, filename, resource->loadFnc, resource->unloadFnc);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case Oyster::Resource::ResourceType_UNKNOWN:
|
case Oyster::Resource::ResourceType_CUSTOM:
|
||||||
{
|
{
|
||||||
resource->unloadFnc(resource->resource);
|
resource->unloadFnc(resource->resource);
|
||||||
|
|
||||||
|
@ -270,7 +284,7 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
||||||
{
|
{
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
if(!loadFnc)
|
if(!loadFnc || !unloadFnc)
|
||||||
{
|
{
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -278,6 +292,8 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
||||||
ResourceData *t = FindResource(this->resources, filename);
|
ResourceData *t = FindResource(this->resources, filename);
|
||||||
if(t)
|
if(t)
|
||||||
{
|
{
|
||||||
|
t->loadFnc = loadFnc;
|
||||||
|
t->unloadFnc = unloadFnc;
|
||||||
if(force)
|
if(force)
|
||||||
{
|
{
|
||||||
return ResourceManager::ReloadResource(filename);
|
return ResourceManager::ReloadResource(filename);
|
||||||
|
@ -292,7 +308,7 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
t = Load(new ResourceData(), filename, loadFnc, unloadFnc );
|
t = Load(new ResourceData(), filename, loadFnc, unloadFnc );
|
||||||
if(t)
|
if(t && t->resource)
|
||||||
{
|
{
|
||||||
t->resourceID = (customId);
|
t->resourceID = (customId);
|
||||||
SaveResource(this->resources, t, filename, true);
|
SaveResource(this->resources, t, filename, true);
|
||||||
|
@ -300,6 +316,7 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
delete t;
|
delete t;
|
||||||
|
t = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(!t)
|
if(!t)
|
||||||
|
@ -333,24 +350,20 @@ void ResourceManager::Clean()
|
||||||
for (i; i != last; i++)
|
for (i; i != last; i++)
|
||||||
{
|
{
|
||||||
//Remove all the references
|
//Remove all the references
|
||||||
while (!Release(this->resources, i->second));
|
while (!Release(resources, i->second));
|
||||||
}
|
}
|
||||||
resources.clear();
|
resources.clear();
|
||||||
}
|
}
|
||||||
void ResourceManager::ReleaseResource(const HRESOURCE& resourceData)
|
void ResourceManager::ReleaseResource(const HRESOURCE& resourceData)
|
||||||
{
|
{
|
||||||
ResourceData *t = FindResource(this->resources, resourceData);
|
const wchar_t* temp = FindResourceKey(resources, resourceData);
|
||||||
if(t)
|
|
||||||
|
if(temp)
|
||||||
{
|
{
|
||||||
|
ResourceData *t = FindResource(this->resources, resourceData);
|
||||||
if(Release(resources, t))
|
if(Release(resources, t))
|
||||||
{
|
{
|
||||||
const wchar_t* temp = 0;
|
resources.erase(temp);
|
||||||
if((temp = FindResourceKey(resources, resourceData)))
|
|
||||||
{
|
|
||||||
std::wstring ws = std::wstring(temp);
|
|
||||||
delete resources[ws];
|
|
||||||
resources.erase(ws);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -361,7 +374,6 @@ void ResourceManager::ReleaseResource(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
if(Release(resources, t))
|
if(Release(resources, t))
|
||||||
{
|
{
|
||||||
delete resources[filename];
|
|
||||||
resources.erase(filename);
|
resources.erase(filename);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -29,10 +29,8 @@ namespace Oyster
|
||||||
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
||||||
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
||||||
|
|
||||||
ResourceType_COUNT, /**< Handle can be interpeted as ? */
|
ResourceType_CUSTOM, /**< Handle can be interpeted as whatever */
|
||||||
|
ResourceType_INVALID, /**< Handle can be interpeted as whatever */
|
||||||
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
|
|
||||||
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
|
|
||||||
};
|
};
|
||||||
|
|
||||||
/** A resource handler interface to interact with when loading resources.
|
/** A resource handler interface to interact with when loading resources.
|
||||||
|
|
|
@ -42,15 +42,10 @@ using namespace Utility::DynamicMemory;
|
||||||
};
|
};
|
||||||
struct ThreadData
|
struct ThreadData
|
||||||
{
|
{
|
||||||
OYSTER_THREAD_STATE state; //<! The current thread state.
|
OYSTER_THREAD_STATE state; //<! The current thread state.
|
||||||
OYSTER_THREAD_PRIORITY prio; //<! The thread priority
|
OYSTER_THREAD_PRIORITY prio; //<! The thread priority
|
||||||
//IThreadObject *owner; //<! The worker object.
|
OwnerContainer ownerObj; //
|
||||||
//Oyster::Callback::OysterCallback<bool, void> ownerObj; //
|
int msec; //<! A timer in miliseconds.
|
||||||
OwnerContainer ownerObj; //
|
|
||||||
std::atomic<int> msec; //<! A timer in miliseconds.
|
|
||||||
|
|
||||||
//std::timed_mutex threadFunctionLock;
|
|
||||||
std::mutex threadStopMutex;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
/** A typical Oyster thread function */
|
/** A typical Oyster thread function */
|
||||||
|
@ -58,7 +53,6 @@ using namespace Utility::DynamicMemory;
|
||||||
|
|
||||||
struct RefData
|
struct RefData
|
||||||
{
|
{
|
||||||
std::mutex threadWaitFunctionLock;
|
|
||||||
bool isCreated;
|
bool isCreated;
|
||||||
bool isAlive;
|
bool isAlive;
|
||||||
ThreadData *threadData;
|
ThreadData *threadData;
|
||||||
|
@ -79,11 +73,30 @@ using namespace Utility::DynamicMemory;
|
||||||
{
|
{
|
||||||
if(!threadData) return OYSTER_THREAD_ERROR_SUCCESS;
|
if(!threadData) return OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
|
|
||||||
this->threadData->state = OYSTER_THREAD_STATE_DEAD;
|
if(std::this_thread::get_id() != this->workerThread.get_id())
|
||||||
|
|
||||||
if(this->workerThread.joinable())
|
|
||||||
{
|
{
|
||||||
this->workerThread.join();
|
//this->threadData->threadDataAcces.lock();
|
||||||
|
//{
|
||||||
|
this->threadData->state = OYSTER_THREAD_STATE_DEAD;
|
||||||
|
|
||||||
|
if(this->workerThread.joinable())
|
||||||
|
{
|
||||||
|
this->workerThread.join();
|
||||||
|
}
|
||||||
|
|
||||||
|
this->isCreated = false;
|
||||||
|
delete this->threadData;
|
||||||
|
this->threadData = 0;
|
||||||
|
//} this->threadData->threadDataAcces.unlock();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this->threadData->state = OYSTER_THREAD_STATE_DEAD;
|
||||||
|
if(this->workerThread.joinable())
|
||||||
|
{
|
||||||
|
this->workerThread.join();
|
||||||
|
}
|
||||||
|
|
||||||
this->isCreated = false;
|
this->isCreated = false;
|
||||||
delete this->threadData;
|
delete this->threadData;
|
||||||
this->threadData = 0;
|
this->threadData = 0;
|
||||||
|
@ -102,12 +115,10 @@ using namespace Utility::DynamicMemory;
|
||||||
this->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
this->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
||||||
threadData->ownerObj = worker;
|
threadData->ownerObj = worker;
|
||||||
threadData->prio = OYSTER_THREAD_PRIORITY_2;
|
threadData->prio = OYSTER_THREAD_PRIORITY_2;
|
||||||
|
threadData->msec = 0;
|
||||||
|
|
||||||
workerThread = std::thread(fnc, this->threadData);
|
workerThread = std::thread(fnc, this->threadData);
|
||||||
|
|
||||||
//if(detach)
|
|
||||||
// this->workerThread.detach();
|
|
||||||
|
|
||||||
isCreated = true;
|
isCreated = true;
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
|
@ -145,6 +156,9 @@ using namespace Utility::DynamicMemory;
|
||||||
public:
|
public:
|
||||||
static void CheckPriority(ThreadData* w)
|
static void CheckPriority(ThreadData* w)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
Oyster::Thread::OYSTER_THREAD_PRIORITY temp = w->prio;
|
||||||
|
|
||||||
switch (w->prio)
|
switch (w->prio)
|
||||||
{
|
{
|
||||||
case Oyster::Thread::OYSTER_THREAD_PRIORITY_1:
|
case Oyster::Thread::OYSTER_THREAD_PRIORITY_1:
|
||||||
|
@ -190,16 +204,18 @@ using namespace Utility::DynamicMemory;
|
||||||
|
|
||||||
while (w->state == OYSTER_THREAD_STATE_NORMAL)
|
while (w->state == OYSTER_THREAD_STATE_NORMAL)
|
||||||
{
|
{
|
||||||
CheckPriority(w);
|
//while (!w->threadDataAcces.try_lock());
|
||||||
if(!DoWork(w)) break;
|
|
||||||
CheckStatus(w);
|
CheckPriority(w);
|
||||||
|
if(!DoWork(w)) break;
|
||||||
|
CheckStatus(w);
|
||||||
|
|
||||||
|
//w->threadDataAcces.unlock();
|
||||||
}
|
}
|
||||||
|
|
||||||
if(w->ownerObj.value.obj) w->ownerObj.value.obj->ThreadExit();
|
if(w->ownerObj.value.obj) w->ownerObj.value.obj->ThreadExit();
|
||||||
|
|
||||||
w->state = OYSTER_THREAD_STATE_DEAD;
|
w->state = OYSTER_THREAD_STATE_DEAD;
|
||||||
|
|
||||||
//delete w;
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -247,79 +263,114 @@ OYSTER_THREAD_ERROR OysterThread::Create(ThreadFnc worker, bool start, bool deta
|
||||||
|
|
||||||
OYSTER_THREAD_ERROR OysterThread::Start()
|
OYSTER_THREAD_ERROR OysterThread::Start()
|
||||||
{
|
{
|
||||||
if(!this->privateData->data->threadData->ownerObj)
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
return OYSTER_THREAD_ERROR_ThreadHasNoWorker;
|
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||||
|
|
||||||
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
if(!this->privateData->data->threadData->ownerObj)
|
||||||
return OYSTER_THREAD_ERROR_ThreadIsDead;
|
val = OYSTER_THREAD_ERROR_ThreadHasNoWorker;
|
||||||
|
|
||||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_NORMAL;
|
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
||||||
|
val = OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_NORMAL;
|
||||||
|
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
|
||||||
|
return val;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Stop()
|
OYSTER_THREAD_ERROR OysterThread::Stop()
|
||||||
{
|
{
|
||||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
//this->privateData->data->threadData->threadDataAcces.lock(); {
|
||||||
|
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
|
||||||
|
return val;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Stop(int msec)
|
OYSTER_THREAD_ERROR OysterThread::Stop(int msec)
|
||||||
{
|
{
|
||||||
this->privateData->data->threadData->msec = msec;
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
//this->privateData->data->threadData->threadDataAcces.lock(); {
|
||||||
|
this->privateData->data->threadData->msec = msec;
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
return val;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Resume()
|
OYSTER_THREAD_ERROR OysterThread::Resume()
|
||||||
{
|
{
|
||||||
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
return OYSTER_THREAD_ERROR_ThreadIsDead;
|
//this->privateData->data->threadData->threadDataAcces.lock(); {
|
||||||
|
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
||||||
|
val = OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||||
|
|
||||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_NORMAL;
|
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_NORMAL;
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
return val;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::SetWorker(IThreadObject* worker)
|
OYSTER_THREAD_ERROR OysterThread::SetWorker(IThreadObject* worker)
|
||||||
{
|
{
|
||||||
this->privateData->data->threadData->ownerObj.value = worker;
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
this->privateData->data->threadData->ownerObj.type = Oyster::Callback::CallbackType_Object;
|
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||||
|
|
||||||
this->privateData->data->threadData->msec = 0;
|
this->privateData->data->threadData->ownerObj.value = worker;
|
||||||
|
this->privateData->data->threadData->ownerObj.type = Oyster::Callback::CallbackType_Object;
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;;
|
this->privateData->data->threadData->msec = 0;
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
|
||||||
|
return val;;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::SetWorker(ThreadFnc worker)
|
OYSTER_THREAD_ERROR OysterThread::SetWorker(ThreadFnc worker)
|
||||||
{
|
{
|
||||||
this->privateData->data->threadData->ownerObj.value = worker;
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
this->privateData->data->threadData->ownerObj.type = Oyster::Callback::CallbackType_Function;
|
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||||
|
|
||||||
this->privateData->data->threadData->msec = 0;
|
this->privateData->data->threadData->ownerObj.value = worker;
|
||||||
|
this->privateData->data->threadData->ownerObj.type = Oyster::Callback::CallbackType_Function;
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;;
|
this->privateData->data->threadData->msec = 0;
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
|
||||||
|
return val;;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Terminate()
|
OYSTER_THREAD_ERROR OysterThread::Terminate()
|
||||||
{
|
{
|
||||||
if(this->privateData)
|
if(this->privateData)
|
||||||
return this->privateData->Terminate();
|
return this->privateData->Terminate();
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Wait()
|
OYSTER_THREAD_ERROR OysterThread::Wait()
|
||||||
{
|
{
|
||||||
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
return OYSTER_THREAD_ERROR_ThreadIsDead;
|
|
||||||
|
|
||||||
if( this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||||
return OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
|
||||||
|
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
||||||
|
val = OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||||
|
|
||||||
|
if( this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
||||||
|
val = OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
||||||
|
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
|
||||||
|
return val;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Wait(int msec)
|
OYSTER_THREAD_ERROR OysterThread::Wait(int msec)
|
||||||
{
|
{
|
||||||
if(this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
return OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
|
||||||
|
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
if(this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
||||||
|
val = OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
|
return val;
|
||||||
}
|
}
|
||||||
OYSTER_THREAD_ERROR OysterThread::Swap(const OysterThread* other)
|
OYSTER_THREAD_ERROR OysterThread::Swap(const OysterThread* other)
|
||||||
{
|
{
|
||||||
this->privateData->data->workerThread.swap(other->privateData->data->workerThread);
|
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||||
|
this->privateData->data->workerThread.swap(other->privateData->data->workerThread);
|
||||||
|
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -34,12 +34,15 @@ namespace Utility
|
||||||
virtual bool IsEmpty();
|
virtual bool IsEmpty();
|
||||||
virtual void Swap( IQueue<Type> &queue );
|
virtual void Swap( IQueue<Type> &queue );
|
||||||
|
|
||||||
|
virtual void Clear();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
class Node
|
class Node
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Type item;
|
Type item;
|
||||||
Node *next;
|
Node *next;
|
||||||
|
Node(){ this->next = NULL; };
|
||||||
Node(Type item){ this->item = item; this->next = NULL; };
|
Node(Type item){ this->item = item; this->next = NULL; };
|
||||||
~Node() {};
|
~Node() {};
|
||||||
};
|
};
|
||||||
|
@ -215,6 +218,15 @@ namespace Utility
|
||||||
stdMutex.unlock();
|
stdMutex.unlock();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template < typename Type >
|
||||||
|
void ThreadSafeQueue<Type>::Clear()
|
||||||
|
{
|
||||||
|
while (!IsEmpty())
|
||||||
|
{
|
||||||
|
Pop();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -374,7 +374,191 @@ namespace Utility
|
||||||
return (this->_ptr != NULL) ? true : false;
|
return (this->_ptr != NULL) ? true : false;
|
||||||
}
|
}
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace Thread
|
||||||
|
{
|
||||||
|
#pragma region ThreadSafeSmartPointer
|
||||||
|
template<typename T> void ThreadSafeSmartPointer<T>::Destroy()
|
||||||
|
{
|
||||||
|
delete this->_rc.load();
|
||||||
|
this->_rc = NULL;
|
||||||
|
|
||||||
|
//Use default function for memory deallocation.
|
||||||
|
SafeDeleteInstance<T>(this->_ptr.load());
|
||||||
|
|
||||||
|
this->_ptr = NULL;
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer()
|
||||||
|
:_rc(0), _ptr(0)
|
||||||
|
{ }
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer(UniquePointer<T>& p)
|
||||||
|
:_ptr(p.Release())
|
||||||
|
{
|
||||||
|
this->_rc = new ReferenceCount();
|
||||||
|
this->_rc->Incref();
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer(T* p)
|
||||||
|
:_ptr(p)
|
||||||
|
{
|
||||||
|
this->_rc.store = new ReferenceCount();
|
||||||
|
this->_rc->Incref();
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer(const ThreadSafeSmartPointer& d)
|
||||||
|
:_ptr(d._ptr), _rc(d._rc)
|
||||||
|
{
|
||||||
|
if(this->_rc)
|
||||||
|
this->_rc->Incref();
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>::~ThreadSafeSmartPointer()
|
||||||
|
{
|
||||||
|
this->Release();
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>& ThreadSafeSmartPointer<T>::operator= (const ThreadSafeSmartPointer<T>& p)
|
||||||
|
{
|
||||||
|
if (this != &p)
|
||||||
|
{
|
||||||
|
//Last to go?
|
||||||
|
if(this->_rc.load() && this->_rc.load()->Decref() == 0)
|
||||||
|
{
|
||||||
|
//Call child specific
|
||||||
|
Destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
this->_ptr.store(p._ptr.load());
|
||||||
|
this->_rc.store(p._rc.load());
|
||||||
|
if(this->_rc.load()) this->_rc.load()->Incref();
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>& ThreadSafeSmartPointer<T>::operator= (UniquePointer<T>& p)
|
||||||
|
{
|
||||||
|
//Last to go?
|
||||||
|
if(this->_rc)
|
||||||
|
{
|
||||||
|
if(this->_rc->Decref() == 0)
|
||||||
|
{
|
||||||
|
//Call child specific
|
||||||
|
Destroy();
|
||||||
|
this->_rc = new ReferenceCount();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(p) this->_rc = new ReferenceCount();
|
||||||
|
}
|
||||||
|
|
||||||
|
if(this->_rc)
|
||||||
|
this->_rc->Incref();
|
||||||
|
|
||||||
|
this->_ptr = p.Release();
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
template<typename T> ThreadSafeSmartPointer<T>& ThreadSafeSmartPointer<T>::operator= (T* p)
|
||||||
|
{
|
||||||
|
if (this->_ptr != p)
|
||||||
|
{
|
||||||
|
//Last to go?
|
||||||
|
if(this->_rc.load())
|
||||||
|
{
|
||||||
|
if(this->_rc.load()->Decref() == 0)
|
||||||
|
{
|
||||||
|
//Call child specific
|
||||||
|
Destroy();
|
||||||
|
if(p) this->_rc = new ReferenceCount();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(p)
|
||||||
|
{
|
||||||
|
this->_rc = new ReferenceCount();
|
||||||
|
}
|
||||||
|
|
||||||
|
this->_ptr = p;
|
||||||
|
|
||||||
|
if(p) this->_rc.load()->Incref();
|
||||||
|
else this->_rc = 0;
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator== (const ThreadSafeSmartPointer<T>& d) const
|
||||||
|
{
|
||||||
|
return d._ptr == this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator== (const T& p) const
|
||||||
|
{
|
||||||
|
return &p == this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator!= (const ThreadSafeSmartPointer<T>& d) const
|
||||||
|
{
|
||||||
|
return d._ptr != this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator!= (const T& p) const
|
||||||
|
{
|
||||||
|
return &p != this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline T& ThreadSafeSmartPointer<T>::operator* ()
|
||||||
|
{
|
||||||
|
return *this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline const T& ThreadSafeSmartPointer<T>::operator* () const
|
||||||
|
{
|
||||||
|
return *this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline T* ThreadSafeSmartPointer<T>::operator-> ()
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline const T* ThreadSafeSmartPointer<T>::operator-> () const
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline ThreadSafeSmartPointer<T>::operator T* () const
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline ThreadSafeSmartPointer<T>::operator const T* () const
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline ThreadSafeSmartPointer<T>::operator T& () const
|
||||||
|
{
|
||||||
|
return *this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline ThreadSafeSmartPointer<T>::operator bool() const
|
||||||
|
{
|
||||||
|
return (this->_ptr != 0);
|
||||||
|
}
|
||||||
|
template<typename T> inline T* ThreadSafeSmartPointer<T>::Get()
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> inline T* ThreadSafeSmartPointer<T>::Get() const
|
||||||
|
{
|
||||||
|
return this->_ptr;
|
||||||
|
}
|
||||||
|
template<typename T> int ThreadSafeSmartPointer<T>::Release()
|
||||||
|
{
|
||||||
|
int returnVal = 0;
|
||||||
|
|
||||||
|
if(this->_rc.load() && ((returnVal = this->_rc.load()->Decref()) == 0))
|
||||||
|
{
|
||||||
|
Destroy();
|
||||||
|
}
|
||||||
|
return returnVal;
|
||||||
|
}
|
||||||
|
template<typename T> int ThreadSafeSmartPointer<T>::ReleaseDummy()
|
||||||
|
{
|
||||||
|
int val = this->_rc->Decref();
|
||||||
|
this->_rc->Incref();
|
||||||
|
return val;
|
||||||
|
}
|
||||||
|
template<typename T> inline bool ThreadSafeSmartPointer<T>::IsValid() const
|
||||||
|
{
|
||||||
|
return (this->_ptr != NULL) ? true : false;
|
||||||
|
}
|
||||||
|
#pragma endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -300,7 +300,7 @@ namespace Utility
|
||||||
|
|
||||||
//To wstring
|
//To wstring
|
||||||
|
|
||||||
::std::wstring & StringToWString( const ::std::string &str, ::std::wstring &wstr )
|
::std::wstring & StringToWstring( const ::std::string &str, ::std::wstring &wstr )
|
||||||
{
|
{
|
||||||
const char *orig = str.c_str();
|
const char *orig = str.c_str();
|
||||||
|
|
||||||
|
|
|
@ -408,7 +408,59 @@ namespace Utility
|
||||||
|
|
||||||
namespace Thread
|
namespace Thread
|
||||||
{
|
{
|
||||||
//Utilities for threading
|
using namespace DynamicMemory;
|
||||||
|
//! Wrapper to manage references on a pointer.
|
||||||
|
template<typename T> struct ThreadSafeSmartPointer
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
std::atomic<ReferenceCount*> _rc;
|
||||||
|
std::atomic<T*> _ptr;
|
||||||
|
|
||||||
|
/** Destroys the pointer and returns the memory allocated. */
|
||||||
|
void Destroy();
|
||||||
|
|
||||||
|
public:
|
||||||
|
ThreadSafeSmartPointer();
|
||||||
|
ThreadSafeSmartPointer(UniquePointer<T>& up);
|
||||||
|
ThreadSafeSmartPointer(T* p);
|
||||||
|
ThreadSafeSmartPointer(const ThreadSafeSmartPointer& d);
|
||||||
|
virtual~ThreadSafeSmartPointer();
|
||||||
|
ThreadSafeSmartPointer<T>& operator= (const ThreadSafeSmartPointer<T>& p);
|
||||||
|
ThreadSafeSmartPointer<T>& operator= (UniquePointer<T>& p);
|
||||||
|
ThreadSafeSmartPointer<T>& operator= (T* p);
|
||||||
|
bool operator== (const ThreadSafeSmartPointer<T>& d) const;
|
||||||
|
bool operator== (const T& p) const;
|
||||||
|
bool operator!= (const ThreadSafeSmartPointer<T>& d) const;
|
||||||
|
bool operator!= (const T& p) const;
|
||||||
|
T& operator* ();
|
||||||
|
const T& operator* () const;
|
||||||
|
T* operator-> ();
|
||||||
|
const T* operator-> () const;
|
||||||
|
operator T* () const;
|
||||||
|
operator const T* () const;
|
||||||
|
operator T& () const;
|
||||||
|
operator bool() const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns the connected pointer
|
||||||
|
*/
|
||||||
|
T* Get();
|
||||||
|
T* Get() const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Releases one reference of the pointer and set value to null, making the current ThreadSafeSmartPointer invalid.
|
||||||
|
*/
|
||||||
|
int Release();
|
||||||
|
/**
|
||||||
|
* Only test to release to check reference count.
|
||||||
|
*/
|
||||||
|
int ReleaseDummy();
|
||||||
|
|
||||||
|
/** Checks if the pointer is valid (not NULL)
|
||||||
|
* Returns true for valid, else false.
|
||||||
|
*/
|
||||||
|
bool IsValid() const;
|
||||||
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -4,42 +4,31 @@
|
||||||
#include "CustomNetProtocol.h"
|
#include "CustomNetProtocol.h"
|
||||||
#include <map>
|
#include <map>
|
||||||
#include "Translator.h"
|
#include "Translator.h"
|
||||||
#include "Utilities.h"
|
#include <DynamicArray.h>
|
||||||
using namespace Oyster::Network;
|
using namespace Oyster::Network;
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
|
|
||||||
|
|
||||||
struct CustomNetProtocol::PrivateData
|
struct CustomNetProtocol::PrivateData
|
||||||
{
|
{
|
||||||
std::map<int, NetAttributeContainer> attributes; //...Im an idiot
|
//std::map<int, NetAttributeContainer> attributes; //...Im an idiot
|
||||||
Utility::DynamicMemory::ReferenceCount *c;
|
DynamicArray<NetAttributeContainer> attributes; //...Im an idiot
|
||||||
|
|
||||||
PrivateData()
|
PrivateData()
|
||||||
{
|
{ }
|
||||||
//this->attributes = new std::map<int, NetAttributeContainer>();
|
|
||||||
this->c = new ReferenceCount();
|
|
||||||
c->Incref();
|
|
||||||
}
|
|
||||||
|
|
||||||
~PrivateData()
|
~PrivateData()
|
||||||
{
|
{
|
||||||
delete c;
|
attributes.Clear();
|
||||||
c = 0;
|
|
||||||
for (auto i = attributes.begin(); i != attributes.end(); i++)
|
|
||||||
{
|
|
||||||
RemoveAttribute(i->first);
|
|
||||||
}
|
|
||||||
attributes.clear();
|
|
||||||
}
|
}
|
||||||
void RemoveAttribute(int ID)
|
void RemoveAttribute(NetAttributeContainer* i)
|
||||||
{
|
{
|
||||||
auto i = attributes.find(ID);
|
if(!i) return;
|
||||||
if(i == attributes.end()) return;
|
|
||||||
|
|
||||||
switch (i->second.type)
|
switch (i->type)
|
||||||
{
|
{
|
||||||
case NetAttributeType_CharArray:
|
case NetAttributeType_CharArray:
|
||||||
delete [] i->second.value.netCharPtr;
|
delete [] i->value.netCharPtr;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -47,55 +36,42 @@ struct CustomNetProtocol::PrivateData
|
||||||
//Do network stuff
|
//Do network stuff
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
CustomNetProtocol::CustomNetProtocol()
|
CustomNetProtocol::CustomNetProtocol()
|
||||||
{
|
{
|
||||||
this->privateData = new PrivateData();
|
this->privateData = new PrivateData();
|
||||||
}
|
}
|
||||||
CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
|
CustomNetProtocol::CustomNetProtocol(CustomNetProtocol& o)
|
||||||
{
|
{
|
||||||
this->privateData = o.privateData;
|
this->privateData = new PrivateData();
|
||||||
if(this->privateData)
|
this->privateData->attributes = o.privateData->attributes;
|
||||||
{
|
|
||||||
this->privateData->c = o.privateData->c;
|
|
||||||
this->privateData->c->Incref();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
const CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
|
const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o)
|
||||||
{
|
{
|
||||||
if(this->privateData && this->privateData->c)
|
if(this->privateData)
|
||||||
{
|
{
|
||||||
if(this->privateData->c->Decref() == 0)
|
delete this->privateData;
|
||||||
{
|
this->privateData = 0;
|
||||||
delete this->privateData;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this->privateData = o.privateData;
|
|
||||||
if(this->privateData)
|
|
||||||
{
|
|
||||||
this->privateData->c = o.privateData->c;
|
|
||||||
this->privateData->c->Incref();
|
|
||||||
}
|
}
|
||||||
|
this->privateData = new PrivateData();
|
||||||
|
this->privateData->attributes = o.privateData->attributes;
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
CustomNetProtocol::~CustomNetProtocol()
|
CustomNetProtocol::~CustomNetProtocol()
|
||||||
{
|
{
|
||||||
if(this->privateData && this->privateData->c)
|
delete this->privateData;
|
||||||
{
|
this->privateData = 0;
|
||||||
if(this->privateData->c->Decref() == 0)
|
|
||||||
{
|
|
||||||
delete this->privateData;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
NetAttributeContainer& CustomNetProtocol::operator[](int ID)
|
NetAttributeContainer& CustomNetProtocol::operator[](int ID)
|
||||||
{
|
{
|
||||||
if(this->privateData->attributes.find(ID) == this->privateData->attributes.end())
|
//if(!this->privateData) this->privateData = new PrivateData();
|
||||||
|
if((unsigned int)ID >= this->privateData->attributes.Size())
|
||||||
{
|
{
|
||||||
this->privateData->attributes[ID];
|
NetAttributeContainer temp;
|
||||||
this->privateData->attributes[ID].type = NetAttributeType_UNKNOWN;
|
|
||||||
memset(&this->privateData->attributes[ID].value, 0, sizeof(NetAttributeValue));
|
temp.type = NetAttributeType_UNKNOWN;
|
||||||
|
memset(&temp.value, 0, sizeof(NetAttributeValue));
|
||||||
|
|
||||||
|
this->privateData->attributes.Push(ID, temp);
|
||||||
}
|
}
|
||||||
|
|
||||||
return this->privateData->attributes[ID];
|
return this->privateData->attributes[ID];
|
||||||
|
@ -134,4 +110,115 @@ void CustomNetProtocol::Set(int ID, std::string s)
|
||||||
const NetAttributeContainer& CustomNetProtocol::Get(int id)
|
const NetAttributeContainer& CustomNetProtocol::Get(int id)
|
||||||
{
|
{
|
||||||
return this->privateData->attributes[id];
|
return this->privateData->attributes[id];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////////////////
|
||||||
|
//// Created by [Dennis Andersen] [2013]
|
||||||
|
///////////////////////////////////////////////////////////////////////
|
||||||
|
//#include "CustomNetProtocol.h"
|
||||||
|
//#include <map>
|
||||||
|
//#include "Translator.h"
|
||||||
|
//#include <DynamicArray.h>
|
||||||
|
//using namespace Oyster::Network;
|
||||||
|
//using namespace Utility::DynamicMemory;
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//struct CustomNetProtocol::PrivateData
|
||||||
|
//{
|
||||||
|
// Utility::DynamicMemory::DynamicArray<NetAttributeContainer> attributes; //...Im an idiot
|
||||||
|
//
|
||||||
|
// PrivateData()
|
||||||
|
// { }
|
||||||
|
//
|
||||||
|
// ~PrivateData()
|
||||||
|
// {
|
||||||
|
// for (unsigned int i = 0; i < attributes.Size(); i++)
|
||||||
|
// {
|
||||||
|
// RemoveAttribute(i);
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// attributes.Clear();
|
||||||
|
// }
|
||||||
|
// void RemoveAttribute(int i)
|
||||||
|
// {
|
||||||
|
// switch (attributes[i].type)
|
||||||
|
// {
|
||||||
|
// case NetAttributeType_CharArray:
|
||||||
|
// delete [] attributes[i].value.netCharPtr;
|
||||||
|
// break;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// //Do network stuff
|
||||||
|
//};
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//CustomNetProtocol::CustomNetProtocol()
|
||||||
|
//{
|
||||||
|
// this->privateData = new PrivateData();
|
||||||
|
//}
|
||||||
|
//CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
|
||||||
|
//{
|
||||||
|
// this->privateData = o.privateData;
|
||||||
|
//}
|
||||||
|
//const CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
|
||||||
|
//{
|
||||||
|
// this->privateData = o.privateData;
|
||||||
|
// return *this;
|
||||||
|
//}
|
||||||
|
//CustomNetProtocol::~CustomNetProtocol()
|
||||||
|
//{
|
||||||
|
//}
|
||||||
|
//NetAttributeContainer& CustomNetProtocol::operator[](int ID)
|
||||||
|
//{
|
||||||
|
// if(ID >= this->privateData->attributes.Size())
|
||||||
|
// this->privateData->attributes.Resize(
|
||||||
|
// if(this->privateData->attributes.find(ID) == this->privateData->attributes.end())
|
||||||
|
// {
|
||||||
|
// this->privateData->attributes[ID];
|
||||||
|
// this->privateData->attributes[ID].type = NetAttributeType_UNKNOWN;
|
||||||
|
// memset(&this->privateData->attributes[ID].value, 0, sizeof(NetAttributeValue));
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// return this->privateData->attributes[ID];
|
||||||
|
//}
|
||||||
|
//
|
||||||
|
//void CustomNetProtocol::Set(int ID, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type)
|
||||||
|
//{
|
||||||
|
// this->privateData->attributes[ID].type = type;
|
||||||
|
//
|
||||||
|
// switch (type)
|
||||||
|
// {
|
||||||
|
// case Oyster::Network::NetAttributeType_Bool:
|
||||||
|
// case Oyster::Network::NetAttributeType_Char:
|
||||||
|
// case Oyster::Network::NetAttributeType_UnsignedChar:
|
||||||
|
// case Oyster::Network::NetAttributeType_Short:
|
||||||
|
// case Oyster::Network::NetAttributeType_UnsignedShort:
|
||||||
|
// case Oyster::Network::NetAttributeType_Int:
|
||||||
|
// case Oyster::Network::NetAttributeType_UnsignedInt:
|
||||||
|
// case Oyster::Network::NetAttributeType_Int64:
|
||||||
|
// case Oyster::Network::NetAttributeType_UnsignedInt64:
|
||||||
|
// case Oyster::Network::NetAttributeType_Float:
|
||||||
|
// case Oyster::Network::NetAttributeType_Double:
|
||||||
|
// this->privateData->attributes[ID].value = val;
|
||||||
|
// break;
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
//void CustomNetProtocol::Set(int ID, std::string s)
|
||||||
|
//{
|
||||||
|
// if(s.size() == 0) return;
|
||||||
|
//
|
||||||
|
// this->privateData->attributes[ID].type = Oyster::Network::NetAttributeType_CharArray;
|
||||||
|
//
|
||||||
|
// this->privateData->attributes[ID].value.netCharPtr = new char[s.size() + 1];
|
||||||
|
// memcpy(&this->privateData->attributes[ID].value.netCharPtr[0], &s[0], s.size() + 1);
|
||||||
|
//}
|
||||||
|
//const NetAttributeContainer& CustomNetProtocol::Get(int id)
|
||||||
|
//{
|
||||||
|
// return this->privateData->attributes[id];
|
||||||
|
//}
|
|
@ -4,7 +4,11 @@
|
||||||
#ifndef NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
#ifndef NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
||||||
#define NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
#define NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
||||||
|
|
||||||
|
//needs to have dll-interface to be used by clients of class 'Oyster::Network::NetworkSession'
|
||||||
|
#pragma warning(disable : 4251)
|
||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include "Utilities.h"
|
||||||
//#include <vld.h>
|
//#include <vld.h>
|
||||||
#include "NetworkAPI_Preprocessor.h"
|
#include "NetworkAPI_Preprocessor.h"
|
||||||
|
|
||||||
|
@ -65,12 +69,60 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
NetAttributeType type;
|
NetAttributeType type;
|
||||||
NetAttributeValue value;
|
NetAttributeValue value;
|
||||||
NetAttributeContainer() { type = NetAttributeType_UNKNOWN; }
|
NetAttributeContainer()
|
||||||
|
{ type = NetAttributeType_UNKNOWN; }
|
||||||
|
~NetAttributeContainer()
|
||||||
|
{
|
||||||
|
if (this->type == NetAttributeType_CharArray)
|
||||||
|
{
|
||||||
|
delete this->value.netCharPtr;
|
||||||
|
this->value.netCharPtr = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
NetAttributeContainer(NetAttributeContainer& p)
|
||||||
|
{
|
||||||
|
type = p.type;
|
||||||
|
if(type == NetAttributeType_CharArray && p.value.netCharPtr)
|
||||||
|
{
|
||||||
|
int len = 0;
|
||||||
|
if((len = strlen(p.value.netCharPtr)) == 0) return;
|
||||||
|
len++;
|
||||||
|
value.netCharPtr = new char[len];
|
||||||
|
memcpy(&value.netCharPtr[0], &p.value.netCharPtr[0], sizeof(p.value.netCharPtr[0]) * len);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
value = p.value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
const NetAttributeContainer& operator=(const NetAttributeContainer& p)
|
||||||
|
{
|
||||||
|
if(this->type == NetAttributeType_CharArray)
|
||||||
|
{
|
||||||
|
delete this->value.netCharPtr;
|
||||||
|
this->value.netCharPtr = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
type = p.type;
|
||||||
|
if(type == NetAttributeType_CharArray && p.value.netCharPtr)
|
||||||
|
{
|
||||||
|
int len = 0;
|
||||||
|
if((len = strlen(p.value.netCharPtr)) == 0) return *this;
|
||||||
|
len++;
|
||||||
|
value.netCharPtr = new char[len];
|
||||||
|
memcpy(&value.netCharPtr[0], &p.value.netCharPtr[0], sizeof(p.value.netCharPtr[0]) * len);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
value = p.value;
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
class CustomNetProtocol;
|
class CustomNetProtocol;
|
||||||
struct CustomProtocolObject
|
struct CustomProtocolObject
|
||||||
{
|
{
|
||||||
virtual CustomNetProtocol* GetProtocol() = 0;
|
virtual CustomNetProtocol GetProtocol() = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class NET_API_EXPORT CustomNetProtocol
|
class NET_API_EXPORT CustomNetProtocol
|
||||||
|
@ -78,8 +130,8 @@ namespace Oyster
|
||||||
public:
|
public:
|
||||||
CustomNetProtocol();
|
CustomNetProtocol();
|
||||||
~CustomNetProtocol();
|
~CustomNetProtocol();
|
||||||
CustomNetProtocol(const CustomNetProtocol& o);
|
CustomNetProtocol(CustomNetProtocol& o);
|
||||||
const CustomNetProtocol& operator=(const CustomNetProtocol& o);
|
const CustomNetProtocol& operator=(CustomNetProtocol& o);
|
||||||
|
|
||||||
NetAttributeContainer& operator[](int ID);
|
NetAttributeContainer& operator[](int ID);
|
||||||
void Set(int id, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type);
|
void Set(int id, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type);
|
||||||
|
@ -88,6 +140,8 @@ namespace Oyster
|
||||||
|
|
||||||
private:
|
private:
|
||||||
struct PrivateData;
|
struct PrivateData;
|
||||||
|
//Utility::DynamicMemory::SmartPointer<PrivateData> privateData;
|
||||||
|
//Utility::Thread::ThreadSafeSmartPointer<PrivateData> privateData;
|
||||||
PrivateData* privateData;
|
PrivateData* privateData;
|
||||||
|
|
||||||
friend class Translator;
|
friend class Translator;
|
||||||
|
|
|
@ -19,6 +19,7 @@
|
||||||
#include "../../Misc/Packing/Packing.h"
|
#include "../../Misc/Packing/Packing.h"
|
||||||
|
|
||||||
#include <queue>
|
#include <queue>
|
||||||
|
#include <WinSock2.h>
|
||||||
|
|
||||||
using namespace Oyster::Network;
|
using namespace Oyster::Network;
|
||||||
using namespace Oyster::Thread;
|
using namespace Oyster::Thread;
|
||||||
|
@ -61,9 +62,10 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
}
|
}
|
||||||
~PrivateData()
|
~PrivateData()
|
||||||
{
|
{
|
||||||
|
this->thread.Terminate();
|
||||||
|
|
||||||
ShutdownWinSock();
|
ShutdownWinSock();
|
||||||
this->connection.Disconnect();
|
this->connection.Disconnect();
|
||||||
this->thread.Terminate();
|
|
||||||
this->owner = 0;
|
this->owner = 0;
|
||||||
this->parent = 0;
|
this->parent = 0;
|
||||||
}
|
}
|
||||||
|
@ -83,12 +85,13 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
|
|
||||||
if(!this->sendQueue.IsEmpty())
|
if(!this->sendQueue.IsEmpty())
|
||||||
{
|
{
|
||||||
SmartPointer<OysterByte> temp = new OysterByte();
|
//printf("\t(%i)\n", this->sendQueue.Size());
|
||||||
|
OysterByte temp;
|
||||||
CustomNetProtocol p = this->sendQueue.Pop();
|
CustomNetProtocol p = this->sendQueue.Pop();
|
||||||
this->translator.Pack(temp, p);
|
this->translator.Pack(temp, p);
|
||||||
errorCode = this->connection.Send(temp);
|
errorCode = this->connection.Send(temp);
|
||||||
|
|
||||||
if(errorCode != 0)
|
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
|
||||||
{
|
{
|
||||||
CEA parg;
|
CEA parg;
|
||||||
parg.type = CEA::EventType_ProtocolFailedToSend;
|
parg.type = CEA::EventType_ProtocolFailedToSend;
|
||||||
|
@ -204,7 +207,11 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
CEA parg;
|
CEA parg;
|
||||||
parg.type = CEA::EventType_ProtocolRecieved;
|
parg.type = CEA::EventType_ProtocolRecieved;
|
||||||
parg.data.protocol = protocol;
|
parg.data.protocol = protocol;
|
||||||
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e;
|
||||||
|
e.sender = this->parent;
|
||||||
|
e.args.data.protocol = parg.data.protocol;
|
||||||
|
e.args.type = parg.type;
|
||||||
|
|
||||||
this->recieveQueue.Push(e);
|
this->recieveQueue.Push(e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -247,9 +254,6 @@ void NetworkClient::Update()
|
||||||
|
|
||||||
this->DataRecieved(temp);
|
this->DataRecieved(temp);
|
||||||
|
|
||||||
//--------- Deprecate ---------
|
|
||||||
this->NetworkCallback(temp.args.data.protocol);
|
|
||||||
//------------------------------
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -291,18 +295,23 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
|
||||||
|
|
||||||
void NetworkClient::Disconnect()
|
void NetworkClient::Disconnect()
|
||||||
{
|
{
|
||||||
privateData->connection.Disconnect();
|
if(!privateData) return;
|
||||||
|
|
||||||
privateData->thread.Terminate();
|
privateData->thread.Terminate();
|
||||||
|
privateData->connection.Disconnect();
|
||||||
|
this->privateData->sendQueue.Clear();
|
||||||
|
this->privateData->recieveQueue.Clear();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void NetworkClient::Send(CustomProtocolObject& protocol)
|
void NetworkClient::Send(CustomProtocolObject& protocol)
|
||||||
{
|
{
|
||||||
this->privateData->sendQueue.Push(*protocol.GetProtocol());
|
this->privateData->sendQueue.Push(protocol.GetProtocol());
|
||||||
}
|
}
|
||||||
|
|
||||||
void NetworkClient::Send(CustomNetProtocol* protocol)
|
void NetworkClient::Send(CustomNetProtocol& protocol)
|
||||||
{
|
{
|
||||||
this->privateData->sendQueue.Push(*protocol);
|
this->privateData->sendQueue.Push(protocol);
|
||||||
}
|
}
|
||||||
|
|
||||||
void NetworkClient::SetOwner(NetworkSession* owner)
|
void NetworkClient::SetOwner(NetworkSession* owner)
|
||||||
|
@ -329,8 +338,8 @@ void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
//void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
||||||
{}
|
//{}
|
||||||
|
|
||||||
std::string NetworkClient::GetIpAddress()
|
std::string NetworkClient::GetIpAddress()
|
||||||
{
|
{
|
||||||
|
|
|
@ -36,7 +36,33 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
struct { Oyster::Network::CustomNetProtocol protocol; };
|
struct { Oyster::Network::CustomNetProtocol protocol; };
|
||||||
void * nothing;
|
void * nothing;
|
||||||
|
EventData(){}
|
||||||
|
EventData(Oyster::Network::CustomNetProtocol& o)
|
||||||
|
{
|
||||||
|
protocol = o;
|
||||||
|
}
|
||||||
|
const EventData& operator=(EventData& o)
|
||||||
|
{
|
||||||
|
protocol = o.protocol;
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
const EventData& operator=(Oyster::Network::CustomNetProtocol& o)
|
||||||
|
{
|
||||||
|
protocol = o; return *this;
|
||||||
|
}
|
||||||
} data;
|
} data;
|
||||||
|
ClientEventArgs(){}
|
||||||
|
ClientEventArgs(ClientEventArgs& o)
|
||||||
|
{
|
||||||
|
type = o.type;
|
||||||
|
data = o.data;
|
||||||
|
}
|
||||||
|
const ClientEventArgs& operator=(ClientEventArgs& o)
|
||||||
|
{
|
||||||
|
type = o.type;
|
||||||
|
data = o.data;
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
typedef void(*ClientEventFunction)(NetEvent<NetworkClient*, ClientEventArgs> e);
|
typedef void(*ClientEventFunction)(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||||
|
|
||||||
|
@ -75,7 +101,7 @@ namespace Oyster
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
void Send(CustomNetProtocol* protocol);
|
void Send(CustomNetProtocol& protocol);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
|
@ -101,7 +127,7 @@ namespace Oyster
|
||||||
* Do not use this furthermore, instead use void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
* Do not use this furthermore, instead use void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||||
* @see DataRecieved
|
* @see DataRecieved
|
||||||
*/
|
*/
|
||||||
virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
|
//virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
|
||||||
|
|
||||||
virtual std::string GetIpAddress();
|
virtual std::string GetIpAddress();
|
||||||
|
|
||||||
|
|
|
@ -261,7 +261,7 @@ NetworkSession const* NetworkServer::ReleaseMainSession()
|
||||||
return temp;
|
return temp;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool NetworkServer::IsStarted() const
|
bool NetworkServer::IsRunning() const
|
||||||
{
|
{
|
||||||
return this->privateData->isRunning;
|
return this->privateData->isRunning;
|
||||||
}
|
}
|
||||||
|
|
|
@ -77,7 +77,7 @@ namespace Oyster
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
bool IsStarted() const;
|
bool IsRunning() const;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
|
|
|
@ -26,7 +26,15 @@ struct NetworkSession::PrivateSessionData
|
||||||
{}
|
{}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
int FindClient(NetClientList& list, NetClient c)
|
||||||
|
{
|
||||||
|
for (unsigned int i = 0; i < list.Size(); i++)
|
||||||
|
{
|
||||||
|
if(c == list[i])
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
NetworkSession::NetworkSession()
|
NetworkSession::NetworkSession()
|
||||||
: data(new PrivateSessionData())
|
: data(new PrivateSessionData())
|
||||||
|
@ -125,7 +133,7 @@ NetClient NetworkSession::Detach(const NetworkClient* client)
|
||||||
|
|
||||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->clients[i] && this->clients[0]->GetID() == client->GetID())
|
if(this->clients[i] && this->clients[i]->GetID() == client->GetID())
|
||||||
{
|
{
|
||||||
val = this->clients[i];
|
val = this->clients[i];
|
||||||
this->clients[i] = 0;
|
this->clients[i] = 0;
|
||||||
|
@ -188,7 +196,7 @@ bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
|
||||||
{
|
{
|
||||||
if(this->clients[i])
|
if(this->clients[i])
|
||||||
{
|
{
|
||||||
this->clients[i]->Send(&protocol);
|
this->clients[i]->Send(protocol);
|
||||||
returnValue = true;
|
returnValue = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -202,7 +210,7 @@ bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
|
||||||
{
|
{
|
||||||
if(this->clients[i] && this->clients[i]->GetID() == ID)
|
if(this->clients[i] && this->clients[i]->GetID() == ID)
|
||||||
{
|
{
|
||||||
this->clients[i]->Send(&protocol);
|
this->clients[i]->Send(protocol);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -237,5 +245,8 @@ void NetworkSession::SetOwner(NetworkSession* owner)
|
||||||
void NetworkSession::ClientConnectedEvent(NetClient client)
|
void NetworkSession::ClientConnectedEvent(NetClient client)
|
||||||
{
|
{
|
||||||
this->Attach(client);
|
this->Attach(client);
|
||||||
|
|
||||||
|
if(FindClient(this->clients, client) == -1)
|
||||||
|
NetworkSession::Attach(client);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -8,17 +8,18 @@
|
||||||
#include "../../Misc/Utilities.h"
|
#include "../../Misc/Utilities.h"
|
||||||
#include "../NetworkDependencies/Messages/MessageHeader.h"
|
#include "../NetworkDependencies/Messages/MessageHeader.h"
|
||||||
#include "../NetworkDependencies/OysterByte.h"
|
#include "../NetworkDependencies/OysterByte.h"
|
||||||
|
#include <DynamicArray.h>
|
||||||
|
|
||||||
using namespace Oyster::Network;
|
using namespace Oyster::Network;
|
||||||
using namespace ::Messages;
|
using namespace ::Messages;
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
using namespace std;
|
using namespace std;
|
||||||
|
|
||||||
|
|
||||||
|
//TODO: Fix this uggly hack
|
||||||
struct MyCastingStruct
|
struct MyCastingStruct
|
||||||
{
|
{
|
||||||
std::map<int, NetAttributeContainer> attributes;
|
Utility::DynamicMemory::DynamicArray<NetAttributeContainer> attributes;
|
||||||
Utility::DynamicMemory::ReferenceCount *c;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO: Check if the package has been packed correctly.
|
// TODO: Check if the package has been packed correctly.
|
||||||
|
@ -43,7 +44,7 @@ struct Translator::PrivateData
|
||||||
//Find all the data types
|
//Find all the data types
|
||||||
for(; it != end; it++)
|
for(; it != end; it++)
|
||||||
{
|
{
|
||||||
headerString.push_back(it->second.type);
|
headerString.push_back(it->type);
|
||||||
}
|
}
|
||||||
|
|
||||||
message.PackShort(headerString.size(), bytes);
|
message.PackShort(headerString.size(), bytes);
|
||||||
|
@ -68,40 +69,40 @@ struct Translator::PrivateData
|
||||||
switch((int)headerString.at(i))
|
switch((int)headerString.at(i))
|
||||||
{
|
{
|
||||||
case NetAttributeType_Bool:
|
case NetAttributeType_Bool:
|
||||||
message.PackBool(it->second.value.netBool, bytes);
|
message.PackBool(it->value.netBool, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_Char:
|
case NetAttributeType_Char:
|
||||||
message.PackChar(it->second.value.netChar, bytes);
|
message.PackChar(it->value.netChar, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_UnsignedChar:
|
case NetAttributeType_UnsignedChar:
|
||||||
message.PackUnsignedChar(it->second.value.netUChar, bytes);
|
message.PackUnsignedChar(it->value.netUChar, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_Short:
|
case NetAttributeType_Short:
|
||||||
message.PackShort(it->second.value.netShort, bytes);
|
message.PackShort(it->value.netShort, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_UnsignedShort:
|
case NetAttributeType_UnsignedShort:
|
||||||
message.PackUnsignedShort(it->second.value.netUShort, bytes);
|
message.PackUnsignedShort(it->value.netUShort, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_Int:
|
case NetAttributeType_Int:
|
||||||
message.PackInt(it->second.value.netInt, bytes);
|
message.PackInt(it->value.netInt, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_UnsignedInt:
|
case NetAttributeType_UnsignedInt:
|
||||||
message.PackUnsignedInt(it->second.value.netUInt, bytes);
|
message.PackUnsignedInt(it->value.netUInt, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_Int64:
|
case NetAttributeType_Int64:
|
||||||
message.PackInt64(it->second.value.netInt64, bytes);
|
message.PackInt64(it->value.netInt64, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_UnsignedInt64:
|
case NetAttributeType_UnsignedInt64:
|
||||||
message.PackUnsignedInt64(it->second.value.netUInt64, bytes);
|
message.PackUnsignedInt64(it->value.netUInt64, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_Float:
|
case NetAttributeType_Float:
|
||||||
message.PackFloat(it->second.value.netFloat, bytes);
|
message.PackFloat(it->value.netFloat, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_Double:
|
case NetAttributeType_Double:
|
||||||
message.PackDouble(it->second.value.netDouble, bytes);
|
message.PackDouble(it->value.netDouble, bytes);
|
||||||
break;
|
break;
|
||||||
case NetAttributeType_CharArray:
|
case NetAttributeType_CharArray:
|
||||||
message.PackStr(it->second.value.netCharPtr, bytes);
|
message.PackStr(it->value.netCharPtr, bytes);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
numberOfUnknownTypes++;
|
numberOfUnknownTypes++;
|
||||||
|
@ -215,6 +216,7 @@ const Translator& Translator::operator=(const Translator& obj)
|
||||||
|
|
||||||
void Translator::Pack(OysterByte &bytes, CustomNetProtocol& protocol)
|
void Translator::Pack(OysterByte &bytes, CustomNetProtocol& protocol)
|
||||||
{
|
{
|
||||||
|
|
||||||
privateData->headerString.clear();
|
privateData->headerString.clear();
|
||||||
|
|
||||||
privateData->PackHeader(bytes, protocol);
|
privateData->PackHeader(bytes, protocol);
|
||||||
|
|
|
@ -15,6 +15,11 @@ IDXGISwapChain* Core::swapChain = NULL;
|
||||||
|
|
||||||
std::stringstream Core::log;
|
std::stringstream Core::log;
|
||||||
|
|
||||||
|
Oyster::Resource::ResourceManager Core::loader;
|
||||||
|
|
||||||
|
std::wstring Core::modelPath;
|
||||||
|
std::wstring Core::texturePath;
|
||||||
|
|
||||||
ID3D11RenderTargetView* Core::backBufferRTV = NULL;
|
ID3D11RenderTargetView* Core::backBufferRTV = NULL;
|
||||||
|
|
||||||
ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
|
ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
|
||||||
|
|
|
@ -7,6 +7,7 @@
|
||||||
#include "Dx11Includes.h"
|
#include "Dx11Includes.h"
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
|
#include "../Misc/Resource/ResourceManager.h"
|
||||||
//#include <vld.h>
|
//#include <vld.h>
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
|
@ -25,6 +26,10 @@ namespace Oyster
|
||||||
|
|
||||||
static std::stringstream log;
|
static std::stringstream log;
|
||||||
|
|
||||||
|
static Resource::ResourceManager loader;
|
||||||
|
|
||||||
|
static std::wstring modelPath, texturePath;
|
||||||
|
|
||||||
//BackBufferRTV
|
//BackBufferRTV
|
||||||
static ID3D11RenderTargetView* backBufferRTV;
|
static ID3D11RenderTargetView* backBufferRTV;
|
||||||
//BackBufferUAV
|
//BackBufferUAV
|
||||||
|
|
|
@ -2,7 +2,6 @@
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <map>
|
#include <map>
|
||||||
#include "../FileLoader/GeneralLoader.h"
|
#include "../FileLoader/GeneralLoader.h"
|
||||||
#include "Resource\OysterResource.h"
|
|
||||||
|
|
||||||
const char* ShaderFunction = "main";
|
const char* ShaderFunction = "main";
|
||||||
|
|
||||||
|
@ -49,7 +48,7 @@ namespace Oyster
|
||||||
case Oyster::Graphics::Core::PipelineManager::Vertex:
|
case Oyster::Graphics::Core::PipelineManager::Vertex:
|
||||||
if(!VSMap.count(name) || ForceReload)
|
if(!VSMap.count(name) || ForceReload)
|
||||||
{
|
{
|
||||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderV, -1, ForceReload);
|
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderV, Loading::UnloadShaderV, -1, ForceReload);
|
||||||
if(data)
|
if(data)
|
||||||
{
|
{
|
||||||
if(ForceReload && VSMap.count(name))
|
if(ForceReload && VSMap.count(name))
|
||||||
|
@ -65,7 +64,7 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case Oyster::Graphics::Core::PipelineManager::Hull:
|
case Oyster::Graphics::Core::PipelineManager::Hull:
|
||||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderH, -1, ForceReload);
|
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderH, Loading::UnloadShaderH, -1, ForceReload);
|
||||||
if(!HSMap.count(name) || ForceReload)
|
if(!HSMap.count(name) || ForceReload)
|
||||||
{
|
{
|
||||||
if(data!=0)
|
if(data!=0)
|
||||||
|
@ -84,7 +83,7 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case Oyster::Graphics::Core::PipelineManager::Domain:
|
case Oyster::Graphics::Core::PipelineManager::Domain:
|
||||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderD, -1, ForceReload);
|
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderD, Loading::UnloadShaderD, -1, ForceReload);
|
||||||
if(!DSMap.count(name) || ForceReload)
|
if(!DSMap.count(name) || ForceReload)
|
||||||
{
|
{
|
||||||
if(data!=0)
|
if(data!=0)
|
||||||
|
@ -102,7 +101,7 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case Oyster::Graphics::Core::PipelineManager::Geometry:
|
case Oyster::Graphics::Core::PipelineManager::Geometry:
|
||||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderG, -1, ForceReload);
|
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderG, Loading::UnloadShaderG, -1, ForceReload);
|
||||||
if(!GSMap.count(name) || ForceReload)
|
if(!GSMap.count(name) || ForceReload)
|
||||||
{
|
{
|
||||||
if(data!=0)
|
if(data!=0)
|
||||||
|
@ -120,7 +119,7 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case Oyster::Graphics::Core::PipelineManager::Pixel:
|
case Oyster::Graphics::Core::PipelineManager::Pixel:
|
||||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderP, -1, ForceReload);
|
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderP, Loading::UnloadShaderP, -1, ForceReload);
|
||||||
if(!PSMap.count(name) || ForceReload)
|
if(!PSMap.count(name) || ForceReload)
|
||||||
{
|
{
|
||||||
if(data!=0)
|
if(data!=0)
|
||||||
|
@ -138,7 +137,7 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case Oyster::Graphics::Core::PipelineManager::Compute:
|
case Oyster::Graphics::Core::PipelineManager::Compute:
|
||||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderC, -1, ForceReload);
|
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderC, Loading::UnloadShaderC, -1, ForceReload);
|
||||||
if(!CSMap.count(name) || ForceReload)
|
if(!CSMap.count(name) || ForceReload)
|
||||||
{
|
{
|
||||||
if(data!=0)
|
if(data!=0)
|
||||||
|
|
|
@ -14,12 +14,6 @@ namespace Oyster
|
||||||
Oyster::Math::Float3 normal;
|
Oyster::Math::Float3 normal;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VP
|
|
||||||
{
|
|
||||||
Oyster::Math::Matrix V;
|
|
||||||
Oyster::Math::Matrix P;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct PerModel
|
struct PerModel
|
||||||
{
|
{
|
||||||
Math::Matrix WV;
|
Math::Matrix WV;
|
||||||
|
@ -55,6 +49,13 @@ namespace Oyster
|
||||||
float Bright;
|
float Bright;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct AnimationData
|
||||||
|
{
|
||||||
|
Math::Float4x4 animatedData[100];
|
||||||
|
int Animated;
|
||||||
|
Math::Float3 Pad;
|
||||||
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -4,7 +4,8 @@
|
||||||
#include "../Render/Resources/Deffered.h"
|
#include "../Render/Resources/Deffered.h"
|
||||||
#include "../Render/Rendering/Render.h"
|
#include "../Render/Rendering/Render.h"
|
||||||
#include "../FileLoader/ObjReader.h"
|
#include "../FileLoader/ObjReader.h"
|
||||||
#include "../../Misc/Resource/OysterResource.h"
|
//#include "../../Misc/Resource/OysterResource.h"
|
||||||
|
#include "../../Misc/Resource/ResourceManager.h"
|
||||||
#include "../FileLoader/GeneralLoader.h"
|
#include "../FileLoader/GeneralLoader.h"
|
||||||
#include "../Model/ModelInfo.h"
|
#include "../Model/ModelInfo.h"
|
||||||
#include <vld.h>
|
#include <vld.h>
|
||||||
|
@ -73,6 +74,8 @@ namespace Oyster
|
||||||
|
|
||||||
API::State API::SetOptions(API::Option option)
|
API::State API::SetOptions(API::Option option)
|
||||||
{
|
{
|
||||||
|
Core::modelPath = option.modelPath;
|
||||||
|
Core::texturePath = option.texturePath;
|
||||||
return API::Sucsess;
|
return API::Sucsess;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -82,8 +85,8 @@ namespace Oyster
|
||||||
Model::Model* m = new Model::Model();
|
Model::Model* m = new Model::Model();
|
||||||
m->WorldMatrix = Oyster::Math::Float4x4::identity;
|
m->WorldMatrix = Oyster::Math::Float4x4::identity;
|
||||||
m->Visible = true;
|
m->Visible = true;
|
||||||
|
m->AnimationPlaying = -1;
|
||||||
m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadDAN);
|
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
|
||||||
|
|
||||||
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
|
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
|
||||||
if(!mi || mi->Vertices->GetBufferPointer() == NULL)
|
if(!mi || mi->Vertices->GetBufferPointer() == NULL)
|
||||||
|
@ -101,13 +104,13 @@ namespace Oyster
|
||||||
return;
|
return;
|
||||||
Model::ModelInfo* info = (Model::ModelInfo*)model->info;
|
Model::ModelInfo* info = (Model::ModelInfo*)model->info;
|
||||||
delete model;
|
delete model;
|
||||||
Oyster::Resource::OysterResource::ReleaseResource((Oyster::Resource::OHRESOURCE)info);
|
Core::loader.ReleaseResource(info);
|
||||||
}
|
}
|
||||||
|
|
||||||
void API::Clean()
|
void API::Clean()
|
||||||
{
|
{
|
||||||
SAFE_DELETE(Core::viewPort);
|
SAFE_DELETE(Core::viewPort);
|
||||||
Oyster::Resource::OysterResource::Clean();
|
Core::loader.Clean();
|
||||||
Oyster::Graphics::Core::PipelineManager::Clean();
|
Oyster::Graphics::Core::PipelineManager::Clean();
|
||||||
Oyster::Graphics::Render::Resources::Deffered::Clean();
|
Oyster::Graphics::Render::Resources::Deffered::Clean();
|
||||||
|
|
||||||
|
|
|
@ -26,6 +26,7 @@ namespace Oyster
|
||||||
};
|
};
|
||||||
struct Option
|
struct Option
|
||||||
{
|
{
|
||||||
|
std::wstring modelPath, texturePath;
|
||||||
};
|
};
|
||||||
|
|
||||||
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
|
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
|
||||||
|
|
|
@ -102,211 +102,320 @@ struct MaterialHeader
|
||||||
///
|
///
|
||||||
struct SkeletonHeader
|
struct SkeletonHeader
|
||||||
{
|
{
|
||||||
// do this...
|
unsigned int numBones;
|
||||||
|
|
||||||
|
///
|
||||||
|
SkeletonHeader(char* data)
|
||||||
|
{
|
||||||
|
memcpy(&numBones, data, sizeof(unsigned int));
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
///
|
///
|
||||||
struct AnimationHeader
|
struct AnimationHeader
|
||||||
{
|
{
|
||||||
// do this...
|
unsigned int numAnims;
|
||||||
};
|
|
||||||
|
|
||||||
struct Frame
|
|
||||||
{
|
AnimationHeader(char* data)
|
||||||
// do this...
|
{
|
||||||
|
memcpy(&numAnims, data, sizeof(unsigned int));
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
///
|
///
|
||||||
void Oyster::Graphics::Loading::UnloadDAN(void* data)
|
void Oyster::Graphics::Loading::UnloadDAN(void* data)
|
||||||
{
|
|
||||||
Model::ModelInfo* info = (Model::ModelInfo*) data;
|
|
||||||
SAFE_DELETE(info->Vertices);
|
|
||||||
if(info->Indexed)
|
|
||||||
{
|
|
||||||
SAFE_DELETE(info->Indecies);
|
|
||||||
}
|
|
||||||
for(int i =0;i<info->Material.size();++i)
|
|
||||||
{
|
|
||||||
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
|
|
||||||
}
|
|
||||||
delete info;
|
|
||||||
}
|
|
||||||
|
|
||||||
static std::wstring charToWChar(const char* text)
|
|
||||||
{
|
{
|
||||||
// Convert to a wchar_t*
|
Model::ModelInfo* info = (Model::ModelInfo*) data;
|
||||||
size_t origsize = strlen(text) + 1;
|
SAFE_DELETE(info->Vertices);
|
||||||
size_t convertedChars = 0;
|
if(info->Indexed)
|
||||||
//wchar_t* wcstring = new wchar_t[origsize];
|
{
|
||||||
std::wstring wcstring; wcstring.resize(origsize);
|
SAFE_DELETE(info->Indecies);
|
||||||
mbstowcs_s(&convertedChars, &wcstring[0], origsize, text, _TRUNCATE);
|
}
|
||||||
|
if(info->Animated)
|
||||||
|
{
|
||||||
|
//clean animation
|
||||||
|
delete[] info->bones;
|
||||||
|
for(int a = 0; a < info->AnimationCount; ++a)
|
||||||
|
{
|
||||||
|
for(int x = 0; x < info->Animations[a].Bones; ++x)
|
||||||
|
{
|
||||||
|
delete[] info->Animations[a].Keyframes[x];
|
||||||
|
}
|
||||||
|
delete[] info->Animations[a].Frames;
|
||||||
|
delete[] info->Animations[a].Keyframes;
|
||||||
|
}
|
||||||
|
delete[] info->Animations;
|
||||||
|
}
|
||||||
|
for(int i =0;i<info->Material.size();++i)
|
||||||
|
{
|
||||||
|
Core::loader.ReleaseResource(info->Material[i]);
|
||||||
|
}
|
||||||
|
delete info;
|
||||||
|
}
|
||||||
|
|
||||||
|
static wchar_t* charToWChar(const char* text)
|
||||||
|
{
|
||||||
|
// Convert to a wchar_t*
|
||||||
|
size_t origsize = strlen(text) + 1;
|
||||||
|
size_t convertedChars = 0;
|
||||||
|
wchar_t* wcstring = new wchar_t[origsize];
|
||||||
|
mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
|
||||||
return wcstring;
|
return wcstring;
|
||||||
}
|
}
|
||||||
|
|
||||||
///
|
static void ReadData(void* Destination, std::ifstream& file, int size)
|
||||||
void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
{
|
||||||
{
|
char* buffer = new char[size];
|
||||||
//
|
file.read(buffer,size);
|
||||||
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
|
memcpy(Destination,buffer,size);
|
||||||
modelInfo->Indexed = false;
|
delete[] buffer;
|
||||||
// Open file in binary mode
|
}
|
||||||
|
|
||||||
|
///
|
||||||
|
void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
|
||||||
|
{
|
||||||
|
//
|
||||||
|
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
|
||||||
|
modelInfo->Indexed = false;
|
||||||
|
modelInfo->Animated = false;
|
||||||
|
// Open file in binary mode
|
||||||
std::ifstream danFile;
|
std::ifstream danFile;
|
||||||
danFile.open(filename, std::ios::binary);
|
danFile.open(filename, std::ios::binary);
|
||||||
if (!danFile.is_open())
|
if (!danFile.is_open())
|
||||||
return;
|
return NULL;
|
||||||
|
|
||||||
// Read file header
|
|
||||||
char* buffer = new char[sizeof(FileHeader)];
|
|
||||||
danFile.read(buffer, sizeof(FileHeader));
|
|
||||||
FileHeader fileHeader(buffer);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
// If problem with compatability then close file and return from method
|
|
||||||
if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
|
|
||||||
{
|
|
||||||
danFile.close();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Read the .dan-file
|
|
||||||
while (!danFile.eof())
|
|
||||||
{
|
|
||||||
// read header type
|
|
||||||
unsigned int headerType;
|
|
||||||
buffer = new char[4];
|
|
||||||
danFile.read(buffer, 4);
|
|
||||||
memcpy(&headerType, buffer, 4);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
// handle header type
|
|
||||||
switch ((HeaderType)headerType)
|
|
||||||
{
|
|
||||||
// vertex header
|
|
||||||
case HeaderType::VERTEXHEADER:
|
|
||||||
{
|
|
||||||
// Fetch vertex header, number of vertices
|
|
||||||
buffer = new char[4];
|
|
||||||
danFile.read(buffer, 4);
|
|
||||||
VertexHeader vertexHeader(buffer);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
// Fetch all vertices
|
|
||||||
Vertex* vertices = new Vertex[vertexHeader.numVertices];
|
|
||||||
unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
|
|
||||||
buffer = new char[bufferSize];
|
|
||||||
danFile.read(buffer, bufferSize);
|
|
||||||
memcpy(vertices, buffer, bufferSize);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
// Do the deed
|
|
||||||
Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
|
|
||||||
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
|
||||||
bufferInitDesc.ElementSize = sizeof(Vertex);
|
|
||||||
bufferInitDesc.InitData = vertices;
|
|
||||||
bufferInitDesc.NumElements = vertexHeader.numVertices;
|
|
||||||
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
|
||||||
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
|
||||||
vertexBuffer->Init(bufferInitDesc);
|
|
||||||
modelInfo->VertexCount = vertexHeader.numVertices;
|
|
||||||
modelInfo->Vertices = vertexBuffer;
|
|
||||||
|
|
||||||
delete[] vertices; // ( note: may crash here.)
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case HeaderType::INDEXHEADER:
|
|
||||||
{
|
|
||||||
// Fetch vertex header, number of vertices
|
|
||||||
buffer = new char[4];
|
|
||||||
danFile.read(buffer, 4);
|
|
||||||
IndexHeader indexHeader(buffer);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
// Fetch all indices
|
|
||||||
unsigned int* indices = new unsigned int[indexHeader.numIndices];
|
|
||||||
unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
|
|
||||||
buffer = new char[bufferSize];
|
|
||||||
danFile.read(buffer, bufferSize);
|
|
||||||
memcpy(indices, buffer, bufferSize);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
// Do the deed
|
|
||||||
Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
|
|
||||||
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
|
||||||
bufferInitDesc.ElementSize = sizeof(unsigned int);
|
|
||||||
bufferInitDesc.InitData = indices;
|
|
||||||
bufferInitDesc.NumElements = indexHeader.numIndices;
|
|
||||||
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::INDEX_BUFFER;
|
|
||||||
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
|
||||||
indexBuffer->Init(bufferInitDesc);
|
|
||||||
modelInfo->IndexCount = indexHeader.numIndices;
|
|
||||||
modelInfo->Indecies = indexBuffer;
|
|
||||||
modelInfo->Indexed = true;
|
|
||||||
|
|
||||||
delete[] indices; // ( note: may crash here.)
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
// material header
|
|
||||||
case HeaderType::MATERIALHEADER:
|
|
||||||
{
|
|
||||||
// Fetch material header, 2 texture path strings
|
|
||||||
MaterialHeader materialHeader;
|
|
||||||
buffer = new char[4];
|
|
||||||
danFile.read(buffer, 4);
|
|
||||||
memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
buffer = new char[materialHeader.diffuseMapPathLength];
|
// Read file header
|
||||||
danFile.read(buffer, materialHeader.diffuseMapPathLength);
|
char* buffer = new char[sizeof(FileHeader)];
|
||||||
|
danFile.read(buffer, sizeof(FileHeader));
|
||||||
|
FileHeader fileHeader(buffer);
|
||||||
|
delete[] buffer; // ( note: may crash here.)
|
||||||
|
|
||||||
|
// If problem with compatability then close file and return from method
|
||||||
|
if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
|
||||||
|
{
|
||||||
|
danFile.close();
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Read the .dan-file
|
||||||
|
while (!danFile.eof())
|
||||||
|
{
|
||||||
|
// read header type
|
||||||
|
unsigned int headerType;
|
||||||
|
ReadData(&headerType,danFile,4);
|
||||||
|
|
||||||
|
// handle header type
|
||||||
|
switch ((HeaderType)headerType)
|
||||||
|
{
|
||||||
|
// vertex header
|
||||||
|
case HeaderType::VERTEXHEADER:
|
||||||
|
{
|
||||||
|
// Fetch vertex header, number of vertices
|
||||||
|
buffer = new char[4];
|
||||||
|
danFile.read(buffer, 4);
|
||||||
|
VertexHeader vertexHeader(buffer);
|
||||||
|
delete[] buffer; // ( note: may crash here.)
|
||||||
|
|
||||||
|
// Fetch all vertices
|
||||||
|
unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
|
||||||
|
buffer = new char[bufferSize];
|
||||||
|
danFile.read(buffer, bufferSize);
|
||||||
|
|
||||||
|
// Do the deed
|
||||||
|
Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
|
||||||
|
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
||||||
|
bufferInitDesc.ElementSize = sizeof(Vertex);
|
||||||
|
bufferInitDesc.InitData = buffer;
|
||||||
|
bufferInitDesc.NumElements = vertexHeader.numVertices;
|
||||||
|
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
||||||
|
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
||||||
|
vertexBuffer->Init(bufferInitDesc);
|
||||||
|
modelInfo->VertexCount = vertexHeader.numVertices;
|
||||||
|
modelInfo->Vertices = vertexBuffer;
|
||||||
|
|
||||||
|
|
||||||
|
delete[] buffer; // ( note: may crash here.)
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case HeaderType::INDEXHEADER:
|
||||||
|
{
|
||||||
|
// Fetch vertex header, number of vertices
|
||||||
|
buffer = new char[4];
|
||||||
|
danFile.read(buffer, 4);
|
||||||
|
IndexHeader indexHeader(buffer);
|
||||||
|
delete[] buffer; // ( note: may crash here.)
|
||||||
|
|
||||||
|
// Fetch all indices
|
||||||
|
unsigned int* indices = new unsigned int[indexHeader.numIndices];
|
||||||
|
unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
|
||||||
|
|
||||||
|
|
||||||
|
ReadData(indices,danFile,bufferSize);
|
||||||
|
|
||||||
|
// Do the deed
|
||||||
|
Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
|
||||||
|
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
||||||
|
bufferInitDesc.ElementSize = sizeof(unsigned int);
|
||||||
|
bufferInitDesc.InitData = indices;
|
||||||
|
bufferInitDesc.NumElements = indexHeader.numIndices;
|
||||||
|
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::INDEX_BUFFER;
|
||||||
|
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
||||||
|
indexBuffer->Init(bufferInitDesc);
|
||||||
|
modelInfo->IndexCount = indexHeader.numIndices;
|
||||||
|
modelInfo->Indecies = indexBuffer;
|
||||||
|
modelInfo->Indexed = true;
|
||||||
|
|
||||||
|
delete[] indices; // ( note: may crash here.)
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// material header
|
||||||
|
case HeaderType::MATERIALHEADER:
|
||||||
|
{
|
||||||
|
// Fetch material header, 2 texture path strings
|
||||||
|
MaterialHeader materialHeader;
|
||||||
|
|
||||||
|
//read difuse map name length
|
||||||
|
ReadData(&materialHeader.diffuseMapPathLength,danFile,4);
|
||||||
|
|
||||||
|
//read diffuse map name
|
||||||
materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
|
materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
|
||||||
memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
|
ReadData(materialHeader.diffuseMapPath,danFile,materialHeader.diffuseMapPathLength);
|
||||||
materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
|
//null terminate
|
||||||
delete[] buffer; // ( note: may crash here.)
|
materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
|
||||||
|
|
||||||
buffer = new char[4];
|
//read normal map name length
|
||||||
danFile.read(buffer, 4);
|
ReadData(&materialHeader.normalMapPathLength,danFile,4);
|
||||||
memcpy(&materialHeader.normalMapPathLength, buffer, 4);
|
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
|
||||||
buffer = new char[materialHeader.normalMapPathLength];
|
//read difuse map name
|
||||||
danFile.read(buffer, materialHeader.normalMapPathLength);
|
|
||||||
materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
|
materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
|
||||||
memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
|
ReadData(materialHeader.normalMapPath,danFile,materialHeader.normalMapPathLength);
|
||||||
materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
|
materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
|
||||||
delete[] buffer; // ( note: may crash here.)
|
|
||||||
|
//load diffuse map
|
||||||
//
|
wchar_t* path = charToWChar(materialHeader.diffuseMapPath);
|
||||||
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath).c_str(), Oyster::Graphics::Loading::LoadTexture);
|
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Core::loader.LoadResource((Core::texturePath + path).c_str(), Oyster::Graphics::Loading::LoadTexture, Oyster::Graphics::Loading::UnloadTexture);
|
||||||
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath).c_str(), Oyster::Graphics::Loading::LoadTexture);
|
delete[] path;
|
||||||
modelInfo->Material.push_back(diffuseMap);
|
|
||||||
modelInfo->Material.push_back(normalMap);
|
//load normal map
|
||||||
|
path = charToWChar(materialHeader.normalMapPath);
|
||||||
delete materialHeader.normalMapPath;
|
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Core::loader.LoadResource((Core::texturePath + path).c_str(), Oyster::Graphics::Loading::LoadTexture, Oyster::Graphics::Loading::UnloadTexture);
|
||||||
delete materialHeader.diffuseMapPath;
|
delete[] path;
|
||||||
|
|
||||||
break;
|
//add to model
|
||||||
}
|
modelInfo->Material.push_back(diffuseMap);
|
||||||
// skeleton header
|
modelInfo->Material.push_back(normalMap);
|
||||||
case HeaderType::SKELETONHEADER:
|
|
||||||
{
|
//clean up
|
||||||
// not implemented...
|
delete[] materialHeader.diffuseMapPath;
|
||||||
break;
|
delete[] materialHeader.normalMapPath;
|
||||||
}
|
|
||||||
// animation header
|
break;
|
||||||
case HeaderType::ANIMATIONHEADER:
|
}
|
||||||
{
|
|
||||||
// not implemented...
|
// skeleton header
|
||||||
break;
|
case HeaderType::SKELETONHEADER:
|
||||||
}
|
{
|
||||||
}
|
// Fetch Skeleton header, number of Bones
|
||||||
}
|
buffer = new char[4];
|
||||||
|
danFile.read(buffer, 4);
|
||||||
|
SkeletonHeader skeletonHeader(buffer);
|
||||||
// close file
|
delete[] buffer; // ( note: may crash here.)
|
||||||
danFile.close();
|
|
||||||
|
//array for bone data
|
||||||
// Set modelinfo as output data
|
Oyster::Graphics::Model::Bone* bones = new Oyster::Graphics::Model::Bone[skeletonHeader.numBones];
|
||||||
out.loadedData = modelInfo;
|
|
||||||
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadDAN;
|
//read bones
|
||||||
|
ReadData(bones,danFile,skeletonHeader.numBones * sizeof(Oyster::Graphics::Model::Bone));
|
||||||
|
|
||||||
|
|
||||||
|
//read skeleton Hiarchy
|
||||||
|
|
||||||
|
modelInfo->BoneCount = skeletonHeader.numBones;
|
||||||
|
modelInfo->bones = bones;
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// animation header
|
||||||
|
case HeaderType::ANIMATIONHEADER:
|
||||||
|
{
|
||||||
|
//get num anims
|
||||||
|
buffer = new char[4];
|
||||||
|
danFile.read(buffer, 4);
|
||||||
|
AnimationHeader animationHeader(buffer);
|
||||||
|
delete[] buffer;
|
||||||
|
|
||||||
|
Oyster::Graphics::Model::Animation* anims = new Oyster::Graphics::Model::Animation[animationHeader.numAnims];
|
||||||
|
|
||||||
|
for(int a = 0; a < animationHeader.numAnims; ++a)
|
||||||
|
{
|
||||||
|
//read name of animation
|
||||||
|
int nameLength;
|
||||||
|
|
||||||
|
|
||||||
|
ReadData(&nameLength,danFile,4);
|
||||||
|
|
||||||
|
char* name = new char[nameLength + 1];
|
||||||
|
ReadData(name,danFile,nameLength);
|
||||||
|
name[nameLength] = 0;
|
||||||
|
|
||||||
|
wchar_t* wName = charToWChar(name);
|
||||||
|
anims[a].name = std::wstring(wName);
|
||||||
|
delete[] wName;
|
||||||
|
delete name;
|
||||||
|
|
||||||
|
//read nr of bones in animation
|
||||||
|
ReadData(&anims[a].Bones,danFile,4);
|
||||||
|
|
||||||
|
//read duration
|
||||||
|
ReadData(&anims[a].duration,danFile,8);
|
||||||
|
|
||||||
|
//create Frame array and Bone part of KeyFrameArray;
|
||||||
|
anims[a].Frames = new int[anims[a].Bones];
|
||||||
|
anims[a].Keyframes = new Oyster::Graphics::Model::Frame*[anims[a].Bones];
|
||||||
|
|
||||||
|
//loop per bone and gather data
|
||||||
|
for(int b = 0; b < anims[a].Bones; ++b)
|
||||||
|
{
|
||||||
|
|
||||||
|
//read bone index
|
||||||
|
int boneIndex;
|
||||||
|
ReadData(&boneIndex,danFile,4);
|
||||||
|
|
||||||
|
//read nr of frames per bone
|
||||||
|
ReadData(&anims[a].Frames[b],danFile,4);
|
||||||
|
|
||||||
|
//create frame matrix
|
||||||
|
anims[a].Keyframes[b] = new Oyster::Graphics::Model::Frame[anims[a].Frames[b]];
|
||||||
|
|
||||||
|
|
||||||
|
for(int f = 0; f < anims[a].Frames[b]; ++f)
|
||||||
|
{
|
||||||
|
//write index of bone
|
||||||
|
anims[a].Keyframes[b][f].bone.Parent = boneIndex;
|
||||||
|
|
||||||
|
//read bone transform
|
||||||
|
ReadData(&anims[a].Keyframes[b][f].bone.Transform,danFile,sizeof(Oyster::Math::Matrix));
|
||||||
|
|
||||||
|
|
||||||
|
ReadData(&anims[a].Keyframes[b][f].time,danFile,sizeof(double));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
modelInfo->AnimationCount = animationHeader.numAnims;
|
||||||
|
modelInfo->Animations = anims;
|
||||||
|
modelInfo->Animated = true;
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// close file
|
||||||
|
danFile.close();
|
||||||
|
|
||||||
|
// Set modelinfo as output data
|
||||||
|
return modelInfo;
|
||||||
}
|
}
|
|
@ -1,5 +1,4 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "..\..\Misc\Resource\OysterResource.h"
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Graphics
|
namespace Graphics
|
||||||
|
@ -7,31 +6,31 @@ namespace Oyster
|
||||||
namespace Loading
|
namespace Loading
|
||||||
{
|
{
|
||||||
void UnloadTexture(void* loadedData);
|
void UnloadTexture(void* loadedData);
|
||||||
void LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadTexture(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadShaderP(void* loadedData);
|
void UnloadShaderP(void* loadedData);
|
||||||
void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadShaderP(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadShaderG(void* loadedData);
|
void UnloadShaderG(void* loadedData);
|
||||||
void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadShaderG(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadShaderC(void* loadedData);
|
void UnloadShaderC(void* loadedData);
|
||||||
void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadShaderC(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadShaderV(void* loadedData);
|
void UnloadShaderV(void* loadedData);
|
||||||
void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadShaderV(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadShaderH(void* loadedData);
|
void UnloadShaderH(void* loadedData);
|
||||||
void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadShaderH(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadShaderD(void* loadedData);
|
void UnloadShaderD(void* loadedData);
|
||||||
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadShaderD(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadOBJ(void* loadedData);
|
void UnloadOBJ(void* loadedData);
|
||||||
void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadOBJ(const wchar_t filename[]);
|
||||||
|
|
||||||
void UnloadDAN(void* loadedData);
|
void UnloadDAN(void* loadedData);
|
||||||
void LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
void* LoadDAN(const wchar_t filename[]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -2,7 +2,6 @@
|
||||||
#include "..\Core\Dx11Includes.h"
|
#include "..\Core\Dx11Includes.h"
|
||||||
#include "..\Core\Core.h"
|
#include "..\Core\Core.h"
|
||||||
#include "ObjReader.h"
|
#include "ObjReader.h"
|
||||||
#include "..\..\Misc\Resource\OysterResource.h"
|
|
||||||
|
|
||||||
HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
|
HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
|
||||||
ID3D11DeviceContext* d3dContext,
|
ID3D11DeviceContext* d3dContext,
|
||||||
|
@ -16,18 +15,17 @@ HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
|
||||||
ID3D11Resource** texture,
|
ID3D11Resource** texture,
|
||||||
ID3D11ShaderResourceView** textureView );
|
ID3D11ShaderResourceView** textureView );
|
||||||
|
|
||||||
void Oyster::Graphics::Loading::LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* Oyster::Graphics::Loading::LoadTexture(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
ID3D11ShaderResourceView* srv = NULL;
|
ID3D11ShaderResourceView* srv = NULL;
|
||||||
HRESULT hr = CreateWICTextureFromFileEx(Core::device,Core::deviceContext,filename,0,D3D11_USAGE_DEFAULT,D3D11_BIND_SHADER_RESOURCE,0,0,false,NULL,&srv);
|
HRESULT hr = CreateWICTextureFromFileEx(Core::device,Core::deviceContext,filename,0,D3D11_USAGE_DEFAULT,D3D11_BIND_SHADER_RESOURCE,0,0,false,NULL,&srv);
|
||||||
if(hr!=S_OK)
|
if(hr!=S_OK)
|
||||||
{
|
{
|
||||||
memset(&out,0,sizeof(out));
|
return NULL;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
out.loadedData = (void*)srv;
|
return srv;
|
||||||
out.resourceUnloadFnc = Loading::UnloadTexture;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -37,7 +35,7 @@ void Oyster::Graphics::Loading::UnloadTexture(void* data)
|
||||||
SAFE_RELEASE(srv);
|
SAFE_RELEASE(srv);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
FileLoaders::ObjReader obj;
|
FileLoaders::ObjReader obj;
|
||||||
obj.LoadFile(filename);
|
obj.LoadFile(filename);
|
||||||
|
@ -57,12 +55,11 @@ void Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[], Oyster::Resour
|
||||||
info->Vertices->Init(desc);
|
info->Vertices->Init(desc);
|
||||||
info->Indexed = false;
|
info->Indexed = false;
|
||||||
|
|
||||||
void* texture = Oyster::Resource::OysterResource::LoadResource((std::wstring(filename)+ L".png").c_str(),Graphics::Loading::LoadTexture);
|
void* texture = Core::loader.LoadResource((std::wstring(filename)+ L".png").c_str(),Graphics::Loading::LoadTexture, Graphics::Loading::UnloadTexture);
|
||||||
|
|
||||||
info->Material.push_back((ID3D11ShaderResourceView*)texture);
|
info->Material.push_back((ID3D11ShaderResourceView*)texture);
|
||||||
|
|
||||||
out.loadedData = info;
|
return info;
|
||||||
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadOBJ;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Oyster::Graphics::Loading::UnloadOBJ(void* data)
|
void Oyster::Graphics::Loading::UnloadOBJ(void* data)
|
||||||
|
@ -75,7 +72,7 @@ void Oyster::Graphics::Loading::UnloadOBJ(void* data)
|
||||||
}
|
}
|
||||||
for(int i =0;i<info->Material.size();++i)
|
for(int i =0;i<info->Material.size();++i)
|
||||||
{
|
{
|
||||||
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
|
Core::loader.ReleaseResource(info->Material[i]);
|
||||||
}
|
}
|
||||||
delete info;
|
delete info;
|
||||||
}
|
}
|
||||||
|
|
|
@ -10,7 +10,7 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Loading
|
namespace Loading
|
||||||
{
|
{
|
||||||
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type);
|
void* LoadShader(const wchar_t filename[], int type);
|
||||||
|
|
||||||
void UnloadShaderP(void* loadedData)
|
void UnloadShaderP(void* loadedData)
|
||||||
{
|
{
|
||||||
|
@ -48,78 +48,41 @@ namespace Oyster
|
||||||
SAFE_RELEASE(ps);
|
SAFE_RELEASE(ps);
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* LoadShaderP(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
LoadShader(filename,out,Core::PipelineManager::Pixel);
|
return LoadShader(filename,Core::PipelineManager::Pixel);
|
||||||
if(out.loadedData==NULL)
|
|
||||||
{
|
|
||||||
memset(&out,0,sizeof(out));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
out.resourceUnloadFnc = UnloadShaderP;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* LoadShaderG(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
|
|
||||||
LoadShader(filename,out,Core::PipelineManager::Geometry);
|
return LoadShader(filename,Core::PipelineManager::Geometry);
|
||||||
if(out.loadedData==NULL)
|
|
||||||
{
|
|
||||||
memset(&out,0,sizeof(out));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
out.resourceUnloadFnc = UnloadShaderG;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* LoadShaderC(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
|
|
||||||
LoadShader(filename,out,Core::PipelineManager::Compute);
|
return LoadShader(filename,Core::PipelineManager::Compute);
|
||||||
if(out.loadedData==NULL)
|
|
||||||
{
|
|
||||||
memset(&out,0,sizeof(out));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
out.resourceUnloadFnc = UnloadShaderC;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* LoadShaderH(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
|
|
||||||
LoadShader(filename,out,Core::PipelineManager::Hull);
|
return LoadShader(filename,Core::PipelineManager::Hull);
|
||||||
if(out.loadedData==NULL)
|
|
||||||
{
|
|
||||||
memset(&out,0,sizeof(out));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
out.resourceUnloadFnc = UnloadShaderH;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* LoadShaderD(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
|
|
||||||
LoadShader(filename,out,Core::PipelineManager::Domain);
|
return LoadShader(filename,Core::PipelineManager::Domain);
|
||||||
if(out.loadedData==NULL)
|
|
||||||
{
|
|
||||||
memset(&out,0,sizeof(out));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
out.resourceUnloadFnc = UnloadShaderD;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
void* LoadShaderV(const wchar_t filename[])
|
||||||
{
|
{
|
||||||
|
return LoadShader(filename,Core::PipelineManager::Vertex);
|
||||||
LoadShader(filename,out,Core::PipelineManager::Vertex);
|
|
||||||
if(out.loadedData==NULL)
|
|
||||||
{
|
|
||||||
memset(&out,0,sizeof(out));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
out.resourceUnloadFnc = UnloadShaderV;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type)
|
void* LoadShader(const wchar_t filename[], int type)
|
||||||
{
|
{
|
||||||
Core::PipelineManager::ShaderData data;
|
Core::PipelineManager::ShaderData data;
|
||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
|
@ -159,8 +122,7 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
Shader->Release();
|
Shader->Release();
|
||||||
}
|
}
|
||||||
memset(&out,0,sizeof(out));
|
return NULL;
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
data.size = Shader->GetBufferSize();
|
data.size = Shader->GetBufferSize();
|
||||||
|
@ -181,11 +143,10 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
memset(&out,0,sizeof(out));
|
return NULL;
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
out.loadedData = Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
|
return Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,14 +9,14 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Model
|
namespace Model
|
||||||
{
|
{
|
||||||
//struct ModelInfo;
|
struct ModelInfo;
|
||||||
struct Model
|
struct Model
|
||||||
{
|
{
|
||||||
//! do not Edit, linked to render data
|
ModelInfo* info;
|
||||||
//ModelInfo* info;
|
|
||||||
void* info;
|
|
||||||
Oyster::Math::Float4x4 WorldMatrix;
|
Oyster::Math::Float4x4 WorldMatrix;
|
||||||
bool Visible;
|
bool Visible, LoopAnimation;
|
||||||
|
int AnimationPlaying;
|
||||||
|
float AnimationTime;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -11,12 +11,32 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
namespace Model
|
namespace Model
|
||||||
{
|
{
|
||||||
|
struct Bone
|
||||||
|
{
|
||||||
|
Math::Float4x4 Transform;
|
||||||
|
int Parent;
|
||||||
|
};
|
||||||
|
struct Frame
|
||||||
|
{
|
||||||
|
Bone bone;
|
||||||
|
double time;
|
||||||
|
};
|
||||||
|
struct Animation
|
||||||
|
{
|
||||||
|
std::wstring name;
|
||||||
|
int Bones;
|
||||||
|
int* Frames; //! Bone as index
|
||||||
|
Frame** Keyframes; //! @brief [Bone][Frame]
|
||||||
|
double duration;
|
||||||
|
};
|
||||||
struct ModelInfo
|
struct ModelInfo
|
||||||
{
|
{
|
||||||
std::vector<ID3D11ShaderResourceView*> Material;
|
std::vector<ID3D11ShaderResourceView*> Material;
|
||||||
Core::Buffer *Vertices,*Indecies;
|
Core::Buffer *Vertices,*Indecies;
|
||||||
bool Indexed;
|
bool Indexed, Animated;
|
||||||
int VertexCount, IndexCount;
|
int VertexCount, IndexCount, BoneCount, AnimationCount;
|
||||||
|
Bone* bones;
|
||||||
|
Animation* Animations;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -18,16 +18,10 @@ namespace Oyster
|
||||||
void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
|
void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
|
||||||
{
|
{
|
||||||
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
|
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
|
||||||
Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(1,0,0,1));
|
Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(0,0,0,1));
|
||||||
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
|
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
|
||||||
|
|
||||||
Definitions::VP vp;
|
void* data;
|
||||||
vp.V = View;
|
|
||||||
vp.P = Projection;
|
|
||||||
|
|
||||||
void* data = Resources::Deffered::VPData.Map();
|
|
||||||
memcpy(data, &vp, sizeof(Definitions::VP));
|
|
||||||
Resources::Deffered::VPData.Unmap();
|
|
||||||
|
|
||||||
Definitions::LightConstants lc;
|
Definitions::LightConstants lc;
|
||||||
lc.InvProj = Projection.GetInverse();
|
lc.InvProj = Projection.GetInverse();
|
||||||
|
@ -61,10 +55,79 @@ namespace Oyster
|
||||||
void* data = Resources::Deffered::ModelData.Map();
|
void* data = Resources::Deffered::ModelData.Map();
|
||||||
memcpy(data,&(pm),sizeof(pm));
|
memcpy(data,&(pm),sizeof(pm));
|
||||||
Resources::Deffered::ModelData.Unmap();
|
Resources::Deffered::ModelData.Unmap();
|
||||||
|
|
||||||
|
|
||||||
Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
|
Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Definitions::AnimationData am;
|
||||||
|
if(info->Animated && models[i].AnimationPlaying != -1)
|
||||||
|
{
|
||||||
|
|
||||||
|
Definitions::AnimationData am2;
|
||||||
|
//write default data
|
||||||
|
for (int b = 0; b < info->BoneCount; b++)
|
||||||
|
{
|
||||||
|
am2.animatedData[b] = info->bones[b].Transform;
|
||||||
|
}
|
||||||
|
//loop bones in animation
|
||||||
|
am.Animated = 1;
|
||||||
|
|
||||||
|
|
||||||
|
Model::Frame Prev, Next;
|
||||||
|
|
||||||
|
models[i].AnimationTime = fmod(models[i].AnimationTime,info->Animations[models[i].AnimationPlaying].duration);
|
||||||
|
|
||||||
|
for(int x = 0; x < info->Animations[models[i].AnimationPlaying].Bones; ++x)
|
||||||
|
{
|
||||||
|
//loop frame per bone
|
||||||
|
Prev.bone.Parent = 0;
|
||||||
|
Next = Prev;
|
||||||
|
for(int y = 0; y < info->Animations[models[i].AnimationPlaying].Frames[x]; ++y)
|
||||||
|
{
|
||||||
|
///TODO replace with binary search?
|
||||||
|
Model::Frame f = info->Animations[models[i].AnimationPlaying].Keyframes[x][y];
|
||||||
|
|
||||||
|
//if we hit frame
|
||||||
|
if(models[i].AnimationTime == f.time)
|
||||||
|
{
|
||||||
|
Prev = f;
|
||||||
|
Next = f;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
//if time is larger than frame time, store frames
|
||||||
|
if(models[i].AnimationTime < f.time)
|
||||||
|
{
|
||||||
|
Next = f;
|
||||||
|
Prev = info->Animations[models[i].AnimationPlaying].Keyframes[x][y-1];
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//calculate interpolated bone position
|
||||||
|
|
||||||
|
//rebase model time to between prev and next
|
||||||
|
float interpoation =(models[i].AnimationTime - Prev.time) / (Next.time - Prev.time);
|
||||||
|
|
||||||
|
//interpolate
|
||||||
|
Math::Matrix Interpolated;
|
||||||
|
Math3D::InterpolateOrientation_UsingNonRigidNlerp(Prev.bone.Transform,Next.bone.Transform,interpoation, Interpolated);
|
||||||
|
|
||||||
|
//write magic to animated data
|
||||||
|
am2.animatedData[Prev.bone.Parent] = Interpolated * am2.animatedData[info->bones[Prev.bone.Parent].Parent];
|
||||||
|
//sneaky write do correct data buffer
|
||||||
|
am.animatedData[x] = (am2.animatedData[Prev.bone.Parent] * info->bones[Prev.bone.Parent].Transform.GetInverse());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
am.Animated = 0;
|
||||||
|
|
||||||
|
data = Resources::Deffered::AnimationData.Map();
|
||||||
|
memcpy(data,&am,sizeof(Definitions::AnimationData));
|
||||||
|
Resources::Deffered::AnimationData.Unmap();
|
||||||
|
|
||||||
if(info->Material.size())
|
if(info->Material.size())
|
||||||
{
|
{
|
||||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||||
|
@ -84,6 +147,8 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Basic::EndFrame()
|
void Basic::EndFrame()
|
||||||
{
|
{
|
||||||
Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
|
Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
|
||||||
|
|
|
@ -12,7 +12,7 @@ const std::wstring PathToHLSL = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\De
|
||||||
const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
|
const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
|
||||||
|
|
||||||
const int KernelSize = 10;
|
const int KernelSize = 10;
|
||||||
const int SampleSpread = 8;
|
const int SampleSpread = 16;
|
||||||
|
|
||||||
namespace Oyster
|
namespace Oyster
|
||||||
{
|
{
|
||||||
|
@ -34,7 +34,7 @@ namespace Oyster
|
||||||
Shader::RenderPass Deffered::PostPass;
|
Shader::RenderPass Deffered::PostPass;
|
||||||
|
|
||||||
Buffer Deffered::ModelData = Buffer();
|
Buffer Deffered::ModelData = Buffer();
|
||||||
Buffer Deffered::VPData = Buffer();
|
Buffer Deffered::AnimationData = Buffer();
|
||||||
Buffer Deffered::LightConstantsData = Buffer();
|
Buffer Deffered::LightConstantsData = Buffer();
|
||||||
|
|
||||||
Buffer Deffered::PointLightsData = Buffer();
|
Buffer Deffered::PointLightsData = Buffer();
|
||||||
|
@ -74,8 +74,9 @@ namespace Oyster
|
||||||
|
|
||||||
ModelData.Init(desc);
|
ModelData.Init(desc);
|
||||||
|
|
||||||
desc.NumElements = 2;
|
desc.NumElements = 1;
|
||||||
VPData.Init(desc);
|
desc.ElementSize = sizeof(Definitions::AnimationData);
|
||||||
|
AnimationData.Init(desc);
|
||||||
|
|
||||||
desc.ElementSize = sizeof(Definitions::LightConstants);
|
desc.ElementSize = sizeof(Definitions::LightConstants);
|
||||||
desc.NumElements = 1;
|
desc.NumElements = 1;
|
||||||
|
@ -156,6 +157,7 @@ namespace Oyster
|
||||||
|
|
||||||
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
|
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
|
||||||
srand((unsigned int)time(0));
|
srand((unsigned int)time(0));
|
||||||
|
|
||||||
//SSAO
|
//SSAO
|
||||||
Math::Vector3 kernel[KernelSize];
|
Math::Vector3 kernel[KernelSize];
|
||||||
Math::Vector3 random[SampleSpread];
|
Math::Vector3 random[SampleSpread];
|
||||||
|
@ -186,13 +188,12 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
random[i] = Oyster::Math::Vector3(
|
random[i] = Oyster::Math::Vector3(
|
||||||
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
|
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
|
||||||
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
|
/*(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,*/
|
||||||
|
1.0f,
|
||||||
0.0f);
|
0.0f);
|
||||||
}
|
}
|
||||||
random[i].Normalize();
|
random[i].Normalize();
|
||||||
}
|
}
|
||||||
//kernel[0] = Math::Vector3(0,1,1);
|
|
||||||
//kernel[0].Normalize();
|
|
||||||
|
|
||||||
D3D11_TEXTURE1D_DESC T1desc;
|
D3D11_TEXTURE1D_DESC T1desc;
|
||||||
T1desc.Width = KernelSize;
|
T1desc.Width = KernelSize;
|
||||||
|
@ -208,17 +209,32 @@ namespace Oyster
|
||||||
|
|
||||||
D3D11_SUBRESOURCE_DATA rnd;
|
D3D11_SUBRESOURCE_DATA rnd;
|
||||||
rnd.pSysMem = random;
|
rnd.pSysMem = random;
|
||||||
|
rnd.SysMemPitch = sqrt(SampleSpread) * sizeof(Oyster::Math::Vector3);
|
||||||
|
|
||||||
ID3D11Texture1D *pTexture1[2];
|
ID3D11Texture1D *pTexture1;
|
||||||
|
|
||||||
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1[0] );
|
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
|
||||||
Core::device->CreateShaderResourceView( pTexture1[0], 0, &SSAOKernel );
|
Core::device->CreateShaderResourceView( pTexture1, 0, &SSAOKernel );
|
||||||
pTexture1[0]->Release();
|
pTexture1->Release();
|
||||||
|
|
||||||
T1desc.Width = SampleSpread;
|
D3D11_TEXTURE2D_DESC T2desc;
|
||||||
Core::device->CreateTexture1D( &T1desc, &rnd, &pTexture1[1] );
|
T2desc.Width = KernelSize;
|
||||||
Core::device->CreateShaderResourceView( (pTexture1[1]), 0, &SSAORandom );
|
T2desc.MipLevels = T2desc.ArraySize = 1;
|
||||||
pTexture1[1]->Release();
|
T2desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||||
|
T2desc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
T2desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
T2desc.CPUAccessFlags = 0;
|
||||||
|
T2desc.MiscFlags = 0;
|
||||||
|
T2desc.Height = sqrt(SampleSpread);
|
||||||
|
T2desc.Width = SampleSpread/sqrt(SampleSpread);
|
||||||
|
T2desc.SampleDesc.Quality = 0;
|
||||||
|
T2desc.SampleDesc.Count = 1;
|
||||||
|
|
||||||
|
ID3D11Texture2D *pTexture2;
|
||||||
|
|
||||||
|
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
|
||||||
|
Core::device->CreateShaderResourceView( (pTexture2), 0, &SSAORandom );
|
||||||
|
pTexture2->Release();
|
||||||
|
|
||||||
////Create ShaderEffects
|
////Create ShaderEffects
|
||||||
|
|
||||||
|
@ -239,7 +255,7 @@ namespace Oyster
|
||||||
|
|
||||||
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
||||||
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||||
GeometryPass.CBuffers.Vertex.push_back(VPData);
|
GeometryPass.CBuffers.Vertex.push_back(AnimationData);
|
||||||
GeometryPass.CBuffers.Vertex.push_back(ModelData);
|
GeometryPass.CBuffers.Vertex.push_back(ModelData);
|
||||||
GeometryPass.RenderStates.Rasterizer = rs;
|
GeometryPass.RenderStates.Rasterizer = rs;
|
||||||
GeometryPass.RenderStates.SampleCount = 1;
|
GeometryPass.RenderStates.SampleCount = 1;
|
||||||
|
@ -281,7 +297,7 @@ namespace Oyster
|
||||||
void Deffered::Clean()
|
void Deffered::Clean()
|
||||||
{
|
{
|
||||||
Resources::Deffered::ModelData.~Buffer();
|
Resources::Deffered::ModelData.~Buffer();
|
||||||
Resources::Deffered::VPData.~Buffer();
|
Resources::Deffered::AnimationData.~Buffer();
|
||||||
Resources::Deffered::LightConstantsData.~Buffer();
|
Resources::Deffered::LightConstantsData.~Buffer();
|
||||||
Resources::Deffered::PointLightsData.~Buffer();
|
Resources::Deffered::PointLightsData.~Buffer();
|
||||||
SAFE_RELEASE(Resources::Deffered::PointLightView);
|
SAFE_RELEASE(Resources::Deffered::PointLightView);
|
||||||
|
|
|
@ -18,12 +18,15 @@ namespace Oyster
|
||||||
static const int LBufferSize = 3;
|
static const int LBufferSize = 3;
|
||||||
static const int MaxLightSize = 100;
|
static const int MaxLightSize = 100;
|
||||||
//! GBuffers
|
//! GBuffers
|
||||||
//! 0 = Diffuse + SpecKoeff
|
//! 0 = Diffuse + Glow
|
||||||
//! 1 = Normal + Glow
|
//! 1 = Normal + Spec
|
||||||
static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
|
static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
|
||||||
static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
|
static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
|
||||||
|
|
||||||
|
//! LBuffer
|
||||||
|
//! 0 = Diffuse
|
||||||
|
//! 1 = Specular
|
||||||
|
//! 2 = SSAO
|
||||||
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
|
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
|
||||||
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
|
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
|
||||||
|
|
||||||
|
@ -33,7 +36,7 @@ namespace Oyster
|
||||||
|
|
||||||
|
|
||||||
static Core::Buffer ModelData;
|
static Core::Buffer ModelData;
|
||||||
static Core::Buffer VPData;
|
static Core::Buffer AnimationData;
|
||||||
|
|
||||||
static Core::Buffer LightConstantsData;
|
static Core::Buffer LightConstantsData;
|
||||||
|
|
||||||
|
|
|
@ -32,10 +32,10 @@ Texture2D DepthTexture : register(t2);
|
||||||
StructuredBuffer<PointLight> Points : register(t3);
|
StructuredBuffer<PointLight> Points : register(t3);
|
||||||
|
|
||||||
Texture1D SSAOKernel : register(t4);
|
Texture1D SSAOKernel : register(t4);
|
||||||
Texture1D SSAORand : register(t5);
|
Texture2D SSAORand : register(t5);
|
||||||
|
|
||||||
RWTexture2D<float4> Diffuse : register(u0);
|
RWTexture2D<float4> Diffuse : register(u0);
|
||||||
RWTexture2D<float4> Specular : register(u1);
|
RWTexture2D<float4> Specular : register(u1);
|
||||||
RWTexture2D<float> Ambient : register(u2);
|
RWTexture2D<float4> Ambient : register(u2);
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -30,11 +30,11 @@ Texture2D Normal : register(t1);
|
||||||
|
|
||||||
SamplerState S1 : register(s0);
|
SamplerState S1 : register(s0);
|
||||||
|
|
||||||
cbuffer PerFrame : register(b0)
|
cbuffer Animation : register(b0)
|
||||||
{
|
{
|
||||||
matrix View;
|
float4x4 BoneAnimation[100];
|
||||||
float4x4 Projection;
|
int Animated;
|
||||||
matrix VP;
|
float3 Pad;
|
||||||
}
|
}
|
||||||
|
|
||||||
cbuffer PerModel : register(b1)
|
cbuffer PerModel : register(b1)
|
||||||
|
|
|
@ -21,8 +21,8 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
|
||||||
output.Specular * 0;
|
output.Specular * 0;
|
||||||
if(d > pl.Radius)
|
if(d > pl.Radius)
|
||||||
{
|
{
|
||||||
output.Diffuse = float4(0,0,0,1);
|
output.Diffuse = float3(0,0,0);
|
||||||
output.Specular = float4(0,0,0,1);
|
output.Specular = float3(0,0,0);
|
||||||
}
|
}
|
||||||
return output;
|
return output;
|
||||||
}
|
}
|
|
@ -12,13 +12,13 @@
|
||||||
[numthreads(16, 16, 1)]
|
[numthreads(16, 16, 1)]
|
||||||
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
||||||
{
|
{
|
||||||
float2 UV = DTid / Pixels;
|
float2 UV = DTid.xy / Pixels;
|
||||||
UV.x = UV.x * 2 - 1;
|
UV.x = UV.x * 2 - 1;
|
||||||
UV.y = 1 - 2 * UV.y;
|
UV.y = 1 - 2 * UV.y;
|
||||||
float3 ViewPos = ToVpos(DTid.xy, UV);
|
float3 ViewPos = ToVpos(DTid.xy, UV);
|
||||||
DiffSpec Shaded;
|
DiffSpec Shaded;
|
||||||
Shaded.Diffuse = float4(0,0,0,0);
|
Shaded.Diffuse = float3(0,0,0);
|
||||||
Shaded.Specular = float4(0,0,0,0);
|
Shaded.Specular = float3(0,0,0);
|
||||||
|
|
||||||
for(int i = 0; i < Lights; ++i)
|
for(int i = 0; i < Lights; ++i)
|
||||||
{
|
{
|
||||||
|
@ -33,10 +33,10 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
||||||
Specular[DTid.xy] = float4(Shaded.Specular, 1);
|
Specular[DTid.xy] = float4(Shaded.Specular, 1);
|
||||||
|
|
||||||
|
|
||||||
if((DTid.x + DTid.y) %4 == 0 )
|
if(DTid.x & 1 && DTid.y & 1 )
|
||||||
{
|
{
|
||||||
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy);
|
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
|
||||||
Ambient[DTid.xy/4] = AmbValue;
|
Ambient[DTid.xy/2] = AmbValue;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -7,8 +7,7 @@ RWTexture2D<float4> Output;
|
||||||
[numthreads(16, 16, 1)]
|
[numthreads(16, 16, 1)]
|
||||||
void main( uint3 DTid : SV_DispatchThreadID )
|
void main( uint3 DTid : SV_DispatchThreadID )
|
||||||
{
|
{
|
||||||
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
//Output[DTid.xy] = Ambient[DTid.xy/2];
|
||||||
|
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
|
||||||
//Output[DTid.xy] = Diffuse[DTid.xy];
|
|
||||||
}
|
}
|
|
@ -1,30 +1,33 @@
|
||||||
#include "Defines.hlsli"
|
#include "Defines.hlsli"
|
||||||
#include "PosManipulation.hlsli"
|
#include "PosManipulation.hlsli"
|
||||||
|
|
||||||
static float Radius =5;
|
static float Radius = 100;
|
||||||
|
|
||||||
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||||
{
|
{
|
||||||
|
|
||||||
float occlusion = 0.0f;
|
float occlusion = 0.0f;
|
||||||
//create sample coordinate system
|
//create sample coordinate system
|
||||||
float4 rnd = float4( SSAORand[(rndID.x + rndID.y) % SSAORand.Length.x].xyz, 0.0f );
|
float4 rnd = float4( SSAORand[int2(rndID.x % (SSAORand.Length.x), rndID.y % (SSAORand.Length.y))].xyz, 0.0f );
|
||||||
rnd = normalize(rnd);
|
rnd = normalize(rnd);
|
||||||
float3 normal = NormalSpec[uv].xyz;
|
float3 normal = NormalSpec[texCoord2].xyz;
|
||||||
float4 tangent = float4( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))), 0.0f );
|
float3 tangent = float3( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))));
|
||||||
float4 biTangent = float4( cross(tangent.xyz, normal), 0.0f );
|
float3 biTangent = float3( cross(tangent.xyz, normal));
|
||||||
|
|
||||||
float4x4 tbn = float4x4(tangent, biTangent, float4(normal,0), float4(pos*Radius,1));
|
float3x3 tbn = float3x3(tangent, biTangent, normal);
|
||||||
|
|
||||||
for( uint i = 0; i < SSAOKernel.Length.x; ++i )
|
for( uint i = 0; i < SSAOKernel.Length.x; ++i )
|
||||||
{
|
{
|
||||||
|
//int i = 0;
|
||||||
//take sample from localspace to viewspace
|
//take sample from localspace to viewspace
|
||||||
float4 sampled = mul(tbn, float4(SSAOKernel[i].xyz,1));
|
|
||||||
|
float3 sampled = mul(tbn, SSAOKernel[i].xyz);
|
||||||
|
sampled = sampled * Radius + pos;
|
||||||
//project sample to get uv.xy
|
//project sample to get uv.xy
|
||||||
float4 ProjOffset = sampled;
|
float4 ProjOffset = float4(sampled,1);
|
||||||
ProjOffset = mul(Proj, ProjOffset);
|
ProjOffset = mul(Proj, ProjOffset);
|
||||||
float4 offset = ProjOffset;
|
float4 offset = ProjOffset;
|
||||||
float2 UV = offset;
|
float2 UV = offset.xy;
|
||||||
offset /= offset.w;
|
offset /= offset.w;
|
||||||
offset.xyz = offset.xyz * 0.5f + 0.5f;
|
offset.xyz = offset.xyz * 0.5f + 0.5f;
|
||||||
//extra invert y axis, DX11
|
//extra invert y axis, DX11
|
||||||
|
@ -39,7 +42,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||||
|
|
||||||
//compare to depth from sample
|
//compare to depth from sample
|
||||||
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
|
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
|
||||||
occlusion += (sampleDepth >= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
||||||
}
|
}
|
||||||
occlusion /= (float)(SSAOKernel.Length.x);
|
occlusion /= (float)(SSAOKernel.Length.x);
|
||||||
occlusion = 1.0f - occlusion;
|
occlusion = 1.0f - occlusion;
|
||||||
|
|
|
@ -3,6 +3,20 @@
|
||||||
VertexOut main( VertexIn input )
|
VertexOut main( VertexIn input )
|
||||||
{
|
{
|
||||||
VertexOut output;
|
VertexOut output;
|
||||||
|
/*input.pos = (
|
||||||
|
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) +
|
||||||
|
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) +
|
||||||
|
(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) +
|
||||||
|
(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w)
|
||||||
|
* Animated) + input.pos * int(1-Animated);*/
|
||||||
|
|
||||||
|
input.pos = (
|
||||||
|
(mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/)
|
||||||
|
* Animated) + input.pos * int(1-Animated);
|
||||||
|
|
||||||
|
//float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1));
|
||||||
|
//input.pos = mul(BoneAnimation[0], float4(input.pos,1));
|
||||||
|
//input.pos = mul(m, float4(input.pos,1));
|
||||||
output.pos = mul(WVP, float4(input.pos,1));
|
output.pos = mul(WVP, float4(input.pos,1));
|
||||||
output.normal = mul(WV, float4(input.normal,0)).xyz;
|
output.normal = mul(WV, float4(input.normal,0)).xyz;
|
||||||
output.UV = input.UV;
|
output.UV = input.UV;
|
||||||
|
|
|
@ -13,7 +13,7 @@ using namespace ::Utility::Value;
|
||||||
RigidBody::RigidBody( )
|
RigidBody::RigidBody( )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
this->centerPos = Float4::standard_unit_w;
|
this->centerPos = Float4::standard_unit_w;
|
||||||
this->axis = Float4::null;
|
this->quaternion = Quaternion(Float3(0, 0, 0), 1);
|
||||||
this->boundingReach = Float4( 0.5f, 0.5f, 0.5f, 0.0f );
|
this->boundingReach = Float4( 0.5f, 0.5f, 0.5f, 0.0f );
|
||||||
this->momentum_Linear = Float4::null;
|
this->momentum_Linear = Float4::null;
|
||||||
this->momentum_Angular = Float4::null;
|
this->momentum_Angular = Float4::null;
|
||||||
|
@ -24,13 +24,12 @@ RigidBody::RigidBody( )
|
||||||
this->frictionCoeff_Kinetic = 1.0f;
|
this->frictionCoeff_Kinetic = 1.0f;
|
||||||
this->mass = 10;
|
this->mass = 10;
|
||||||
this->momentOfInertiaTensor = MomentOfInertia();
|
this->momentOfInertiaTensor = MomentOfInertia();
|
||||||
this->rotation = Quaternion::identity;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
RigidBody & RigidBody::operator = ( const RigidBody &body )
|
RigidBody & RigidBody::operator = ( const RigidBody &body )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
this->centerPos = body.centerPos;
|
this->centerPos = body.centerPos;
|
||||||
this->axis = body.axis;
|
this->quaternion = body.quaternion;
|
||||||
this->boundingReach = body.boundingReach;
|
this->boundingReach = body.boundingReach;
|
||||||
this->momentum_Linear = body.momentum_Linear;
|
this->momentum_Linear = body.momentum_Linear;
|
||||||
this->momentum_Angular = body.momentum_Angular;
|
this->momentum_Angular = body.momentum_Angular;
|
||||||
|
@ -41,7 +40,6 @@ RigidBody & RigidBody::operator = ( const RigidBody &body )
|
||||||
this->frictionCoeff_Kinetic = body.frictionCoeff_Kinetic;
|
this->frictionCoeff_Kinetic = body.frictionCoeff_Kinetic;
|
||||||
this->mass = body.mass;
|
this->mass = body.mass;
|
||||||
this->momentOfInertiaTensor = body.momentOfInertiaTensor;
|
this->momentOfInertiaTensor = body.momentOfInertiaTensor;
|
||||||
this->rotation = body.rotation;
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -55,19 +53,14 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
|
||||||
this->momentum_Angular = this->momentum_Angular*0.99f;
|
this->momentum_Angular = this->momentum_Angular*0.99f;
|
||||||
|
|
||||||
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
|
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
|
||||||
Float3 delta = AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
|
Float3 delta = this->momentum_Linear;
|
||||||
Float3 newPos = ( updateFrameLength)*this->momentum_Linear;
|
Float3 newPos = (updateFrameLength)*this->momentum_Linear;
|
||||||
this->centerPos += newPos;
|
this->centerPos += newPos;
|
||||||
|
|
||||||
if(this->mass == 70)
|
|
||||||
{
|
|
||||||
const char *breakpoint = "STOP";
|
|
||||||
}
|
|
||||||
|
|
||||||
// updating the angular
|
// updating the angular
|
||||||
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
||||||
this->axis += updateFrameLength * this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
|
/*this->axis += updateFrameLength*this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
|
||||||
this->rotation = Rotation( this->axis );
|
this->rotation = Rotation( this->axis );*/
|
||||||
|
|
||||||
// update momentums and clear impulse_Linear and impulse_Angular
|
// update momentums and clear impulse_Linear and impulse_Angular
|
||||||
this->momentum_Linear += this->impulse_Linear;
|
this->momentum_Linear += this->impulse_Linear;
|
||||||
|
@ -89,14 +82,14 @@ void RigidBody::Predict_LeapFrog( Float3 &outDeltaPos, Float3 &outDeltaAxis, con
|
||||||
|
|
||||||
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
||||||
//outDeltaAxis = Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), AverageWithDelta(this->momentum_Angular, actingAngularImpulse) );
|
//outDeltaAxis = Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), AverageWithDelta(this->momentum_Angular, actingAngularImpulse) );
|
||||||
outDeltaAxis = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
|
//utDeltaAxis = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::Move( const Float3 &deltaPos, const Float3 &deltaAxis )
|
void RigidBody::Move( const Float3 &deltaPos, const Float3 &deltaAxis )
|
||||||
{
|
{
|
||||||
this->centerPos += deltaPos;
|
//this->centerPos += deltaPos;
|
||||||
this->axis += deltaAxis;
|
//this->axis += deltaAxis;
|
||||||
this->rotation = Rotation( this->axis );
|
//this->rotation = Rotation( this->axis );
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::ApplyImpulse( const Float3 &worldJ, const Float3 &atWorldPos )
|
void RigidBody::ApplyImpulse( const Float3 &worldJ, const Float3 &atWorldPos )
|
||||||
|
@ -125,22 +118,22 @@ Float RigidBody::GetMass() const
|
||||||
|
|
||||||
const Quaternion & RigidBody::GetRotationQuaternion() const
|
const Quaternion & RigidBody::GetRotationQuaternion() const
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
return this->rotation;
|
return this->quaternion;
|
||||||
}
|
}
|
||||||
|
|
||||||
Float4x4 RigidBody::GetRotationMatrix() const
|
Float4x4 RigidBody::GetRotationMatrix() const
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
return RotationMatrix( this->rotation );
|
return RotationMatrix( quaternion );
|
||||||
}
|
}
|
||||||
|
|
||||||
Float4x4 RigidBody::GetOrientation() const
|
Float4x4 RigidBody::GetOrientation() const
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
return ::Oyster::Math3D::OrientationMatrix( this->rotation, this->centerPos );
|
return ::Oyster::Math3D::OrientationMatrix( this->quaternion, this->centerPos );
|
||||||
}
|
}
|
||||||
|
|
||||||
Float4x4 RigidBody::GetView() const
|
Float4x4 RigidBody::GetView() const
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
return ViewMatrix( this->rotation, this->centerPos );
|
return ViewMatrix( this->quaternion, this->centerPos );
|
||||||
}
|
}
|
||||||
|
|
||||||
Float3 RigidBody::GetVelocity_Linear() const
|
Float3 RigidBody::GetVelocity_Linear() const
|
||||||
|
@ -150,7 +143,7 @@ Float3 RigidBody::GetVelocity_Linear() const
|
||||||
|
|
||||||
Float3 RigidBody::GetVelocity_Angular() const
|
Float3 RigidBody::GetVelocity_Angular() const
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
return this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
|
return Float3(0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const
|
Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const
|
||||||
|
@ -165,9 +158,7 @@ Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const
|
||||||
|
|
||||||
void RigidBody::SetMomentOfInertia_KeepVelocity( const MomentOfInertia &localTensorI )
|
void RigidBody::SetMomentOfInertia_KeepVelocity( const MomentOfInertia &localTensorI )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
Float3 w = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
|
|
||||||
this->momentOfInertiaTensor = localTensorI;
|
|
||||||
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, w );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::SetMomentOfInertia_KeepMomentum( const MomentOfInertia &localTensorI )
|
void RigidBody::SetMomentOfInertia_KeepMomentum( const MomentOfInertia &localTensorI )
|
||||||
|
@ -193,10 +184,9 @@ void RigidBody::SetMass_KeepMomentum( const Float &m )
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::SetRotation( const Float3 &axis )
|
void RigidBody::SetRotation( const ::Oyster::Math::Quaternion &quaternion )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
this->axis = axis;
|
this->quaternion = quaternion;
|
||||||
this->rotation = Rotation( this->axis );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos )
|
void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos )
|
||||||
|
@ -215,12 +205,12 @@ void RigidBody::SetVelocity_Linear( const Float3 &worldV, const Float3 &atWorldP
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
Float3 worldOffset = atWorldPos - this->centerPos;
|
Float3 worldOffset = atWorldPos - this->centerPos;
|
||||||
this->momentum_Linear = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
|
this->momentum_Linear = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
|
||||||
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, Formula::AngularVelocity(worldV, worldOffset) );
|
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->quaternion, Formula::AngularVelocity(worldV, worldOffset) );
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::SetVelocity_Angular( const Float3 &worldW )
|
void RigidBody::SetVelocity_Angular( const Float3 &worldW )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, worldW );
|
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->quaternion, worldW );
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::SetImpulse_Linear( const Float3 &worldJ, const Float3 &atWorldPos )
|
void RigidBody::SetImpulse_Linear( const Float3 &worldJ, const Float3 &atWorldPos )
|
||||||
|
|
|
@ -15,8 +15,8 @@ namespace Oyster { namespace Physics3D
|
||||||
struct RigidBody
|
struct RigidBody
|
||||||
{ //! A struct of a simple rigid body.
|
{ //! A struct of a simple rigid body.
|
||||||
public:
|
public:
|
||||||
|
::Oyster::Math::Quaternion quaternion;
|
||||||
::Oyster::Math::Float3 centerPos, //!< Location of the body's center in the world.
|
::Oyster::Math::Float3 centerPos, //!< Location of the body's center in the world.
|
||||||
axis, //!< Euler rotationAxis of the body.
|
|
||||||
boundingReach, //!<
|
boundingReach, //!<
|
||||||
momentum_Linear, //!< The linear momentum G (kg*m/s).
|
momentum_Linear, //!< The linear momentum G (kg*m/s).
|
||||||
momentum_Angular, //!< The angular momentum H (Nm*s) around an parallell axis.
|
momentum_Angular, //!< The angular momentum H (Nm*s) around an parallell axis.
|
||||||
|
@ -64,7 +64,7 @@ namespace Oyster { namespace Physics3D
|
||||||
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
|
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
|
||||||
|
|
||||||
//void SetOrientation( const ::Oyster::Math::Float4x4 &o );
|
//void SetOrientation( const ::Oyster::Math::Float4x4 &o );
|
||||||
void SetRotation( const ::Oyster::Math::Float3 &axis );
|
void SetRotation( const ::Oyster::Math::Quaternion &quaternion );
|
||||||
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
|
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
|
||||||
|
|
||||||
void SetMomentum_Linear( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &atWorldPos );
|
void SetMomentum_Linear( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &atWorldPos );
|
||||||
|
@ -81,7 +81,7 @@ namespace Oyster { namespace Physics3D
|
||||||
::Oyster::Math::Float mass; //!< m (kg)
|
::Oyster::Math::Float mass; //!< m (kg)
|
||||||
//::Oyster::Math::Float4x4 momentOfInertiaTensor; //!< I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration ) (localValue)
|
//::Oyster::Math::Float4x4 momentOfInertiaTensor; //!< I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration ) (localValue)
|
||||||
::Oyster::Physics3D::MomentOfInertia momentOfInertiaTensor;
|
::Oyster::Physics3D::MomentOfInertia momentOfInertiaTensor;
|
||||||
::Oyster::Math::Quaternion rotation; //!< RotationAxis of the body.
|
//::Oyster::Math::Quaternion rotation; //!< RotationAxis of the body.
|
||||||
};
|
};
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,176 @@
|
||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*
|
||||||
|
Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's.
|
||||||
|
Work in progress, functionality will be added on demand.
|
||||||
|
|
||||||
|
If possible, use the richer Bullet C++ API, by including "btBulletDynamicsCommon.h"
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef BULLET_C_API_H
|
||||||
|
#define BULLET_C_API_H
|
||||||
|
|
||||||
|
#define PL_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name
|
||||||
|
|
||||||
|
#ifdef BT_USE_DOUBLE_PRECISION
|
||||||
|
typedef double plReal;
|
||||||
|
#else
|
||||||
|
typedef float plReal;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
typedef plReal plVector3[3];
|
||||||
|
typedef plReal plQuaternion[4];
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/** Particular physics SDK (C-API) */
|
||||||
|
PL_DECLARE_HANDLE(plPhysicsSdkHandle);
|
||||||
|
|
||||||
|
/** Dynamics world, belonging to some physics SDK (C-API)*/
|
||||||
|
PL_DECLARE_HANDLE(plDynamicsWorldHandle);
|
||||||
|
|
||||||
|
/** Rigid Body that can be part of a Dynamics World (C-API)*/
|
||||||
|
PL_DECLARE_HANDLE(plRigidBodyHandle);
|
||||||
|
|
||||||
|
/** Collision Shape/Geometry, property of a Rigid Body (C-API)*/
|
||||||
|
PL_DECLARE_HANDLE(plCollisionShapeHandle);
|
||||||
|
|
||||||
|
/** Constraint for Rigid Bodies (C-API)*/
|
||||||
|
PL_DECLARE_HANDLE(plConstraintHandle);
|
||||||
|
|
||||||
|
/** Triangle Mesh interface (C-API)*/
|
||||||
|
PL_DECLARE_HANDLE(plMeshInterfaceHandle);
|
||||||
|
|
||||||
|
/** Broadphase Scene/Proxy Handles (C-API)*/
|
||||||
|
PL_DECLARE_HANDLE(plCollisionBroadphaseHandle);
|
||||||
|
PL_DECLARE_HANDLE(plBroadphaseProxyHandle);
|
||||||
|
PL_DECLARE_HANDLE(plCollisionWorldHandle);
|
||||||
|
|
||||||
|
/**
|
||||||
|
Create and Delete a Physics SDK
|
||||||
|
*/
|
||||||
|
|
||||||
|
extern plPhysicsSdkHandle plNewBulletSdk(void); //this could be also another sdk, like ODE, PhysX etc.
|
||||||
|
extern void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk);
|
||||||
|
|
||||||
|
/** Collision World, not strictly necessary, you can also just create a Dynamics World with Rigid Bodies which internally manages the Collision World with Collision Objects */
|
||||||
|
|
||||||
|
typedef void(*btBroadphaseCallback)(void* clientData, void* object1,void* object2);
|
||||||
|
|
||||||
|
extern plCollisionBroadphaseHandle plCreateSapBroadphase(btBroadphaseCallback beginCallback,btBroadphaseCallback endCallback);
|
||||||
|
|
||||||
|
extern void plDestroyBroadphase(plCollisionBroadphaseHandle bp);
|
||||||
|
|
||||||
|
extern plBroadphaseProxyHandle plCreateProxy(plCollisionBroadphaseHandle bp, void* clientData, plReal minX,plReal minY,plReal minZ, plReal maxX,plReal maxY, plReal maxZ);
|
||||||
|
|
||||||
|
extern void plDestroyProxy(plCollisionBroadphaseHandle bp, plBroadphaseProxyHandle proxyHandle);
|
||||||
|
|
||||||
|
extern void plSetBoundingBox(plBroadphaseProxyHandle proxyHandle, plReal minX,plReal minY,plReal minZ, plReal maxX,plReal maxY, plReal maxZ);
|
||||||
|
|
||||||
|
/* todo: add pair cache support with queries like add/remove/find pair */
|
||||||
|
|
||||||
|
extern plCollisionWorldHandle plCreateCollisionWorld(plPhysicsSdkHandle physicsSdk);
|
||||||
|
|
||||||
|
/* todo: add/remove objects */
|
||||||
|
|
||||||
|
|
||||||
|
/* Dynamics World */
|
||||||
|
|
||||||
|
extern plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdk);
|
||||||
|
|
||||||
|
extern void plDeleteDynamicsWorld(plDynamicsWorldHandle world);
|
||||||
|
|
||||||
|
extern void plStepSimulation(plDynamicsWorldHandle, plReal timeStep);
|
||||||
|
|
||||||
|
extern void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object);
|
||||||
|
|
||||||
|
extern void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object);
|
||||||
|
|
||||||
|
|
||||||
|
/* Rigid Body */
|
||||||
|
|
||||||
|
extern plRigidBodyHandle plCreateRigidBody( void* user_data, float mass, plCollisionShapeHandle cshape );
|
||||||
|
|
||||||
|
extern void plDeleteRigidBody(plRigidBodyHandle body);
|
||||||
|
|
||||||
|
|
||||||
|
/* Collision Shape definition */
|
||||||
|
|
||||||
|
extern plCollisionShapeHandle plNewSphereShape(plReal radius);
|
||||||
|
extern plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z);
|
||||||
|
extern plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height);
|
||||||
|
extern plCollisionShapeHandle plNewConeShape(plReal radius, plReal height);
|
||||||
|
extern plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height);
|
||||||
|
extern plCollisionShapeHandle plNewCompoundShape(void);
|
||||||
|
extern void plAddChildShape(plCollisionShapeHandle compoundShape,plCollisionShapeHandle childShape, plVector3 childPos,plQuaternion childOrn);
|
||||||
|
|
||||||
|
extern void plDeleteShape(plCollisionShapeHandle shape);
|
||||||
|
|
||||||
|
/* Convex Meshes */
|
||||||
|
extern plCollisionShapeHandle plNewConvexHullShape(void);
|
||||||
|
extern void plAddVertex(plCollisionShapeHandle convexHull, plReal x,plReal y,plReal z);
|
||||||
|
/* Concave static triangle meshes */
|
||||||
|
extern plMeshInterfaceHandle plNewMeshInterface(void);
|
||||||
|
extern void plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2);
|
||||||
|
extern plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle);
|
||||||
|
|
||||||
|
extern void plSetScaling(plCollisionShapeHandle shape, plVector3 scaling);
|
||||||
|
|
||||||
|
/* SOLID has Response Callback/Table/Management */
|
||||||
|
/* PhysX has Triggers, User Callbacks and filtering */
|
||||||
|
/* ODE has the typedef void dNearCallback (void *data, dGeomID o1, dGeomID o2); */
|
||||||
|
|
||||||
|
/* typedef void plUpdatedPositionCallback(void* userData, plRigidBodyHandle rbHandle, plVector3 pos); */
|
||||||
|
/* typedef void plUpdatedOrientationCallback(void* userData, plRigidBodyHandle rbHandle, plQuaternion orientation); */
|
||||||
|
|
||||||
|
/* get world transform */
|
||||||
|
extern void plGetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix);
|
||||||
|
extern void plGetPosition(plRigidBodyHandle object,plVector3 position);
|
||||||
|
extern void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation);
|
||||||
|
|
||||||
|
/* set world transform (position/orientation) */
|
||||||
|
extern void plSetPosition(plRigidBodyHandle object, const plVector3 position);
|
||||||
|
extern void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation);
|
||||||
|
extern void plSetEuler(plReal yaw,plReal pitch,plReal roll, plQuaternion orient);
|
||||||
|
extern void plSetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix);
|
||||||
|
|
||||||
|
typedef struct plRayCastResult {
|
||||||
|
plRigidBodyHandle m_body;
|
||||||
|
plCollisionShapeHandle m_shape;
|
||||||
|
plVector3 m_positionWorld;
|
||||||
|
plVector3 m_normalWorld;
|
||||||
|
} plRayCastResult;
|
||||||
|
|
||||||
|
extern int plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plRayCastResult res);
|
||||||
|
|
||||||
|
/* Sweep API */
|
||||||
|
|
||||||
|
/* extern plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal); */
|
||||||
|
|
||||||
|
/* Continuous Collision Detection API */
|
||||||
|
|
||||||
|
// needed for source/blender/blenkernel/intern/collision.c
|
||||||
|
double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3]);
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#endif //BULLET_C_API_H
|
||||||
|
|
|
@ -0,0 +1,37 @@
|
||||||
|
|
||||||
|
//Bullet Continuous Collision Detection and Physics Library
|
||||||
|
//Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
// btAxisSweep3
|
||||||
|
//
|
||||||
|
// Copyright (c) 2006 Simon Hobbs
|
||||||
|
//
|
||||||
|
// This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
//
|
||||||
|
// Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||||
|
//
|
||||||
|
// 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
//
|
||||||
|
// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
//
|
||||||
|
// 3. This notice may not be removed or altered from any source distribution.
|
||||||
|
#include "btAxisSweep3.h"
|
||||||
|
|
||||||
|
|
||||||
|
btAxisSweep3::btAxisSweep3(const btVector3& worldAabbMin,const btVector3& worldAabbMax, unsigned short int maxHandles, btOverlappingPairCache* pairCache, bool disableRaycastAccelerator)
|
||||||
|
:btAxisSweep3Internal<unsigned short int>(worldAabbMin,worldAabbMax,0xfffe,0xffff,maxHandles,pairCache,disableRaycastAccelerator)
|
||||||
|
{
|
||||||
|
// 1 handle is reserved as sentinel
|
||||||
|
btAssert(maxHandles > 1 && maxHandles < 32767);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bt32BitAxisSweep3::bt32BitAxisSweep3(const btVector3& worldAabbMin,const btVector3& worldAabbMax, unsigned int maxHandles , btOverlappingPairCache* pairCache , bool disableRaycastAccelerator)
|
||||||
|
:btAxisSweep3Internal<unsigned int>(worldAabbMin,worldAabbMax,0xfffffffe,0x7fffffff,maxHandles,pairCache,disableRaycastAccelerator)
|
||||||
|
{
|
||||||
|
// 1 handle is reserved as sentinel
|
||||||
|
btAssert(maxHandles > 1 && maxHandles < 2147483647);
|
||||||
|
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,82 @@
|
||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef BT_BROADPHASE_INTERFACE_H
|
||||||
|
#define BT_BROADPHASE_INTERFACE_H
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
struct btDispatcherInfo;
|
||||||
|
class btDispatcher;
|
||||||
|
#include "btBroadphaseProxy.h"
|
||||||
|
|
||||||
|
class btOverlappingPairCache;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
struct btBroadphaseAabbCallback
|
||||||
|
{
|
||||||
|
virtual ~btBroadphaseAabbCallback() {}
|
||||||
|
virtual bool process(const btBroadphaseProxy* proxy) = 0;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct btBroadphaseRayCallback : public btBroadphaseAabbCallback
|
||||||
|
{
|
||||||
|
///added some cached data to accelerate ray-AABB tests
|
||||||
|
btVector3 m_rayDirectionInverse;
|
||||||
|
unsigned int m_signs[3];
|
||||||
|
btScalar m_lambda_max;
|
||||||
|
|
||||||
|
virtual ~btBroadphaseRayCallback() {}
|
||||||
|
};
|
||||||
|
|
||||||
|
#include "LinearMath/btVector3.h"
|
||||||
|
|
||||||
|
///The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs.
|
||||||
|
///Some implementations for this broadphase interface include btAxisSweep3, bt32BitAxisSweep3 and btDbvtBroadphase.
|
||||||
|
///The actual overlapping pair management, storage, adding and removing of pairs is dealt by the btOverlappingPairCache class.
|
||||||
|
class btBroadphaseInterface
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual ~btBroadphaseInterface() {}
|
||||||
|
|
||||||
|
virtual btBroadphaseProxy* createProxy( const btVector3& aabbMin, const btVector3& aabbMax,int shapeType,void* userPtr, short int collisionFilterGroup,short int collisionFilterMask, btDispatcher* dispatcher,void* multiSapProxy) =0;
|
||||||
|
virtual void destroyProxy(btBroadphaseProxy* proxy,btDispatcher* dispatcher)=0;
|
||||||
|
virtual void setAabb(btBroadphaseProxy* proxy,const btVector3& aabbMin,const btVector3& aabbMax, btDispatcher* dispatcher)=0;
|
||||||
|
virtual void getAabb(btBroadphaseProxy* proxy,btVector3& aabbMin, btVector3& aabbMax ) const =0;
|
||||||
|
|
||||||
|
virtual void rayTest(const btVector3& rayFrom,const btVector3& rayTo, btBroadphaseRayCallback& rayCallback, const btVector3& aabbMin=btVector3(0,0,0), const btVector3& aabbMax = btVector3(0,0,0)) = 0;
|
||||||
|
|
||||||
|
virtual void aabbTest(const btVector3& aabbMin, const btVector3& aabbMax, btBroadphaseAabbCallback& callback) = 0;
|
||||||
|
|
||||||
|
///calculateOverlappingPairs is optional: incremental algorithms (sweep and prune) might do it during the set aabb
|
||||||
|
virtual void calculateOverlappingPairs(btDispatcher* dispatcher)=0;
|
||||||
|
|
||||||
|
virtual btOverlappingPairCache* getOverlappingPairCache()=0;
|
||||||
|
virtual const btOverlappingPairCache* getOverlappingPairCache() const =0;
|
||||||
|
|
||||||
|
///getAabb returns the axis aligned bounding box in the 'global' coordinate frame
|
||||||
|
///will add some transform later
|
||||||
|
virtual void getBroadphaseAabb(btVector3& aabbMin,btVector3& aabbMax) const =0;
|
||||||
|
|
||||||
|
///reset broadphase internal structures, to ensure determinism/reproducability
|
||||||
|
virtual void resetPool(btDispatcher* dispatcher) { (void) dispatcher; };
|
||||||
|
|
||||||
|
virtual void printStats() = 0;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif //BT_BROADPHASE_INTERFACE_H
|
|
@ -0,0 +1,17 @@
|
||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "btBroadphaseProxy.h"
|
||||||
|
|
|
@ -0,0 +1,270 @@
|
||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef BT_BROADPHASE_PROXY_H
|
||||||
|
#define BT_BROADPHASE_PROXY_H
|
||||||
|
|
||||||
|
#include "LinearMath/btScalar.h" //for SIMD_FORCE_INLINE
|
||||||
|
#include "LinearMath/btVector3.h"
|
||||||
|
#include "LinearMath/btAlignedAllocator.h"
|
||||||
|
|
||||||
|
|
||||||
|
/// btDispatcher uses these types
|
||||||
|
/// IMPORTANT NOTE:The types are ordered polyhedral, implicit convex and concave
|
||||||
|
/// to facilitate type checking
|
||||||
|
/// CUSTOM_POLYHEDRAL_SHAPE_TYPE,CUSTOM_CONVEX_SHAPE_TYPE and CUSTOM_CONCAVE_SHAPE_TYPE can be used to extend Bullet without modifying source code
|
||||||
|
enum BroadphaseNativeTypes
|
||||||
|
{
|
||||||
|
// polyhedral convex shapes
|
||||||
|
BOX_SHAPE_PROXYTYPE,
|
||||||
|
TRIANGLE_SHAPE_PROXYTYPE,
|
||||||
|
TETRAHEDRAL_SHAPE_PROXYTYPE,
|
||||||
|
CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE,
|
||||||
|
CONVEX_HULL_SHAPE_PROXYTYPE,
|
||||||
|
CONVEX_POINT_CLOUD_SHAPE_PROXYTYPE,
|
||||||
|
CUSTOM_POLYHEDRAL_SHAPE_TYPE,
|
||||||
|
//implicit convex shapes
|
||||||
|
IMPLICIT_CONVEX_SHAPES_START_HERE,
|
||||||
|
SPHERE_SHAPE_PROXYTYPE,
|
||||||
|
MULTI_SPHERE_SHAPE_PROXYTYPE,
|
||||||
|
CAPSULE_SHAPE_PROXYTYPE,
|
||||||
|
CONE_SHAPE_PROXYTYPE,
|
||||||
|
CONVEX_SHAPE_PROXYTYPE,
|
||||||
|
CYLINDER_SHAPE_PROXYTYPE,
|
||||||
|
UNIFORM_SCALING_SHAPE_PROXYTYPE,
|
||||||
|
MINKOWSKI_SUM_SHAPE_PROXYTYPE,
|
||||||
|
MINKOWSKI_DIFFERENCE_SHAPE_PROXYTYPE,
|
||||||
|
BOX_2D_SHAPE_PROXYTYPE,
|
||||||
|
CONVEX_2D_SHAPE_PROXYTYPE,
|
||||||
|
CUSTOM_CONVEX_SHAPE_TYPE,
|
||||||
|
//concave shapes
|
||||||
|
CONCAVE_SHAPES_START_HERE,
|
||||||
|
//keep all the convex shapetype below here, for the check IsConvexShape in broadphase proxy!
|
||||||
|
TRIANGLE_MESH_SHAPE_PROXYTYPE,
|
||||||
|
SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE,
|
||||||
|
///used for demo integration FAST/Swift collision library and Bullet
|
||||||
|
FAST_CONCAVE_MESH_PROXYTYPE,
|
||||||
|
//terrain
|
||||||
|
TERRAIN_SHAPE_PROXYTYPE,
|
||||||
|
///Used for GIMPACT Trimesh integration
|
||||||
|
GIMPACT_SHAPE_PROXYTYPE,
|
||||||
|
///Multimaterial mesh
|
||||||
|
MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE,
|
||||||
|
|
||||||
|
EMPTY_SHAPE_PROXYTYPE,
|
||||||
|
STATIC_PLANE_PROXYTYPE,
|
||||||
|
CUSTOM_CONCAVE_SHAPE_TYPE,
|
||||||
|
CONCAVE_SHAPES_END_HERE,
|
||||||
|
|
||||||
|
COMPOUND_SHAPE_PROXYTYPE,
|
||||||
|
|
||||||
|
SOFTBODY_SHAPE_PROXYTYPE,
|
||||||
|
HFFLUID_SHAPE_PROXYTYPE,
|
||||||
|
HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE,
|
||||||
|
INVALID_SHAPE_PROXYTYPE,
|
||||||
|
|
||||||
|
MAX_BROADPHASE_COLLISION_TYPES
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
///The btBroadphaseProxy is the main class that can be used with the Bullet broadphases.
|
||||||
|
///It stores collision shape type information, collision filter information and a client object, typically a btCollisionObject or btRigidBody.
|
||||||
|
ATTRIBUTE_ALIGNED16(struct) btBroadphaseProxy
|
||||||
|
{
|
||||||
|
|
||||||
|
BT_DECLARE_ALIGNED_ALLOCATOR();
|
||||||
|
|
||||||
|
///optional filtering to cull potential collisions
|
||||||
|
enum CollisionFilterGroups
|
||||||
|
{
|
||||||
|
DefaultFilter = 1,
|
||||||
|
StaticFilter = 2,
|
||||||
|
KinematicFilter = 4,
|
||||||
|
DebrisFilter = 8,
|
||||||
|
SensorTrigger = 16,
|
||||||
|
CharacterFilter = 32,
|
||||||
|
AllFilter = -1 //all bits sets: DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorTrigger
|
||||||
|
};
|
||||||
|
|
||||||
|
//Usually the client btCollisionObject or Rigidbody class
|
||||||
|
void* m_clientObject;
|
||||||
|
short int m_collisionFilterGroup;
|
||||||
|
short int m_collisionFilterMask;
|
||||||
|
void* m_multiSapParentProxy;
|
||||||
|
int m_uniqueId;//m_uniqueId is introduced for paircache. could get rid of this, by calculating the address offset etc.
|
||||||
|
|
||||||
|
btVector3 m_aabbMin;
|
||||||
|
btVector3 m_aabbMax;
|
||||||
|
|
||||||
|
SIMD_FORCE_INLINE int getUid() const
|
||||||
|
{
|
||||||
|
return m_uniqueId;
|
||||||
|
}
|
||||||
|
|
||||||
|
//used for memory pools
|
||||||
|
btBroadphaseProxy() :m_clientObject(0),m_multiSapParentProxy(0)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
btBroadphaseProxy(const btVector3& aabbMin,const btVector3& aabbMax,void* userPtr,short int collisionFilterGroup, short int collisionFilterMask,void* multiSapParentProxy=0)
|
||||||
|
:m_clientObject(userPtr),
|
||||||
|
m_collisionFilterGroup(collisionFilterGroup),
|
||||||
|
m_collisionFilterMask(collisionFilterMask),
|
||||||
|
m_aabbMin(aabbMin),
|
||||||
|
m_aabbMax(aabbMax)
|
||||||
|
{
|
||||||
|
m_multiSapParentProxy = multiSapParentProxy;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isPolyhedral(int proxyType)
|
||||||
|
{
|
||||||
|
return (proxyType < IMPLICIT_CONVEX_SHAPES_START_HERE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isConvex(int proxyType)
|
||||||
|
{
|
||||||
|
return (proxyType < CONCAVE_SHAPES_START_HERE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isNonMoving(int proxyType)
|
||||||
|
{
|
||||||
|
return (isConcave(proxyType) && !(proxyType==GIMPACT_SHAPE_PROXYTYPE));
|
||||||
|
}
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isConcave(int proxyType)
|
||||||
|
{
|
||||||
|
return ((proxyType > CONCAVE_SHAPES_START_HERE) &&
|
||||||
|
(proxyType < CONCAVE_SHAPES_END_HERE));
|
||||||
|
}
|
||||||
|
static SIMD_FORCE_INLINE bool isCompound(int proxyType)
|
||||||
|
{
|
||||||
|
return (proxyType == COMPOUND_SHAPE_PROXYTYPE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isSoftBody(int proxyType)
|
||||||
|
{
|
||||||
|
return (proxyType == SOFTBODY_SHAPE_PROXYTYPE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isInfinite(int proxyType)
|
||||||
|
{
|
||||||
|
return (proxyType == STATIC_PLANE_PROXYTYPE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static SIMD_FORCE_INLINE bool isConvex2d(int proxyType)
|
||||||
|
{
|
||||||
|
return (proxyType == BOX_2D_SHAPE_PROXYTYPE) || (proxyType == CONVEX_2D_SHAPE_PROXYTYPE);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
;
|
||||||
|
|
||||||
|
class btCollisionAlgorithm;
|
||||||
|
|
||||||
|
struct btBroadphaseProxy;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
///The btBroadphasePair class contains a pair of aabb-overlapping objects.
|
||||||
|
///A btDispatcher can search a btCollisionAlgorithm that performs exact/narrowphase collision detection on the actual collision shapes.
|
||||||
|
ATTRIBUTE_ALIGNED16(struct) btBroadphasePair
|
||||||
|
{
|
||||||
|
btBroadphasePair ()
|
||||||
|
:
|
||||||
|
m_pProxy0(0),
|
||||||
|
m_pProxy1(0),
|
||||||
|
m_algorithm(0),
|
||||||
|
m_internalInfo1(0)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
BT_DECLARE_ALIGNED_ALLOCATOR();
|
||||||
|
|
||||||
|
btBroadphasePair(const btBroadphasePair& other)
|
||||||
|
: m_pProxy0(other.m_pProxy0),
|
||||||
|
m_pProxy1(other.m_pProxy1),
|
||||||
|
m_algorithm(other.m_algorithm),
|
||||||
|
m_internalInfo1(other.m_internalInfo1)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
btBroadphasePair(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1)
|
||||||
|
{
|
||||||
|
|
||||||
|
//keep them sorted, so the std::set operations work
|
||||||
|
if (proxy0.m_uniqueId < proxy1.m_uniqueId)
|
||||||
|
{
|
||||||
|
m_pProxy0 = &proxy0;
|
||||||
|
m_pProxy1 = &proxy1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_pProxy0 = &proxy1;
|
||||||
|
m_pProxy1 = &proxy0;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_algorithm = 0;
|
||||||
|
m_internalInfo1 = 0;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
btBroadphaseProxy* m_pProxy0;
|
||||||
|
btBroadphaseProxy* m_pProxy1;
|
||||||
|
|
||||||
|
mutable btCollisionAlgorithm* m_algorithm;
|
||||||
|
union { void* m_internalInfo1; int m_internalTmpValue;};//don't use this data, it will be removed in future version.
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
//comparison for set operation, see Solid DT_Encounter
|
||||||
|
SIMD_FORCE_INLINE bool operator<(const btBroadphasePair& a, const btBroadphasePair& b)
|
||||||
|
{
|
||||||
|
return a.m_pProxy0 < b.m_pProxy0 ||
|
||||||
|
(a.m_pProxy0 == b.m_pProxy0 && a.m_pProxy1 < b.m_pProxy1);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
class btBroadphasePairSortPredicate
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
|
||||||
|
bool operator() ( const btBroadphasePair& a, const btBroadphasePair& b ) const
|
||||||
|
{
|
||||||
|
const int uidA0 = a.m_pProxy0 ? a.m_pProxy0->m_uniqueId : -1;
|
||||||
|
const int uidB0 = b.m_pProxy0 ? b.m_pProxy0->m_uniqueId : -1;
|
||||||
|
const int uidA1 = a.m_pProxy1 ? a.m_pProxy1->m_uniqueId : -1;
|
||||||
|
const int uidB1 = b.m_pProxy1 ? b.m_pProxy1->m_uniqueId : -1;
|
||||||
|
|
||||||
|
return uidA0 > uidB0 ||
|
||||||
|
(a.m_pProxy0 == b.m_pProxy0 && uidA1 > uidB1) ||
|
||||||
|
(a.m_pProxy0 == b.m_pProxy0 && a.m_pProxy1 == b.m_pProxy1 && a.m_algorithm > b.m_algorithm);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
SIMD_FORCE_INLINE bool operator==(const btBroadphasePair& a, const btBroadphasePair& b)
|
||||||
|
{
|
||||||
|
return (a.m_pProxy0 == b.m_pProxy0) && (a.m_pProxy1 == b.m_pProxy1);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endif //BT_BROADPHASE_PROXY_H
|
||||||
|
|
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Reference in New Issue