GameServer - Painly merge with GameLogic

This commit is contained in:
Dennis Andersen 2014-02-19 22:44:31 +01:00
commit 4ac5cdd147
106 changed files with 9106 additions and 1938 deletions

View File

@ -45,6 +45,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameClient", "Game\GameClie
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities\Utilities.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities\Utilities.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@ -679,6 +681,40 @@ Global
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x64.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x64.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x86.Build.0 = Release|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Any CPU.ActiveCfg = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Win32.ActiveCfg = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Win32.Build.0 = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x64.ActiveCfg = Debug|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x64.Build.0 = Debug|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x86.ActiveCfg = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x86.Build.0 = Debug|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Any CPU.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Any CPU.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x64.ActiveCfg = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x64.Build.0 = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x86.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Any CPU.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@ -692,6 +728,7 @@ Global
{C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} = {20720CA7-795C-45AD-A302-9383A6DD503A} {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A} {8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A} {2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{C4C76A8D-44C5-4452-9F61-39C7E01CBDB4} = {F156EEBC-0195-4020-8700-4433208DE12B} {C4C76A8D-44C5-4452-9F61-39C7E01CBDB4} = {F156EEBC-0195-4020-8700-4433208DE12B}
{3EA5F14D-2A71-4588-A69D-87C4571C580F} = {F156EEBC-0195-4020-8700-4433208DE12B} {3EA5F14D-2A71-4588-A69D-87C4571C580F} = {F156EEBC-0195-4020-8700-4433208DE12B}
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B} = {1322B12B-5E37-448A-AAAF-F637460DCB23} {7E3990D2-3D94-465C-B58D-64A74B3ECF9B} = {1322B12B-5E37-448A-AAAF-F637460DCB23}

View File

@ -106,7 +106,7 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -123,7 +123,7 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -142,7 +142,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -163,7 +163,7 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -196,6 +196,9 @@
<ProjectReference Include="..\GameServer\GameServer.vcxproj"> <ProjectReference Include="..\GameServer\GameServer.vcxproj">
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project> <Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\LevelLoader\LevelLoader.vcxproj">
<Project>{6391e709-d9fa-4fef-a3b9-4343db5a0c63}</Project>
</ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="DanBiasGame_Impl.cpp" /> <ClCompile Include="DanBiasGame_Impl.cpp" />
@ -204,6 +207,7 @@
<ClCompile Include="GameClientState\Camera_BasicV2.cpp" /> <ClCompile Include="GameClientState\Camera_BasicV2.cpp" />
<ClCompile Include="GameClientState\Camera_FPS.cpp" /> <ClCompile Include="GameClientState\Camera_FPS.cpp" />
<ClCompile Include="GameClientState\Camera_FPSV2.cpp" /> <ClCompile Include="GameClientState\Camera_FPSV2.cpp" />
<ClCompile Include="GameClientState\C_Light.cpp" />
<ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" /> <ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" />
<ClCompile Include="GameClientState\C_obj\C_Player.cpp" /> <ClCompile Include="GameClientState\C_obj\C_Player.cpp" />
<ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" /> <ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" />
@ -211,16 +215,15 @@
<ClCompile Include="DLLMain.cpp" /> <ClCompile Include="DLLMain.cpp" />
<ClCompile Include="GameClientState\GameClientState.cpp" /> <ClCompile Include="GameClientState\GameClientState.cpp" />
<ClCompile Include="GameClientState\GameState.cpp" /> <ClCompile Include="GameClientState\GameState.cpp" />
<ClCompile Include="GameClientState\GameStateUI.cpp" />
<ClCompile Include="GameClientState\GamingUI.cpp" />
<ClCompile Include="GameClientState\LanMenuState.cpp" /> <ClCompile Include="GameClientState\LanMenuState.cpp" />
<ClCompile Include="GameClientState\LevelLoader\LevelLoader.cpp" />
<ClCompile Include="GameClientState\LevelLoader\LevelParser.cpp" />
<ClCompile Include="GameClientState\LevelLoader\Loader.cpp" />
<ClCompile Include="GameClientState\LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="GameClientState\LobbyAdminState.cpp" /> <ClCompile Include="GameClientState\LobbyAdminState.cpp" />
<ClCompile Include="GameClientState\LobbyState.cpp" /> <ClCompile Include="GameClientState\LobbyState.cpp" />
<ClCompile Include="GameClientState\C_Object.cpp" /> <ClCompile Include="GameClientState\C_Object.cpp" />
<ClCompile Include="GameClientState\MainState.cpp" /> <ClCompile Include="GameClientState\MainState.cpp" />
<ClCompile Include="GameClientState\NetLoadState.cpp" /> <ClCompile Include="GameClientState\NetLoadState.cpp" />
<ClCompile Include="GameClientState\RespawnUI.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="GameClientState\Camera_Basic.h" /> <ClInclude Include="GameClientState\Camera_Basic.h" />
@ -231,21 +234,20 @@
<ClInclude Include="GameClientState\Camera_BasicV2.h" /> <ClInclude Include="GameClientState\Camera_BasicV2.h" />
<ClInclude Include="GameClientState\Camera_FPS.h" /> <ClInclude Include="GameClientState\Camera_FPS.h" />
<ClInclude Include="GameClientState\Camera_FPSV2.h" /> <ClInclude Include="GameClientState\Camera_FPSV2.h" />
<ClInclude Include="GameClientState\C_Light.h" />
<ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" /> <ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" />
<ClInclude Include="GameClientState\C_obj\C_Player.h" /> <ClInclude Include="GameClientState\C_obj\C_Player.h" />
<ClInclude Include="GameClientState\C_obj\C_StaticObj.h" /> <ClInclude Include="GameClientState\C_obj\C_StaticObj.h" />
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" /> <ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
<ClInclude Include="GameClientState\GameClientState.h" /> <ClInclude Include="GameClientState\GameClientState.h" />
<ClInclude Include="GameClientState\GameState.h" /> <ClInclude Include="GameClientState\GameState.h" />
<ClInclude Include="GameClientState\GameStateUI.h" />
<ClInclude Include="GameClientState\GamingUI.h" />
<ClInclude Include="GameClientState\LanMenuState.h" /> <ClInclude Include="GameClientState\LanMenuState.h" />
<ClInclude Include="GameClientState\LevelLoader\LevelLoader.h" />
<ClInclude Include="GameClientState\LevelLoader\LevelParser.h" />
<ClInclude Include="GameClientState\LevelLoader\Loader.h" />
<ClInclude Include="GameClientState\LevelLoader\ObjectDefines.h" />
<ClInclude Include="GameClientState\LevelLoader\ParseFunctions.h" />
<ClInclude Include="GameClientState\LobbyAdminState.h" /> <ClInclude Include="GameClientState\LobbyAdminState.h" />
<ClInclude Include="GameClientState\MainState.h" /> <ClInclude Include="GameClientState\MainState.h" />
<ClInclude Include="GameClientState\NetLoadState.h" /> <ClInclude Include="GameClientState\NetLoadState.h" />
<ClInclude Include="GameClientState\RespawnUI.h" />
<ClInclude Include="GameClientState\SharedStateContent.h" /> <ClInclude Include="GameClientState\SharedStateContent.h" />
<ClInclude Include="Include\GameClient.h" /> <ClInclude Include="Include\GameClient.h" />
<ClInclude Include="GameClientState\LobbyState.h" /> <ClInclude Include="GameClientState\LobbyState.h" />

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@ -1,192 +0,0 @@
#ifndef DANBIAS_CLIENTRECIEVEROBJECT_H
#define DANBIAS_CLIENTRECIEVEROBJECT_H
//WTF!? No headers included???
#include "../DanBiasGame/Include/DanBiasGame.h"
#include "../GameProtocols/GeneralProtocols.h"
#include "../GameProtocols/Protocols.h"
#include "../Network/NetworkAPI/NetworkClient.h"
#include "GameClientState\GameClientState.h"
#include "GameClientState\GameState.h"
#include <Utilities.h>
namespace DanBias
{
struct GameRecieverObject : public Oyster::Network::NetworkClient
{
Client::GameClientState* gameClientState;
// receiver function for server messages
// parsing protocols and sending it to the gameState
//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;
//printf("Message(%i) arrived at client(%i)\n", pType, this->GetID());
switch (pType)
{
case protocol_General_Status:
{
GameLogic::Protocol_General_Status::States state;
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
if( state == GameLogic::Protocol_General_Status::States_disconected)
{
// server disconnected
DanBiasGame::Release();
}
}
break;
case protocol_Gameplay_ObjectCreate:
{
Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
protocolData.object_ID = p[1].value.netInt;
protocolData.path = p[2].value.netCharPtr;
for(int i = 0; i< 16; i++)
{
protocolData.worldPos[i] = p[i+3].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(&protocolData);
//delete p[2].value.netCharPtr; //delete char array
//delete protocolData;
//protocolData = NULL;
}
break;
case protocol_Gameplay_ObjectDisabled:
{
Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
protocolData->object_ID = p[1].value.netInt;
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
case protocol_Gameplay_ObjectPosition:
{
// 0: reserved
// 1: objectID
// 2,3,4: position
// 5,6,7,8: rotation quaternion
GameLogic::Protocol_ObjectPosition data(p);
Client::GameClientState::ObjPos protocolData;
protocolData.object_ID = data.object_ID;
//protocolData.object_ID = p[1].value.netInt;
for( int i = 0; i < 3; ++i )
{
protocolData.position[i] = data.position[i];
}
//for(int i = 0; i< 16; i++)
//{
// protocolData.worldPos[i] = p[i+2].value.netFloat;
//}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(&protocolData);
}
break;
case protocol_Gameplay_ObjectPositionRotation:
{
Client::GameClientState::ObjPos protocolData;
protocolData.object_ID = p[1].value.netInt;
for(int i = 0; i< 16; i++)
{
protocolData.worldPos[i] = p[i+2].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(&protocolData);
}
break;
case protocol_Lobby_Create:
{
if(dynamic_cast<Client::LobbyState*>(gameClientState))
{
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();
delete gameClientState;
gameClientState = new Client::GameState();
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;
default:
break;
}
if(ProtocolIsLobby(p[0].value.netInt)) ParseLobbyProtocol(p);
}
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p)
{
switch (p[0].value.netShort)
{
case protocol_General_Status: //this->GeneralStatus (Protocol_General_Status (p), c);
break;
case protocol_General_Text: //this->GeneralText (Protocol_General_Text (p), c);
break;
//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
//break;
case protocol_Lobby_Start: //this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
break;
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
//break;
case protocol_Lobby_Login: //this->LobbyLogin (Protocol_LobbyLogin (p), c);
break;
case protocol_Lobby_Refresh: //this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
break;
case protocol_Lobby_GameData: //this->LobbyGameData (Protocol_LobbyGameData (p), c);
{
//GameLogic::Protocol_LobbyGameData temp(p);
//printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
}
break;
case protocol_Lobby_ClientData: //this->LobbyMainData (Protocol_LobbyClientData (p), c);
break;
//case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
//break;
}
}
};
}
#endif

View File

@ -0,0 +1,37 @@
#include "C_Light.h"
using namespace DanBias::Client;
C_Light::C_Light( Oyster::Graphics::Definitions::Pointlight pointLightDesc, int id )
{
this->pointLightDesc = pointLightDesc;
this->id = id;
}
C_Light::~C_Light()
{
}
Oyster::Graphics::Definitions::Pointlight C_Light::getLightDesc() const
{
return this->pointLightDesc;
}
void C_Light::setLightDesc( Oyster::Graphics::Definitions::Pointlight pointLightDesc )
{
this->pointLightDesc = pointLightDesc;
}
Oyster::Math::Float3 C_Light::getPos() const
{
return this->pointLightDesc.Pos;
}
void C_Light::setPos( Oyster::Math::Float3 newPos)
{
this->pointLightDesc.Pos = newPos;
}
int C_Light::GetId() const
{
return this->id;
}
void C_Light::Render()
{
// will be changed to new API
Oyster::Graphics::API::AddLight(pointLightDesc);
}

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@ -0,0 +1,29 @@
#ifndef DANBIAS_CLIENT_CLIGHT_H
#define DANBIAS_CLIENT_CLIGHT_H
#include "DllInterfaces/GFXAPI.h"
namespace DanBias
{
namespace Client
{
class C_Light
{
private:
Oyster::Graphics::Definitions::Pointlight pointLightDesc;
int id;
public:
C_Light( Oyster::Graphics::Definitions::Pointlight pointLightDesc, int id );
virtual ~C_Light();
Oyster::Graphics::Definitions::Pointlight getLightDesc() const;
void setLightDesc( Oyster::Graphics::Definitions::Pointlight pointLightDesc );
Oyster::Math::Float3 getPos() const;
void setPos( Oyster::Math::Float3 newPos);
void Render();
int GetId() const;
};
}
}
#endif

View File

@ -9,6 +9,10 @@ C_Object::C_Object()
id = 0; id = 0;
model = NULL; model = NULL;
// RB DEBUG
type = RB_Type_None;
// !RB DEBUG
} }
C_Object::~C_Object() C_Object::~C_Object()
{ {
@ -31,32 +35,27 @@ void C_Object::updateWorld()
{ {
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
//Oyster::Math3D::Float4x4 scale = Oyster::Math3D::; Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Matrix::identity;
scale.v[0].x = this->scale[0];
scale.v[1].y = this->scale[1];
scale.v[2].z = this->scale[2];
world = translation * rot * scale; world = translation * rot * scale;
model->WorldMatrix = world; model->WorldMatrix = world;
} }
void C_Object::setWorld(Oyster::Math::Float4x4 world)
{
model->WorldMatrix = world;
}
Oyster::Math::Float4x4 C_Object::getWorld() const Oyster::Math::Float4x4 C_Object::getWorld() const
{ {
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
Oyster::Math3D::Float4x4 world = translation * rot * scale;
return world; return world;
} }
void C_Object::setPos(Oyster::Math::Float3 newPos) void C_Object::setPos(Oyster::Math::Float3 newPos)
{ {
this->position = newPos; this->position = newPos;
updateWorld();
} }
void C_Object::addPos(Oyster::Math::Float3 deltaPos) void C_Object::addPos(Oyster::Math::Float3 deltaPos)
{ {
this->position += deltaPos; this->position += deltaPos;
updateWorld();
} }
Oyster::Math::Float3 C_Object::getPos() const Oyster::Math::Float3 C_Object::getPos() const
{ {
@ -65,12 +64,6 @@ Oyster::Math::Float3 C_Object::getPos() const
void C_Object::setRot(Oyster::Math::Quaternion newRot) void C_Object::setRot(Oyster::Math::Quaternion newRot)
{ {
this->rotation = newRot; this->rotation = newRot;
updateWorld();
}
void C_Object::addRot(Oyster::Math::Quaternion deltaRot)
{
this->rotation += deltaRot;
updateWorld();
} }
Oyster::Math::Quaternion C_Object::getRotation() const Oyster::Math::Quaternion C_Object::getRotation() const
{ {
@ -79,12 +72,10 @@ Oyster::Math::Quaternion C_Object::getRotation() const
void C_Object::setScale(Oyster::Math::Float3 newScale) void C_Object::setScale(Oyster::Math::Float3 newScale)
{ {
this->scale = newScale; this->scale = newScale;
updateWorld();
} }
void C_Object::addScale(Oyster::Math::Float3 deltaScale) void C_Object::addScale(Oyster::Math::Float3 deltaScale)
{ {
this->scale += deltaScale; this->scale += deltaScale;
updateWorld();
} }
Oyster::Math::Float3 C_Object::getScale() const Oyster::Math::Float3 C_Object::getScale() const
{ {
@ -106,3 +97,55 @@ void C_Object::Release()
this->model = nullptr; this->model = nullptr;
} }
} }
////////////////////////////////////////////////
// RB DEBUG
////////////////////////////////////////////////
bool C_Object::InitRB(RBInitData RBInit)
{
RBposition = RBInit.position;
RBrotation = RBInit.rotation;
RBscale = RBInit.scale;
type = RBInit.type;
return true;
}
Oyster::Math::Float4x4 C_Object::getRBWorld() const
{
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
Oyster::Math3D::Float4x4 world = translation * rot * scale;
return world;
}
void C_Object::setRBPos(Oyster::Math::Float3 newPos)
{
this->RBposition = newPos;
}
Oyster::Math::Float3 C_Object::getRBPos() const
{
return this->RBposition;
}
void C_Object::setRBRot(Oyster::Math::Quaternion newRot)
{
this->RBrotation = newRot;
}
Oyster::Math::Quaternion C_Object::getRBRotation() const
{
return this->RBrotation;
}
void C_Object::setRBScale(Oyster::Math::Float3 newScale)
{
this->RBscale = newScale;
}
Oyster::Math::Float3 C_Object::getRBScale() const
{
return this->RBscale;
}
RB_Type C_Object::getBRtype()const
{
return this->type;
}
// !RB DEBUG

View File

@ -5,6 +5,21 @@ namespace DanBias
{ {
namespace Client namespace Client
{ {
// RB DEBUG
enum RB_Type
{
RB_Type_Cube,
RB_Type_Sphere,
RB_Type_None,
};
struct RBInitData
{
Oyster::Math::Float3 position;
Oyster::Math::Quaternion rotation;
Oyster::Math::Float3 scale;
RB_Type type;
};
// !RB DEBUG
struct ModelInitData struct ModelInitData
{ {
@ -24,27 +39,45 @@ namespace DanBias
Oyster::Math::Quaternion rotation; Oyster::Math::Quaternion rotation;
Oyster::Math::Float3 scale; Oyster::Math::Float3 scale;
// RB DEBUG
Oyster::Math::Float3 RBposition;
Oyster::Math::Quaternion RBrotation;
Oyster::Math::Float3 RBscale;
RB_Type type;
// !RB DEBUG
int id; int id;
void updateWorld();
protected: protected:
Oyster::Graphics::Model::Model *model; Oyster::Graphics::Model::Model *model;
public: public:
C_Object(); C_Object();
virtual ~C_Object(); virtual ~C_Object();
virtual bool Init(ModelInitData modelInit); virtual bool Init(ModelInitData modelInit);
void updateWorld();
void setWorld(Oyster::Math::Float4x4 world); //void setWorld(Oyster::Math::Float4x4 world);
Oyster::Math::Float4x4 getWorld() const; Oyster::Math::Float4x4 getWorld() const;
void setPos(Oyster::Math::Float3 newPos); void setPos(Oyster::Math::Float3 newPos);
Oyster::Math::Float3 getPos() const; Oyster::Math::Float3 getPos() const;
void addPos(Oyster::Math::Float3 deltaPos); void addPos(Oyster::Math::Float3 deltaPos);
void setRot(Oyster::Math::Quaternion newRot); void setRot(Oyster::Math::Quaternion newRot);
Oyster::Math::Quaternion getRotation() const; Oyster::Math::Quaternion getRotation() const;
void addRot(Oyster::Math::Quaternion deltaRot);
void setScale(Oyster::Math::Float3 newScale); void setScale(Oyster::Math::Float3 newScale);
void addScale(Oyster::Math::Float3 deltaScale); void addScale(Oyster::Math::Float3 deltaScale);
Oyster::Math::Float3 getScale() const; Oyster::Math::Float3 getScale() const;
// RB DEBUG
bool InitRB(RBInitData modelInit);
Oyster::Math::Float4x4 getRBWorld() const;
void setRBPos(Oyster::Math::Float3 newPos);
Oyster::Math::Float3 getRBPos() const;
void setRBRot(Oyster::Math::Quaternion newRot);
Oyster::Math::Quaternion getRBRotation() const;
void setRBScale(Oyster::Math::Float3 newScale);
Oyster::Math::Float3 getRBScale() const;
RB_Type getBRtype()const;
// !RB DEBUG
virtual void Render(); virtual void Render();
virtual void Release(); virtual void Release();
virtual int GetId() const; virtual int GetId() const;

View File

@ -10,6 +10,7 @@ Camera_FPSV2::Camera_FPSV2()
this->headOffset = this->headOffset =
this->body.translation = Float3::null; this->body.translation = Float3::null;
this->body.rotation = Quaternion::identity; this->body.rotation = Quaternion::identity;
this->pitchHaveChanged = false;
} }
Camera_FPSV2::~Camera_FPSV2() {} Camera_FPSV2::~Camera_FPSV2() {}
@ -21,6 +22,7 @@ Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera )
this->headOffset = camera.headOffset; this->headOffset = camera.headOffset;
this->body.translation = camera.body.translation; this->body.translation = camera.body.translation;
this->body.rotation = camera.body.rotation; this->body.rotation = camera.body.rotation;
this->pitchHaveChanged = camera.pitchHaveChanged;
return *this; return *this;
} }
@ -38,8 +40,14 @@ void Camera_FPSV2::SetPosition( const Float3 &translation )
void Camera_FPSV2::SetRotation( const Quaternion &rotation ) void Camera_FPSV2::SetRotation( const Quaternion &rotation )
{ {
if( !Within(rotation.GetNorm(), .99f, 1.01f) )
{ // HACK: bug trap
const char *breakPoint = "Caught an invalid rotation!";
}
this->body.rotation = rotation; this->body.rotation = rotation;
this->head.SetRotation( rotation * Rotation(this->pitchUp, this->GetNormalOf(Float3::standard_unit_x) ) ); this->head.SetRotation( rotation * Rotation(this->pitchUp, WorldAxisOf(rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
} }
void Camera_FPSV2::SetAngular( const Float3 &axis ) void Camera_FPSV2::SetAngular( const Float3 &axis )
@ -64,6 +72,12 @@ void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRati
void Camera_FPSV2::UpdateOrientation() void Camera_FPSV2::UpdateOrientation()
{ {
if( this->pitchHaveChanged )
{
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
}
Float4x4 orientation; Float4x4 orientation;
OrientationMatrix( this->body.rotation, this->body.translation, orientation ); OrientationMatrix( this->body.rotation, this->body.translation, orientation );
@ -73,7 +87,8 @@ void Camera_FPSV2::UpdateOrientation()
void Camera_FPSV2::SnapUpToNormal( const Float3 &normal ) void Camera_FPSV2::SnapUpToNormal( const Float3 &normal )
{ {
this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) ); this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) );
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp * Float3::standard_unit_x) ); this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
} }
void Camera_FPSV2::Move( const Float3 &deltaPosition ) void Camera_FPSV2::Move( const Float3 &deltaPosition )
@ -84,8 +99,8 @@ void Camera_FPSV2::Move( const Float3 &deltaPosition )
void Camera_FPSV2::Rotate( const Quaternion &deltaRotation ) void Camera_FPSV2::Rotate( const Quaternion &deltaRotation )
{ {
this->head.Rotate( deltaRotation );
this->body.rotation *= deltaRotation; this->body.rotation *= deltaRotation;
this->pitchHaveChanged = true;
} }
void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis ) void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis )
@ -116,7 +131,7 @@ void Camera_FPSV2::StrafeLeft( Float distance )
void Camera_FPSV2::PitchUp( Float radian ) void Camera_FPSV2::PitchUp( Float radian )
{ {
this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, Float3::standard_unit_x) ); this->pitchHaveChanged = true;
} }
void Camera_FPSV2::PitchDown( Float radian ) void Camera_FPSV2::PitchDown( Float radian )
@ -147,6 +162,12 @@ const Float3 & Camera_FPSV2::GetPosition() const
Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const
{ {
if( this->pitchHaveChanged )
{
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
}
return this->head.GetViewMatrix( targetMem ); return this->head.GetViewMatrix( targetMem );
} }
@ -157,11 +178,23 @@ const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const
Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
{ {
if( this->pitchHaveChanged )
{
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
}
return this->head.GetViewsProjMatrix( targetMem ); return this->head.GetViewsProjMatrix( targetMem );
} }
Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const
{ {
if( this->pitchHaveChanged )
{
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
}
return this->head.GetNormalOf( axis ); return this->head.GetNormalOf( axis );
} }
@ -177,6 +210,12 @@ Float3 Camera_FPSV2::GetUp() const
Float3 Camera_FPSV2::GetLook() const Float3 Camera_FPSV2::GetLook() const
{ {
if( this->pitchHaveChanged )
{
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
this->pitchHaveChanged = false;
}
return this->head.GetNormalOf( -Float3::standard_unit_z ); return this->head.GetNormalOf( -Float3::standard_unit_z );
} }

View File

@ -50,7 +50,7 @@ public:
::Oyster::Math::Float3 GetForward() const; ::Oyster::Math::Float3 GetForward() const;
private: private:
Camera_BasicV2 head; mutable Camera_BasicV2 head;
::Oyster::Math::Float pitchUp; ::Oyster::Math::Float pitchUp;
::Oyster::Math::Float3 headOffset; ::Oyster::Math::Float3 headOffset;
struct struct
@ -58,6 +58,7 @@ private:
::Oyster::Math::Float3 translation; ::Oyster::Math::Float3 translation;
::Oyster::Math::Quaternion rotation; ::Oyster::Math::Quaternion rotation;
} body; } body;
mutable bool pitchHaveChanged;
}; };
#endif #endif

View File

@ -35,7 +35,7 @@ namespace DanBias { namespace Client
/****************************************************************** /******************************************************************
* @param message of the event * @param message of the event
* @return message or GameClientState::event_processed. * @return message or a reference to GameClientState::event_processed.
******************************************************************/ ******************************************************************/
virtual const NetEvent & DataRecieved( const NetEvent &message ); virtual const NetEvent & DataRecieved( const NetEvent &message );
}; };

View File

@ -4,7 +4,7 @@
#include "NetworkClient.h" #include "NetworkClient.h"
#include "Camera_FPSV2.h" #include "Camera_FPSV2.h"
#include <GameServerAPI.h> #include <GameServerAPI.h>
#include "C_Light.h"
#include "C_obj/C_Player.h" #include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h" #include "C_obj/C_DynamicObj.h"
#include "C_obj/C_StaticObj.h" #include "C_obj/C_StaticObj.h"
@ -28,6 +28,7 @@ struct GameState::MyData
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
bool key_forward; bool key_forward;
bool key_backward; bool key_backward;
@ -36,7 +37,11 @@ struct GameState::MyData
bool key_Shoot; bool key_Shoot;
bool key_Jump; bool key_Jump;
// DEGUG KEYS
bool key_Reload_Shaders; bool key_Reload_Shaders;
bool key_Wireframe_Toggle;
bool renderWhireframe;
// !DEGUG KEYS
C_Player player; C_Player player;
Camera_FPSV2 camera; Camera_FPSV2 camera;
@ -78,15 +83,28 @@ bool GameState::Init( SharedStateContent &shared )
this->privData->input = shared.input; this->privData->input = shared.input;
this->privData->staticObjects = &shared.staticObjects; this->privData->staticObjects = &shared.staticObjects;
this->privData->dynamicObjects = &shared.dynamicObjects; this->privData->dynamicObjects = &shared.dynamicObjects;
this->privData->lights = &shared.lights;
Graphics::API::Option gfxOp = Graphics::API::GetOption(); Graphics::API::Option gfxOp = Graphics::API::GetOption();
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
this->privData->camera.SetPerspectiveProjection( Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
//tell server ready //tell server ready
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) ); this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
// DEGUG KEYS
this->privData->key_Reload_Shaders = false;
this->privData->key_Wireframe_Toggle = false;
this->privData->renderWhireframe = false;
// !DEGUG KEYS
auto light = this->privData->lights->begin();
for( ; light != this->privData->lights->end(); ++light )
{
light->second->Render();
}
return true; return true;
} }
@ -100,10 +118,20 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
StringToWstring( modelName, modelData.modelPath ); StringToWstring( modelName, modelData.modelPath );
modelData.id = id; modelData.id = id;
// RB DEBUG
RBInitData RBData;
RBData.position = position;
RBData.rotation = ArrayToQuaternion( rotation );
RBData.scale = scale;
// !RB DEBUG
if( isMyPlayer ) if( isMyPlayer )
{ {
if( this->privData->player.Init(modelData) ) if( this->privData->player.Init(modelData) )
{ {
// RB DEBUG
this->privData->player.InitRB( RBData );
// !RB DEBUG
this->privData->myId = id; this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() ); this->privData->camera.SetPosition( this->privData->player.getPos() );
Float3 offset = Float3( 0.0f ); Float3 offset = Float3( 0.0f );
@ -117,6 +145,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
C_DynamicObj *p = new C_DynamicObj(); C_DynamicObj *p = new C_DynamicObj();
if( p->Init(modelData) ) if( p->Init(modelData) )
{ {
// RB DEBUG
this->privData->player.InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[id] = p; (*this->privData->dynamicObjects)[id] = p;
} }
} }
@ -150,6 +182,55 @@ bool GameState::Render()
dynamicObject->second->Render(); dynamicObject->second->Render();
} }
/*auto light = this->privData->lights->begin();
for( ; light != this->privData->lights->end(); ++light )
{
light->second->Render();
}*/
// RB DEBUG render wire frame
//if(this->privData->renderWhireframe)
//{
// Oyster::Graphics::API::StartRenderWireFrame();
//
// Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
// Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
// Oyster::Math3D::Float4x4 world = translation * scale;
// Oyster::Graphics::API::RenderDebugCube( world );
// Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
//
// staticObject = this->privData->staticObjects->begin();
// for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
// {
// if( staticObject->second->getBRtype() == RB_Type_Cube)
// {
// Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
// }
// if( staticObject->second->getBRtype() == RB_Type_Sphere)
// {
// Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
// }
// }
//
// dynamicObject = this->privData->dynamicObjects->begin();
// for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
// {
// if( dynamicObject->second )
// {
// if( dynamicObject->second->getBRtype() == RB_Type_Cube)
// {
// Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
// }
// if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
// {
// Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
// }
// }
// }
//}
// !RB DEBUG
Oyster::Graphics::API::EndFrame(); Oyster::Graphics::API::EndFrame();
return true; return true;
} }
@ -170,8 +251,15 @@ bool GameState::Release()
dynamicObject->second = nullptr; dynamicObject->second = nullptr;
} }
auto light = this->privData->lights->begin();
for( ; light != this->privData->lights->end(); ++light )
{
light->second->Render();
}
this->privData->staticObjects->clear(); this->privData->staticObjects->clear();
this->privData->dynamicObjects->clear(); this->privData->dynamicObjects->clear();
this->privData->lights->clear();
privData = NULL; privData = NULL;
} }
@ -187,7 +275,7 @@ void GameState::ReadKeyInput()
{ {
if( this->privData->input->IsKeyPressed(DIK_W) ) if( this->privData->input->IsKeyPressed(DIK_W) )
{ {
if(!this->privData->key_forward) //if(!this->privData->key_forward)
{ {
this->privData->nwClient->Send( Protocol_PlayerMovementForward() ); this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
this->privData->key_forward = true; this->privData->key_forward = true;
@ -198,7 +286,7 @@ void GameState::ReadKeyInput()
if( this->privData->input->IsKeyPressed(DIK_S) ) if( this->privData->input->IsKeyPressed(DIK_S) )
{ {
if( !this->privData->key_backward ) //if( !this->privData->key_backward )
{ {
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() ); this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
this->privData->key_backward = true; this->privData->key_backward = true;
@ -209,7 +297,7 @@ void GameState::ReadKeyInput()
if( this->privData->input->IsKeyPressed(DIK_A) ) if( this->privData->input->IsKeyPressed(DIK_A) )
{ {
if( !this->privData->key_strafeLeft ) //if( !this->privData->key_strafeLeft )
{ {
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() ); this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
this->privData->key_strafeLeft = true; this->privData->key_strafeLeft = true;
@ -220,7 +308,7 @@ void GameState::ReadKeyInput()
if( this->privData->input->IsKeyPressed(DIK_D) ) if( this->privData->input->IsKeyPressed(DIK_D) )
{ {
if( !this->privData->key_strafeRight ) //if( !this->privData->key_strafeRight )
{ {
this->privData->nwClient->Send( Protocol_PlayerMovementRight() ); this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
this->privData->key_strafeRight = true; this->privData->key_strafeRight = true;
@ -229,28 +317,11 @@ void GameState::ReadKeyInput()
else else
this->privData->key_strafeRight = false; this->privData->key_strafeRight = false;
if( this->privData->input->IsKeyPressed(DIK_R) )
{
if( !this->privData->key_Reload_Shaders )
{
//this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
#ifdef _DEBUG
Graphics::API::ReloadShaders();
#endif
this->privData->key_Reload_Shaders = true;
}
}
else
this->privData->key_Reload_Shaders = false;
//send delta mouse movement //send delta mouse movement
{ {
this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f ); static const float mouseSensitivity = Radian( 1.0f );
this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f ); this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
this->privData->camera.UpdateOrientation(); this->privData->nwClient->Send( Protocol_PlayerLeftTurn(this->privData->input->GetYaw() * mouseSensitivity) );
privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
} }
// shoot // shoot
@ -309,6 +380,35 @@ void GameState::ReadKeyInput()
else else
this->privData->key_Jump = false; this->privData->key_Jump = false;
// DEGUG KEYS
// Reload shaders
if( this->privData->input->IsKeyPressed(DIK_R) )
{
if( !this->privData->key_Reload_Shaders )
{
#ifdef _DEBUG
Graphics::API::ReloadShaders();
#endif
this->privData->key_Reload_Shaders = true;
}
}
else
this->privData->key_Reload_Shaders = false;
// toggle wire frame render
if( this->privData->input->IsKeyPressed(DIK_T) )
{
if( !this->privData->key_Wireframe_Toggle )
{
this->privData->renderWhireframe = !this->privData->renderWhireframe;
this->privData->key_Wireframe_Toggle = true;
}
}
else
this->privData->key_Wireframe_Toggle = false;
// !DEGUG KEYS
// TODO: implement sub-menu // TODO: implement sub-menu
} }
@ -342,12 +442,18 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
this->privData->camera.SetPosition( decoded.position ); this->privData->camera.SetPosition( decoded.position );
(*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position ); (*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
// RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID]->setRBPos ( decoded.position );
// !RB DEBUG
} }
return GameClientState::event_processed; return GameClientState::event_processed;
case protocol_Gameplay_ObjectScale: case protocol_Gameplay_ObjectScale:
{ {
Protocol_ObjectScale decoded(data); Protocol_ObjectScale decoded(data);
(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale ); (*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
// RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID]->setRBScale ( decoded.scale );
// !RB DEBUG
} }
return GameClientState::event_processed; return GameClientState::event_processed;
case protocol_Gameplay_ObjectRotation: case protocol_Gameplay_ObjectRotation:
@ -360,6 +466,9 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
this->privData->camera.SetRotation( rotation ); this->privData->camera.SetRotation( rotation );
(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation ); (*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
// RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID]->setRBRot ( rotation );
// !RB DEBUG
} }
return GameClientState::event_processed; return GameClientState::event_processed;
case protocol_Gameplay_ObjectPositionRotation: case protocol_Gameplay_ObjectPositionRotation:
@ -373,13 +482,20 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{ {
this->privData->camera.SetPosition( position ); this->privData->camera.SetPosition( position );
this->privData->camera.SetRotation( rotation ); this->privData->camera.SetRotation( rotation );
this->privData->player.setPos( position );
this->privData->player.setRot( rotation );
} }
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID]; C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
if( object ) if( object )
{ {
object->setPos( position ); object->setPos( position );
object->setRot( rotation ); object->setRot( rotation );
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
// !RB DEBUG
} }
} }
return GameClientState::event_processed; return GameClientState::event_processed;
@ -404,7 +520,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
ModelInitData modelData; ModelInitData modelData;
{ {
modelData.position = Float3( decoded.position ); modelData.position = Float3( decoded.position );
modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] );
modelData.scale = Float3( decoded.scale ); modelData.scale = Float3( decoded.scale );
modelData.visible = true; modelData.visible = true;
modelData.id = decoded.object_ID; modelData.id = decoded.object_ID;
@ -412,6 +528,15 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
::Utility::String::StringToWstring( decoded.name, modelData.modelPath ); ::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
} }
object->Init(modelData); object->Init(modelData);
// RB DEBUG
// Is just using the model position since the rigid body data should never be sent to the client
RBInitData RBData;
RBData.position = decoded.position;
RBData.rotation = ArrayToQuaternion( decoded.position );
RBData.scale = Float3( decoded.scale );
this->privData->player.InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID] = object; (*this->privData->dynamicObjects)[decoded.object_ID] = object;

View File

@ -0,0 +1,17 @@
#include "GameStateUI.h"
using namespace ::DanBias::Client;
using namespace ::Oyster::Network;
GameStateUI::GameStateUI()
{
this->nextState = GameStateUI::UIState_same;
}
GameStateUI::~GameStateUI() { /* Do nothing */ }
const GameStateUI::NetEvent & GameStateUI::DataRecieved( const GameStateUI::NetEvent &message )
{
/* Do nothing */
return message;
}

View File

@ -0,0 +1,58 @@
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
#include "Utilities.h"
#include "NetworkClient.h"
namespace DanBias { namespace Client
{
class GameStateUI
{
public:
enum UIState
{
UIState_same,
UIState_gaming,
UIState_main_menu,
UIState_shut_down
};
typedef ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> NetEvent;
static const NetEvent event_processed;
GameStateUI();
virtual ~GameStateUI();
virtual UIState Update( float deltaTime ) = 0;
virtual bool HaveGUIRender() const = 0;
virtual bool HaveTextRender() const = 0;
virtual void RenderGUI() const = 0;
virtual void RenderText() const = 0;
virtual bool Release() = 0;
/******************************************************************
* @param message of the event
* @return message or a reference to GameStateUI::event_processed.
******************************************************************/
virtual const NetEvent & DataRecieved( const NetEvent &message );
protected:
UIState nextState;
};
} }
namespace Utility { namespace DynamicMemory
{ // template specializationto allowuse of dynamicmemory tools
template<>
inline void SafeDeleteInstance( ::DanBias::Client::GameStateUI *dynamicInstance )
{
if( dynamicInstance )
{
dynamicInstance->Release();
delete dynamicInstance;
}
}
} }
#endif

View File

@ -0,0 +1,153 @@
#include "GamingUI.h"
#include <Protocols.h>
#include "Utilities.h"
using namespace ::DanBias::Client;
using namespace ::Oyster::Network;
using namespace ::GameLogic;
using namespace ::Utility::Value;
GamingUI::GamingUI() :
GameStateUI()
{
/* Should never be called! */
this->input = nullptr;
this->netClient = nullptr;
this->camera = nullptr;
}
GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
GameStateUI()
{
this->input = input;
this->netClient = connection;
this->camera = camera;
}
GamingUI::~GamingUI() { /* Do nothing */ }
GameStateUI::UIState GamingUI::Update( float deltaTime )
{
return this->nextState;
}
bool GamingUI::HaveGUIRender() const
{
return false; // TODO: change to true when we want UI elements like a crosshair
}
bool GamingUI::HaveTextRender() const
{
return false; // TODO: change to true when we want UI elements like a chat window
}
void GamingUI::RenderGUI() const
{
// TODO: Render crosshairs and such here. Don't forget to adjust GamingUI::HaveGUIRender
}
void GamingUI::RenderText() const
{
// TODO: Render chattext and such here. Don't forget to adjust GamingUI::HaveGUIRender
}
bool GamingUI::Release()
{
// TODO: Release UI components here.
return true;
}
void GamingUI::ReadKeyInput()
{
if( this->input->IsKeyPressed(DIK_W) )
{
this->netClient->Send( Protocol_PlayerMovementForward() );
}
if( this->input->IsKeyPressed(DIK_S) )
{
this->netClient->Send( Protocol_PlayerMovementBackward() );
}
if( this->input->IsKeyPressed(DIK_A) )
{
this->netClient->Send( Protocol_PlayerMovementLeft() );
}
if( this->input->IsKeyPressed(DIK_D) )
{
this->netClient->Send( Protocol_PlayerMovementRight() );
}
// if( this->input->IsKeyPressed(DIK_R) )
// {
// if( !this->key_Reload_Shaders )
// {
//#ifdef _DEBUG
// Graphics::API::ReloadShaders();
//#endif
// this->key_Reload_Shaders = true;
// }
// }
// else
// this->key_Reload_Shaders = false;
//send delta mouse movement
{
static const float mouseSensitivity = Radian( 1.0f );
this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity );
this->netClient->Send( Protocol_PlayerLeftTurn(this->input->GetYaw() * mouseSensitivity) );
}
// shoot
//if( this->input->IsKeyPressed(DIK_Z) )
//{
// if( !this->key_Shoot )
// {
// Protocol_PlayerShot playerShot;
// playerShot.primaryPressed = true;
// playerShot.secondaryPressed = false;
// playerShot.utilityPressed = false;
// this->netClient->Send( playerShot );
// this->key_Shoot = true;
// }
//}
//else
// this->key_Shoot = false;
//if( this->input->IsKeyPressed(DIK_X) )
//{
// if( !this->key_Shoot )
// {
// Protocol_PlayerShot playerShot;
// playerShot.primaryPressed = false;
// playerShot.secondaryPressed = true;
// playerShot.utilityPressed = false;
// this->netClient->Send( playerShot );
// this->key_Shoot = true;
// }
//}
//else
// this->key_Shoot = false;
//if( this->input->IsKeyPressed(DIK_C) )
//{
// if( !this->key_Shoot )
// {
// Protocol_PlayerShot playerShot;
// playerShot.primaryPressed = false;
// playerShot.secondaryPressed = false;
// playerShot.utilityPressed = true;
// this->netClient->Send( playerShot );
// this->key_Shoot = true;
// }
//}
//else
// this->key_Shoot = false;
// jump
if( this->input->IsKeyPressed(DIK_SPACE) )
{
this->netClient->Send( Protocol_PlayerJump() );
}
}

View File

@ -0,0 +1,33 @@
#ifndef DANBIAS_CLIENT_GAMING_UI_H
#define DANBIAS_CLIENT_GAMING_UI_H
#include "GameStateUI.h"
#include "L_inputClass.h"
#include "Camera_FPSV2.h"
namespace DanBias { namespace Client
{
class GamingUI : public GameStateUI
{
public:
GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
virtual ~GamingUI();
UIState Update( float deltaTime );
bool HaveGUIRender() const;
bool HaveTextRender() const;
void RenderGUI() const;
void RenderText() const;
bool Release();
private:
InputClass *input;
::Oyster::Network::NetworkClient *netClient;
Camera_FPSV2 *camera;
GamingUI();
void ReadKeyInput();
};
} }
#endif

View File

@ -1,317 +0,0 @@
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "LevelParser.h"
#include "Loader.h"
#include "ParseFunctions.h"
using namespace GameLogic;
using namespace ::LevelFileLoader;
using namespace Utility::DynamicMemory;
LevelParser::LevelParser()
{
formatVersion.formatVersionMajor = 3;
formatVersion.formatVersionMinor = 0;
}
LevelParser::~LevelParser()
{
}
std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filename)
{
int bufferSize = 0;
int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Returns an empty vector, because it will most likely fail to read the level format.
return objects;
}
while(counter < bufferSize)
{
loadCgf = true;
//Get typeID
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch((int)typeID)
{
case ObjectType_LevelMetaData:
{
SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
objects.push_back(header);
break;
}
case ObjectType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
SpawnPointAttributes* spawn = new SpawnPointAttributes;
spawn->typeID = header->typeID;
for(int i = 0; i < 3; i++)
{
spawn->position[i] = header->position[i];
}
delete header;
//objects.push_back(header);
objects.push_back(spawn);
break;
}
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
//Unless they are changed to not be the same.
case ObjectType_Static: case ObjectType_Dynamic:
{
//Get specialType.
ObjectSpecialType specialType;
ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
switch(specialType)
{
//there is no difference when parsing these specialTypes.
case ObjectSpecialType_CrystalShard:
case ObjectSpecialType_CrystalFormation:
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandarsBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
objects.push_back(header);
break;
}
case ObjectSpecialType_JumpPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
//Read the spec
ParseObject(&buffer[counter], header->direction, 16);
counter += 16;
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal:
{
PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], header->destination, 12);
counter += 12;
objects.push_back(header);
break;
}
case ObjectSpecialType_World:
{
WorldAttributes* header = new WorldAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->worldSize, 8);
counter += 8;
objects.push_back(header);
break;
}
case ObjectSpecialType_Sky:
{
loadCgf = false;
SkyAttributes* header = new SkyAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->skySize, 4);
counter += 4;
objects.push_back(header);
break;
}
//this is a hotfix, fix so you only load the relevant data when the file is updated
default:
//Couldn't find specialType
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
{
PointLight* header = new PointLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_DirectionalLight:
{
DirectionalLight* header = new DirectionalLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_SpotLight:
{
SpotLight* header = new SpotLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
default:
//Undefined LightType.
break;
}
break;*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
}
}
return objects;
}
//för meta information om leveln.
LevelMetaData LevelParser::ParseHeader(std::string filename)
{
int bufferSize = 0;
int counter = 0;
LevelMetaData levelHeader;
levelHeader.typeID = ObjectType::ObjectType_Unknown;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty levelHeader with ObjectType_Unknown.
//Because it will not be able to read another version of the level format.
return levelHeader;
}
//Find the header in the returned string.
while(counter < bufferSize)
{
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch(typeID)
{
case ObjectType_LevelMetaData:
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
return levelHeader;
break;
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], &header, counter);
switch(header.specialTypeID)
{
case ObjectSpecialType_JumpPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal:
counter += sizeof(12);
break;
default:
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support pointlight for now.
counter += sizeof(BasicLight);
/*
switch(lightType)
{
case LightType_PointLight:
{
counter += sizeof(PointLight);
break;
}
case LightType_DirectionalLight:
{
counter += sizeof(DirectionalLight);
break;
}
case LightType_SpotLight:
{
counter += sizeof(SpotLight);
break;
}
default:
//Undefined LightType.
break;
}*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
}
}
return levelHeader;
}

View File

@ -2,10 +2,11 @@
#include "NetworkClient.h" #include "NetworkClient.h"
#include "OysterMath.h" #include "OysterMath.h"
#include "Protocols.h" #include "Protocols.h"
#include "LevelLoader\LevelLoader.h" #include "LevelLoader.h"
#include "Utilities.h" #include "Utilities.h"
#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 "C_Light.h"
using namespace ::DanBias::Client; using namespace ::DanBias::Client;
using namespace ::Oyster; using namespace ::Oyster;
@ -23,6 +24,7 @@ struct NetLoadState::MyData
Graphics::API::Texture background; Graphics::API::Texture background;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
bool loading; bool loading;
}; };
@ -49,6 +51,7 @@ bool NetLoadState::Init( SharedStateContent &shared )
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
this->privData->dynamicObjects = &shared.dynamicObjects; this->privData->dynamicObjects = &shared.dynamicObjects;
this->privData->staticObjects = &shared.staticObjects; this->privData->staticObjects = &shared.staticObjects;
this->privData->lights = &shared.lights;
this->privData->loading = false; this->privData->loading = false;
@ -144,6 +147,28 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
C_StaticObj *staticObject = new C_StaticObj(); C_StaticObj *staticObject = new C_StaticObj();
if( staticObject->Init( desc ) ) if( staticObject->Init( desc ) )
{ {
// RB DEBUG
RBInitData RBData;
if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size;
RBData.type = RB_Type_Cube;
staticObject->InitRB( RBData );
}
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius;
RBData.type = RB_Type_Sphere;
staticObject->InitRB( RBData );
}
// !RB DEBUG
(*this->privData->staticObjects)[objectID] = staticObject; (*this->privData->staticObjects)[objectID] = staticObject;
} }
else else
@ -167,6 +192,27 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
C_DynamicObj *dynamicObject = new C_DynamicObj(); C_DynamicObj *dynamicObject = new C_DynamicObj();
if( dynamicObject->Init( desc ) ) if( dynamicObject->Init( desc ) )
{ {
// RB DEBUG
RBInitData RBData;
if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size;
RBData.type = RB_Type_Cube;
dynamicObject->InitRB( RBData );
}
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius;
RBData.type = RB_Type_Sphere;
dynamicObject->InitRB( RBData );
}
// !RB DEBUG
(*this->privData->dynamicObjects)[objectID] = dynamicObject; (*this->privData->dynamicObjects)[objectID] = dynamicObject;
} }
else else
@ -177,7 +223,17 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
break; break;
case ObjectType::ObjectType_Light: case ObjectType::ObjectType_Light:
{ {
/* TODO: implement light into the leveformat */ BasicLight *light = (BasicLight*)oth;
Graphics::Definitions::Pointlight pointLight;
pointLight.Color = light->color;
pointLight.Pos = light->position;
pointLight.Bright = light->intensity;
pointLight.Radius = light->raduis;
C_Light *newLight = new C_Light( pointLight, objectID );
(*this->privData->lights)[objectID] = newLight;
} }
break; break;
default: break; default: break;

View File

@ -0,0 +1,58 @@
#include "RespawnUI.h"
using namespace ::DanBias::Client;
using namespace ::Oyster::Network;
using namespace ::Utility::Value;
RespawnUI::RespawnUI() :
GameStateUI()
{
/* Should never be called! */
this->netClient = nullptr;
this->countDown = 0.0f;
}
RespawnUI::RespawnUI( NetworkClient *connection, float delay ) :
GameStateUI()
{
this->netClient = connection;
this->countDown = delay;
}
RespawnUI::~RespawnUI() { /* Do nothing */ }
GameStateUI::UIState RespawnUI::Update( float deltaTime )
{
this->countDown = Max( this->countDown - deltaTime, 0.0f );
return this->nextState;
}
bool RespawnUI::HaveGUIRender() const
{
return false; // TODO: change to true when we want UI elements like a crosshair
}
bool RespawnUI::HaveTextRender() const
{
return false; // TODO: change to true when we want UI elements like a chat window
}
void RespawnUI::RenderGUI() const
{
// TODO: We need?
}
void RespawnUI::RenderText() const
{
// TODO: Text countdown somewhere on screen would be nice
}
bool RespawnUI::Release()
{
// TODO: Release UI components here.
return true;
}

View File

@ -0,0 +1,29 @@
#ifndef DANBIAS_CLIENT_RESPAWN_UI_H
#define DANBIAS_CLIENT_RESPAWN_UI_H
#include "GameStateUI.h"
namespace DanBias { namespace Client
{
class RespawnUI : public GameStateUI
{
public:
RespawnUI( ::Oyster::Network::NetworkClient *connection, float delay );
virtual ~RespawnUI();
UIState Update( float deltaTime );
bool HaveGUIRender() const;
bool HaveTextRender() const;
void RenderGUI() const;
void RenderText() const;
bool Release();
private:
::Oyster::Network::NetworkClient *netClient;
float countDown;
RespawnUI();
};
} }
#endif

View File

@ -13,6 +13,7 @@
#include "C_Object.h" #include "C_Object.h"
#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 "C_Light.h"
#include "NetworkClient.h" #include "NetworkClient.h"
#include "L_inputClass.h" #include "L_inputClass.h"
@ -23,6 +24,7 @@ namespace DanBias { namespace Client
public: public:
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> lights;
::Oyster::Network::NetworkClient *network; ::Oyster::Network::NetworkClient *network;
InputClass* input; InputClass* input;
}; };

View File

@ -23,7 +23,7 @@ using namespace GameLogic;
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{ {
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player; Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag()));
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
switch (realObj->GetObjectType()) switch (realObj->GetObjectType())
@ -46,7 +46,7 @@ using namespace GameLogic;
break; break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation: case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision()); PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break; break;
} }
@ -181,7 +181,7 @@ using namespace GameLogic;
} }
} }
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{ {
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
} }

View File

@ -68,13 +68,33 @@ 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 insert = InsertObject(this->players, (PlayerData*)0);
int freeID = 0;
bool found = false;
PlayerData *temp = new PlayerData(); for(int i = 0; i < 100; i++)
temp->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove); {
found = true;
freeID = i;
int i = InsertObject(this->players, temp); for(int j = 0; j < players.Size(); j++)
{
return temp; if(this->players[j] && this->players[j]->GetID() == freeID)
{
found = false;
}
if(!found) break;
}
if(found) break;
}
this->players[insert] = new PlayerData(freeID, 0); // user constructor with objectID and teamID
this->players[insert]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
return this->players[insert];
} }
Game::LevelData* Game::CreateLevel(const wchar_t mapName[255]) Game::LevelData* Game::CreateLevel(const wchar_t mapName[255])

View File

@ -31,17 +31,18 @@ namespace GameLogic
PlayerData(int playerID,int teamID); PlayerData(int playerID,int teamID);
~PlayerData(); ~PlayerData();
void Move(const PLAYER_MOVEMENT &movement) override; void Move(const PLAYER_MOVEMENT &movement) override;
void UseWeapon(const WEAPON_FIRE &usage) override; void UseWeapon(const WEAPON_FIRE &usage) override;
int GetTeamID() const override; int GetTeamID() const override;
PLAYER_STATE GetState() const override; PLAYER_STATE GetState() const override;
Oyster::Math::Float3 GetPosition() override; Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Quaternion GetRotation() override; Oyster::Math::Quaternion GetRotation() override;
Oyster::Math::Float3 GetScale() override; Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override; Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override; int GetID() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) override; void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
ObjectSpecialType GetObjectType() const override; void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
ObjectSpecialType GetObjectType() const override;

View File

@ -12,7 +12,7 @@
#include "GameLogicDef.h" #include "GameLogicDef.h"
#include "GameLogicStates.h" #include "GameLogicStates.h"
#include <OysterMath.h> #include <OysterMath.h>
#include "LevelLoader\ObjectDefines.h" #include "..\LevelLoader\ObjectDefines.h"
#include "DynamicArray.h" #include "DynamicArray.h"
@ -85,7 +85,12 @@ namespace GameLogic
* @param x: The relative x axis * @param x: The relative x axis
* @param y: The relative y axis * @param y: The relative y axis
**/ **/
virtual void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) = 0; virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0;
/** Relative rotation around given axis
* @param leftRadians: The relative amount of radians to turn
**/
virtual void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) = 0;
/******************************************************** /********************************************************
* Uses the chosen players weapon based on input * Uses the chosen players weapon based on input

View File

@ -99,7 +99,7 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
@ -113,7 +113,7 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
@ -129,7 +129,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
@ -147,7 +147,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
@ -172,12 +172,7 @@
<ClInclude Include="IAttatchment.h" /> <ClInclude Include="IAttatchment.h" />
<ClInclude Include="JumpPad.h" /> <ClInclude Include="JumpPad.h" />
<ClInclude Include="Level.h" /> <ClInclude Include="Level.h" />
<ClInclude Include="LevelLoader\LevelLoader.h" />
<ClInclude Include="LevelLoader\Loader.h" />
<ClInclude Include="Object.h" /> <ClInclude Include="Object.h" />
<ClInclude Include="LevelLoader\ObjectDefines.h" />
<ClInclude Include="LevelLoader\LevelParser.h" />
<ClInclude Include="LevelLoader\ParseFunctions.h" />
<ClInclude Include="Player.h" /> <ClInclude Include="Player.h" />
<ClInclude Include="Portal.h" /> <ClInclude Include="Portal.h" />
<ClInclude Include="StaticObject.h" /> <ClInclude Include="StaticObject.h" />
@ -198,11 +193,7 @@
<ClCompile Include="IAttatchment.cpp" /> <ClCompile Include="IAttatchment.cpp" />
<ClCompile Include="JumpPad.cpp" /> <ClCompile Include="JumpPad.cpp" />
<ClCompile Include="Level.cpp" /> <ClCompile Include="Level.cpp" />
<ClCompile Include="LevelLoader\LevelLoader.cpp" />
<ClCompile Include="LevelLoader\Loader.cpp" />
<ClCompile Include="LevelLoader\LevelParser.cpp" />
<ClCompile Include="Object.cpp" /> <ClCompile Include="Object.cpp" />
<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="Player.cpp" /> <ClCompile Include="Player.cpp" />
<ClCompile Include="Portal.cpp" /> <ClCompile Include="Portal.cpp" />
<ClCompile Include="StaticObject.cpp" /> <ClCompile Include="StaticObject.cpp" />
@ -223,6 +214,9 @@
<ProjectReference Include="..\..\Physics\OysterPhysics3D\OysterPhysics3D.vcxproj"> <ProjectReference Include="..\..\Physics\OysterPhysics3D\OysterPhysics3D.vcxproj">
<Project>{3ea5f14d-2a71-4588-a69d-87c4571c580f}</Project> <Project>{3ea5f14d-2a71-4588-a69d-87c4571c580f}</Project>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\LevelLoader\LevelLoader.vcxproj">
<Project>{6391e709-d9fa-4fef-a3b9-4343db5a0c63}</Project>
</ProjectReference>
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

View File

@ -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>

View File

@ -85,7 +85,11 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
{ {
return this->player->GetObjectType(); return this->player->GetObjectType();
} }
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
{ {
this->player->Rotate(lookDir, right); this->player->Rotate(lookDir, right);
} }
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
{
this->player->TurnLeft(deltaLeftRadians);
}

View File

@ -4,6 +4,10 @@
#include "JumpPad.h" #include "JumpPad.h"
#include "ExplosiveCrate.h" #include "ExplosiveCrate.h"
#include "Portal.h" #include "Portal.h"
//Conversion from wstring to string
#include <codecvt>
using namespace GameLogic; using namespace GameLogic;
using namespace Utility::DynamicMemory; using namespace Utility::DynamicMemory;
using namespace Oyster::Physics; using namespace Oyster::Physics;
@ -26,14 +30,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
{ {
case ObjectSpecialType_None: case ObjectSpecialType_None:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_Sky: case ObjectSpecialType_Sky:
{ {
float skySize = ((SkyAttributes*)obj)->skySize; float skySize = ((SkyAttributes*)obj)->skySize;
//gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); //gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_World: case ObjectSpecialType_World:
@ -44,21 +48,21 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
float worldSize = ((WorldAttributes*)obj)->worldSize; float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_Building: case ObjectSpecialType_Building:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
case ObjectSpecialType_Stone: case ObjectSpecialType_Stone:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_StandardBox: case ObjectSpecialType_StandardBox:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_RedExplosiveBox: case ObjectSpecialType_RedExplosiveBox:
@ -75,24 +79,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
// break; // break;
case ObjectSpecialType_SpikeBox: case ObjectSpecialType_SpikeBox:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_Spike: case ObjectSpecialType_Spike:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_CrystalFormation: case ObjectSpecialType_CrystalFormation:
{ {
int dmg = 50; int dmg = 50;
//gameObj = new Crystal(rigidBody); //gameObj = new Crystal(rigidBody);
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_CrystalShard: case ObjectSpecialType_CrystalShard:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
case ObjectSpecialType_JumpPad: case ObjectSpecialType_JumpPad:
@ -100,13 +104,13 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
float power = 500; //((JumpPadAttributes*)obj)->power; float power = 500; //((JumpPadAttributes*)obj)->power;
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
Oyster::Math::Float3 pushForce = dir * power; Oyster::Math::Float3 pushForce = dir * power;
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce); gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID , pushForce);
} }
break; break;
case ObjectSpecialType_Portal: case ObjectSpecialType_Portal:
{ {
Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination); gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID, destination);
} }
break; break;
//case ObjectSpecialType_SpawnPoint: //case ObjectSpecialType_SpawnPoint:
@ -122,12 +126,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_Generic: case ObjectSpecialType_Generic:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
default: default:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
} }
break; break;
} }
@ -200,9 +204,16 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
bool Level::InitiateLevel(std::wstring levelPath) bool Level::InitiateLevel(std::wstring levelPath)
{ {
LevelLoader ll; LevelLoader ll;
ll.SetFolderPath(L"..\\Content\\Worlds\\"); ll.SetFolderPath("..\\Content\\Worlds\\");
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects; std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
objects = ll.LoadLevel(levelPath);
//Convert from wstring to string
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
std::string convertedLevelPath = converterX.to_bytes(levelPath);
objects = ll.LoadLevel(convertedLevelPath);
if(objects.size() == 0) if(objects.size() == 0)
return false; return false;
@ -213,6 +224,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
for (int i = 0; i < objCount; i++) for (int i = 0; i < objCount; i++)
{ {
++this->objID;
ObjectTypeHeader* obj = objects.at(i); ObjectTypeHeader* obj = objects.at(i);
switch (obj->typeID) switch (obj->typeID)
{ {
@ -229,39 +241,9 @@ bool Level::InitiateLevel(std::wstring levelPath)
staticObjData->ModelFile; staticObjData->ModelFile;
ICustomBody* rigidBody_Static = NULL; ICustomBody* rigidBody_Static = NULL;
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_Sky)
{
}
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World)
{
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = Oyster::Math::Float3(0,0,0);
//scales the position so the collision geomentry is in the right place
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = Oyster::Math::Float4(0,0,0,1);
//mass scaled
rigidBodyMass = 100;
//Radius scaled
rigidBodyRadius = 150;
//create the rigid body
rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, 1,1,1);
}
// collision shape // collision shape
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{ {
rigidBody_Static = InitRigidBodySphere(staticObjData); rigidBody_Static = InitRigidBodySphere(staticObjData);
} }
@ -360,14 +342,14 @@ bool Level::InitiateLevel(float radius)
{ {
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(0.0f, 605.0f + i*5.0f, 10.0f), 5.0f, 0.5f, 0.8f, 0.6f); rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(0.0f, 605.0f + i*5.0f, 10.0f), 5.0f, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
} }
/*offset += nrOfBoxex; /*offset += nrOfBoxex;
for(int i =0; i< nrOfBoxex; i ++) for(int i =0; i< nrOfBoxex; i ++)
{ {
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().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);
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::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
} }
@ -376,7 +358,7 @@ bool Level::InitiateLevel(float radius)
{ {
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().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);
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::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
} }
offset += nrOfBoxex; offset += nrOfBoxex;
@ -384,18 +366,18 @@ bool Level::InitiateLevel(float radius)
{ {
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().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);
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::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
}*/ }*/
// add crystal // add crystal
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(10.0f, 605.0f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(10.0f, 605.0f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
// add house // add house
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20.0f, 20.0f, 20.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(-50.0f, 590.0f, 0.0f), 0.0f, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20.0f, 20.0f, 20.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(-50.0f, 590.0f, 0.0f), 0.0f, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++)); this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultOnCollision, ObjectSpecialType_Generic, idCount++));
// add jumppad // add jumppad

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@ -14,7 +14,7 @@
#include "PhysicsAPI.h" #include "PhysicsAPI.h"
#include "TeamManager.h" #include "TeamManager.h"
#include "DynamicArray.h" #include "DynamicArray.h"
#include "LevelLoader/LevelLoader.h" #include "LevelLoader.h"
namespace GameLogic namespace GameLogic
{ {

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@ -1,52 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "LevelLoader.h"
#include "LevelParser.h"
using namespace GameLogic;
using namespace GameLogic::LevelFileLoader;
struct LevelLoader::PrivData
{
LevelParser parser;
std::wstring folderPath;
};
LevelLoader::LevelLoader()
: pData(new PrivData)
{
//standard path
pData->folderPath = L"";
}
LevelLoader::LevelLoader(std::wstring folderPath)
: pData(new PrivData)
{
pData->folderPath = folderPath;
}
LevelLoader::~LevelLoader()
{
}
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::wstring fileName)
{
return pData->parser.Parse(pData->folderPath + fileName);
}
LevelMetaData LevelLoader::LoadLevelHeader(std::wstring fileName)
{
return pData->parser.ParseHeader(pData->folderPath + fileName);
}
std::wstring LevelLoader::GetFolderPath()
{
return this->pData->folderPath;
}
void LevelLoader::SetFolderPath(std::wstring folderPath)
{
this->pData->folderPath = folderPath;
}

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@ -1,56 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#ifndef LEVELLOADER_H
#define LEVELLOADER_H
#include <string>
#include <vector>
#include "Utilities.h"
#include "ObjectDefines.h"
namespace GameLogic
{
class LevelLoader
{
public:
LevelLoader();
/***********************************************************
* Lets you set the standard folderpath for the levels
********************************************************/
LevelLoader(std::wstring folderPath);
~LevelLoader();
/********************************************************
* Loads the level and objects from file.
* @param fileName: Path/name to the level-file that you want to load.
* @return: Returns all structs with objects and information about the level.
********************************************************/
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LoadLevel(std::wstring fileName);
/********************************************************
* Just for fast access for the meta information about the level.
* @param fileName: Path to the level-file that you want to load.
* @return: Returns the meta information about the level.
********************************************************/
LevelMetaData LoadLevelHeader(std::wstring fileName); //.
/***********************************************************
* @return: Returns the current standard folder path
********************************************************/
std::wstring GetFolderPath();
/***********************************************************
* Sets the standard folder path
********************************************************/
void SetFolderPath(std::wstring folderPath);
private:
struct PrivData;
Utility::DynamicMemory::SmartPointer<PrivData> pData;
};
}
#endif

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@ -1,320 +0,0 @@
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "LevelParser.h"
#include "Loader.h"
#include "ParseFunctions.h"
using namespace GameLogic;
using namespace ::LevelFileLoader;
using namespace Utility::DynamicMemory;
LevelParser::LevelParser()
{
formatVersion.formatVersionMajor = 3;
formatVersion.formatVersionMinor = 0;
}
LevelParser::~LevelParser()
{
}
std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::wstring filename)
{
int bufferSize = 0;
int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
// Check if file was loaded, else return empty vector
if(!buffer)
{
return std::vector<SmartPointer<ObjectTypeHeader>>();
}
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Returns an empty vector, because it will most likely fail to read the level format.
return objects;
}
while(counter < bufferSize)
{
loadCgf = true;
//Get typeID
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch((int)typeID)
{
case ObjectType_LevelMetaData:
{
SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
objects.push_back(header);
break;
}
case ObjectType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
SpawnPointAttributes* spawn = new SpawnPointAttributes;
spawn->typeID = header->typeID;
for(int i = 0; i < 3; i++)
{
spawn->position[i] = header->position[i];
}
delete header;
//objects.push_back(header);
objects.push_back(spawn);
break;
}
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
//Unless they are changed to not be the same.
case ObjectType_Static: case ObjectType_Dynamic:
{
//Get specialType.
ObjectSpecialType specialType;
ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
switch(specialType)
{
//there is no difference when parsing these specialTypes.
case ObjectSpecialType_CrystalShard:
case ObjectSpecialType_CrystalFormation:
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandardBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
objects.push_back(header);
break;
}
case ObjectSpecialType_JumpPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
//Read the spec
ParseObject(&buffer[counter], header->direction, 16);
counter += 16;
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal:
{
PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], header->destination, 12);
counter += 12;
objects.push_back(header);
break;
}
case ObjectSpecialType_World:
{
WorldAttributes* header = new WorldAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->worldSize, 8);
counter += 8;
objects.push_back(header);
break;
}
case ObjectSpecialType_Sky:
{
loadCgf = false;
SkyAttributes* header = new SkyAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->skySize, 4);
counter += 4;
objects.push_back(header);
break;
}
default:
//Couldn't find specialType
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
{
PointLight* header = new PointLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_DirectionalLight:
{
DirectionalLight* header = new DirectionalLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_SpotLight:
{
SpotLight* header = new SpotLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
default:
//Undefined LightType.
break;
}
break;*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
}
}
return objects;
}
//för meta information om leveln.
LevelMetaData LevelParser::ParseHeader(std::wstring filename)
{
int bufferSize = 0;
int counter = 0;
LevelMetaData levelHeader;
levelHeader.typeID = ObjectType::ObjectType_Unknown;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty levelHeader with ObjectType_Unknown.
//Because it will not be able to read another version of the level format.
return levelHeader;
}
//Find the header in the returned string.
while(counter < bufferSize)
{
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch(typeID)
{
case ObjectType_LevelMetaData:
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
return levelHeader;
break;
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], &header, counter);
switch(header.specialTypeID)
{
case ObjectSpecialType_JumpPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal:
counter += sizeof(12);
break;
default:
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support pointlight for now.
counter += sizeof(BasicLight);
/*
switch(lightType)
{
case LightType_PointLight:
{
counter += sizeof(PointLight);
break;
}
case LightType_DirectionalLight:
{
counter += sizeof(DirectionalLight);
break;
}
case LightType_SpotLight:
{
counter += sizeof(SpotLight);
break;
}
default:
//Undefined LightType.
break;
}*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
}
}
return levelHeader;
}

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@ -1,31 +0,0 @@
#ifndef LEVEL_PARSER_H
#define LEVEL_PARSER_H
#include <string>
#include <vector>
#include "ObjectDefines.h"
#include "Utilities.h"
namespace GameLogic
{
namespace LevelFileLoader
{
class LevelParser
{
public:
LevelParser();
~LevelParser();
//
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> Parse(std::wstring filename);
//
LevelMetaData ParseHeader(std::wstring filename);
private:
LevelLoaderInternal::FormatVersion formatVersion;
};
}
}
#endif

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@ -1,22 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "Loader.h"
#include <fstream>
using namespace GameLogic::LevelFileLoader;
using namespace Oyster::Resource;
using namespace std;
char* Loader::LoadFile(std::wstring fileName, int &size)
{
//convert from string to wstring
//std::wstring temp(fileName.begin(), fileName.end());
//convert from wstring to wchar then loads the file
char* buffer = (char*)OysterResource::LoadResource(fileName.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false);
size = OysterResource::GetResourceSize(buffer);
return buffer;
}

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@ -1,28 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#ifndef LOADER_H
#define LOADER_H
#include "Resource\OysterResource.h"
#include <string>
namespace GameLogic
{
namespace LevelFileLoader
{
class Loader
{
public:
Loader (){};
~Loader(){};
char* LoadFile(std::wstring fileName, int &size);
//TODO:
//Add functionality to load physicsObjects (hitboxes)
};
}
}
#endif;

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@ -1,290 +0,0 @@
#ifndef OBJECT_DEFINES_H
#define OBJECT_DEFINES_H
#include <string>
#include <vector>
namespace GameLogic
{
/************************************
Enums
*************************************/
enum ObjectType
{
ObjectType_LevelMetaData,
ObjectType_Static,
ObjectType_Dynamic,
ObjectType_Light,
ObjectType_SpawnPoint,
//Etc
ObjectType_NUM_OF_TYPES,
ObjectType_Unknown = -1
};
enum ObjectSpecialType
{
ObjectSpecialType_None,
ObjectSpecialType_Sky,
ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building,
ObjectSpecialType_Stone,
ObjectSpecialType_StandardBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,
ObjectSpecialType_CrystalFormation,
ObjectSpecialType_CrystalShard,
ObjectSpecialType_JumpPad,
ObjectSpecialType_Portal,
ObjectSpecialType_Player,
ObjectSpecialType_Generic,
ObjectSpecialType_Count,
ObjectSpecialType_Unknown = -1
};
enum CollisionGeometryType
{
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_TriangleMesh,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
};
//Only supports Pointlight right now.
enum LightType
{
LightType_PointLight,
//LightType_DirectionalLight,
//LightType_SpotLight,
LightType_Count,
LightType_Unknown = -1
};
//Should this be moved somewhere else?
enum GameMode
{
GameMode_FreeForAll,
GameMode_TeamDeathMatch,
//Etc
GameMode_Count,
GameMode_Unknown = -1
};
enum WorldSize
{
WorldSize_Tiny,
WorldSize_Small,
WorldSize_Medium,
WorldSize_Big,
WorldSize_Humongous,
WorldSize_Count,
WorldSize_Unknown = -1
};
/************************************
Structs
*************************************/
namespace LevelLoaderInternal
{
struct FormatVersion
{
unsigned int formatVersionMajor;
unsigned int formatVersionMinor;
FormatVersion()
: formatVersionMajor(0), formatVersionMinor(0)
{}
FormatVersion(unsigned int major, unsigned int minor)
: formatVersionMajor(major), formatVersionMinor(minor)
{}
bool operator ==(const FormatVersion& obj)
{
return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor);
}
bool operator !=(const FormatVersion& obj)
{
return !(*this == obj);
}
};
}
struct ObjectTypeHeader
{
ObjectType typeID;
//Unless this is here the object destructor wont be called.
virtual ~ObjectTypeHeader(){}
};
namespace LevelLoaderInternal
{
const FormatVersion boundingVolumeVersion(2, 0);
struct BoundingVolumeBase
{
CollisionGeometryType geoType;
float position[3];
float rotation[4];
float frictionCoeffStatic;
float frictionCoeffDynamic;
float restitutionCoeff;
float mass;
};
struct BoundingVolumeBox : public BoundingVolumeBase
{
float size[3];
};
struct BoundingVolumeSphere : public BoundingVolumeBase
{
float radius;
};
struct BoundingVolumeCylinder : public BoundingVolumeBase
{
float length;
float radius;
};
struct BoundingVolumeTriangleMesh : public BoundingVolumeBase
{
//Null terminated
wchar_t* filename;
};
struct BoundingVolume
{
CollisionGeometryType geoType;
union
{
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
LevelLoaderInternal::BoundingVolumeTriangleMesh triangleMesh;
};
virtual ~BoundingVolume()
{
if(geoType == CollisionGeometryType_TriangleMesh)
{
delete[] triangleMesh.filename;
}
}
};
}
struct LevelMetaData : public ObjectTypeHeader
{
std::string levelName;
unsigned int levelVersion;
std::string levelDescription;
std::string levelAuthor;
unsigned int maxNumberOfPlayer;
WorldSize worldSize;
std::string overviewPicturePath;
std::vector<GameMode> gameModesSupported;
virtual ~LevelMetaData(){}
};
struct ObjectHeader : public ObjectTypeHeader
{
//Special type id for special objects: portal, jumppad, exploding objects, etc.
ObjectSpecialType specialTypeID;
//Model,
std::string ModelFile;
//Position
float position[3];
//Rotation Quaternion
float rotation[4];
//Scale
float scale[3];
::GameLogic::LevelLoaderInternal::BoundingVolume boundingVolume;
virtual ~ObjectHeader(){}
};
struct SpawnPointAttributes : public ObjectTypeHeader
{
ObjectSpecialType specialTypeID;
float position[3];
};
/************************************
Special objects
*************************************/
struct JumpPadAttributes : public ObjectHeader
{
float direction[3];
float power;
};
struct PortalAttributes : public ObjectHeader
{
float destination[3];
};
struct WorldAttributes : public ObjectHeader
{
float worldSize;
float atmoSphereSize;
};
struct SkyAttributes : public ObjectHeader
{
float skySize;
};
/************************************
Lights
*************************************/
struct BasicLight : public ObjectTypeHeader
{
LightType lightType; //Is not used right now
float color[3];
float position[3];
float raduis;
float intensity;
};
/* We only support pointlight right now.
struct PointLight : public BasicLight
{
float position[3];
};
struct DirectionalLight : public BasicLight
{
float direction[3];
};
struct SpotLight : public BasicLight
{
float direction[3];
float range;
float attenuation[3];
};*/
}
#endif

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@ -1,195 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "ParseFunctions.h"
#include "Packing/Packing.h"
#include "Loader.h"
#include "Utilities.h"
#include <string>
using namespace Oyster::Packing;
using namespace GameLogic::LevelFileLoader;
using namespace GameLogic;
using namespace std;
namespace GameLogic
{
namespace LevelFileLoader
{
//can parse any struct if the struct doesnt contain strings or char[]
void ParseObject(char* buffer, void *header, int size)
{
memcpy(header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{
char tempName[128];
unsigned int tempSize = 0;
int start = 0;
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&header.specialTypeID, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
//The reset of the object struct
//3 float[3], 1 float
memcpy(&header.position, &buffer[start], 40);
start += 40;
//if loadCgf : Read path for bounding volume
if(loadCgf)
{
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
}
//else make sure the counter counts the name so we can jump over the string in the buffer.
else
{
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
}
size += start;
}
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
{
int start = 0;
unsigned int tempSize;
char tempName[128];
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&tempSize , &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.levelName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&header.levelVersion, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start +=4;
memcpy(&tempName, &buffer[start], tempSize);
header.levelDescription.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.levelAuthor.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&header.maxNumberOfPlayer, &buffer[start], 4);
start += 4;
memcpy(&header.worldSize, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
int temp;
for(int i = 0; i < (int)tempSize; i++)
{
memcpy(&temp, &buffer[start], 4);
start += 4;
header.gameModesSupported.push_back((GameMode)temp);
}
size += start;
}
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size)
{
int start = 0;
int tempSize = 0;
char tempName[128];
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
size += start;
//Läs in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile(L"../Content/Worlds/cgf/" + Utility::String::StringToWstring(fileName, wstring()), fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buf[0], sizeof(version));
start += 8;
memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
switch(volume.geoType)
{
case CollisionGeometryType_Box:
memcpy(&volume.box, &buf[start], sizeof(volume.box));
start += sizeof(volume.box);
break;
case CollisionGeometryType_Sphere:
memcpy(&volume.sphere, &buf[start], sizeof(volume.sphere));
start += sizeof(volume.sphere);
break;
case CollisionGeometryType_Cylinder:
memcpy(&volume.cylinder, &buf[start], sizeof(volume.cylinder));
start += sizeof(volume.cylinder);
break;
case CollisionGeometryType_TriangleMesh:
//Get string size
memcpy(&tempSize, &buf[start], sizeof(tempSize));
start += sizeof(tempSize);
//Get actual string
volume.triangleMesh.filename = new wchar_t[tempSize+1];
memcpy(volume.triangleMesh.filename, &buf[start], tempSize);
volume.triangleMesh.filename[tempSize] = '\0';
break;
default:
break;
}
}
}
}

View File

@ -1,28 +0,0 @@
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#ifndef PARSERFUNCTIONS_H
#define PARSERFUNCTIONS_H
#include "ObjectDefines.h"
namespace GameLogic
{
namespace LevelFileLoader
{
/*
These functions will copy data from where the buffer pointer points.
header is the destination where the data will be copied.
size is either the size of the data to be copied (if it is NOT sent by reference).
Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied.
*/
void ParseObject(char* buffer, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
}
}
#endif

View File

@ -15,11 +15,11 @@ const Game *Object::gameInstance = (Game*)(&Game::Instance());
Object::Object() Object::Object()
{ {
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, 0.5f, 0.8f, 0.6f); 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, 0.5f, 0.8f, 0.6f);
this->type = ObjectSpecialType_Unknown; this->type = ObjectSpecialType_Unknown;
this->objectID = -1; this->objectID = -1;
this->scale = Float3(1.0f, 1.0f, 1.0f);
} }
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
@ -48,39 +48,12 @@ Object::~Object(void)
} }
ObjectSpecialType Object::GetObjectType() const
void Object::SetOnCollision(OnCollisionCallback func)
{ {
return this->type; this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(func));
}
int Object::GetID() const
{
return this->objectID;
} }
Oyster::Physics::ICustomBody* Object::GetRigidBody()
{
return this->rigidBody;
}
void Object::BeginFrame()
{
}
// update physic
void Object::EndFrame()
{
}
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));
}
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
{
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
}
Oyster::Math::Float3 Object::GetPosition() Oyster::Math::Float3 Object::GetPosition()
{ {
@ -94,21 +67,9 @@ Oyster::Math::Quaternion Object::GetRotation()
state = this->rigidBody->GetState(); state = this->rigidBody->GetState();
return state.quaternion; return state.quaternion;
} }
Oyster::Math::Float3 Object::GetScale()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return Float3();
}
Oyster::Math::Float4x4 Object::GetOrientation() Oyster::Math::Float4x4 Object::GetOrientation()
{ {
Oyster::Physics::ICustomBody::State state; Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState(); state = this->rigidBody->GetState();
return state.GetOrientation(); return state.GetOrientation();
} }
Oyster::Math::Float Object::getExtraDamageOnCollision()
{
return this->extraDamageOnCollision;
}

View File

@ -17,46 +17,38 @@ namespace GameLogic
class Object :public IObjectData class Object :public IObjectData
{ {
public: public:
Object(); typedef Oyster::Physics::ICustomBody::SubscriptMessage (*OnCollisionCallback)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss);
public:
Object();
Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
~Object(void); ~Object(void);
ObjectSpecialType GetObjectType() const override; inline ObjectSpecialType GetObjectType() const override { return this->type; }
int GetID() const override; inline int GetID() const override { return this->objectID; }
void setID(int id); inline Oyster::Math::Float3 GetScale() override { return this->scale; }
Oyster::Math::Float3 GetPosition() override; inline Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Quaternion GetRotation() override; inline Oyster::Math::Quaternion GetRotation() override;
Oyster::Math::Float3 GetScale() override; inline Oyster::Math::Float4x4 GetOrientation() override;
Oyster::Math::Float4x4 GetOrientation() override; inline Oyster::Physics::ICustomBody* GetRigidBody() { return this->rigidBody; }
inline Oyster::Math::Float GetExtraDamageOnCollision() { return this->extraDamageOnCollision; }
Oyster::Math::Float getExtraDamageOnCollision(); virtual void BeginFrame() { };
virtual void EndFrame() { };
// API overrides void SetOnCollision(OnCollisionCallback func);
Oyster::Physics::ICustomBody* GetRigidBody();
virtual void BeginFrame();
virtual void EndFrame();
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
public: //TODO: Hax This should be private when level is dynamic
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
protected: protected:
Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody *rigidBody;
static const Game* gameInstance; static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook; Oyster::Math::Float3 lookDirection; //The look direction for the camera
Oyster::Math::Float3 forwardDirection; //The forward direction of the rigid body
Oyster::Math::Float3 scale; //The scale of both rigid body and the mesh
ObjectSpecialType type; ObjectSpecialType type;
int objectID; int objectID;

View File

@ -33,6 +33,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
this->moveDir = Oyster::Math::Float3(0,0,0); this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 100; this->moveSpeed = 100;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
} }
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
@ -53,6 +55,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
this->moveDir = Oyster::Math::Float3(0,0,0); this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 20; this->moveSpeed = 20;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
} }
Player::~Player(void) Player::~Player(void)
@ -160,7 +164,6 @@ void Player::EndFrame()
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Object::EndFrame(); Object::EndFrame();
} }
@ -220,7 +223,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
this->rigidBody->SetPosition(spawnPoint); this->rigidBody->SetPosition(spawnPoint);
} }
void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
{ {
// this is the camera right vector // this is the camera right vector
this->lookDir = lookDir; this->lookDir = lookDir;
@ -228,6 +231,11 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; //Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
//this->rigidBody->SetUpAndRight(up, right); //this->rigidBody->SetUpAndRight(up, right);
} }
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
{
this->rotationUp += deltaRadians;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
}
void Player::Jump() void Player::Jump()
{ {

View File

@ -46,7 +46,9 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint); void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right); void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right);
void TurnLeft(Oyster::Math3D::Float deltaRadians);
/******************************************************** /********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
@ -94,6 +96,8 @@ namespace GameLogic
Oyster::Math::Float moveSpeed; Oyster::Math::Float moveSpeed;
Oyster::Math::Float3 previousMoveSpeed; Oyster::Math::Float3 previousMoveSpeed;
Oyster::Math::Float rotationUp;
bool hasTakenDamage; bool hasTakenDamage;
float invincibleCooldown; float invincibleCooldown;

View File

@ -561,11 +561,11 @@ namespace GameLogic
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
//PLAYER_ID //PLAYER_ID
this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
//TEAM_ID //TEAM_ID
this->protocol[2].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
//OWNER //OWNER
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool; this->protocol[3].type = Oyster::Network::NetAttributeType_Int;
//PLAYER-NAME //PLAYER-NAME
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray; this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
//MESH-NAME //MESH-NAME
@ -585,9 +585,10 @@ namespace GameLogic
} }
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p) Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
{ {
this->object_ID = p[1].value.netInt; this->owner = p[1].value.netBool;
this->teamId = this->protocol[2].value.netInt; this->object_ID = p[2].value.netInt;
this->owner = this->protocol[3].value.netBool; this->teamId = p[3].value.netInt;
this->name.assign(p[4].value.netCharPtr); this->name.assign(p[4].value.netCharPtr);
this->meshName.assign(p[5].value.netCharPtr); this->meshName.assign(p[5].value.netCharPtr);
@ -610,11 +611,11 @@ namespace GameLogic
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
//PLAYER_ID //PLAYER_ID
this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
//TEAM_ID //TEAM_ID
this->protocol[2].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
//OWNER //OWNER
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool; this->protocol[3].type = Oyster::Network::NetAttributeType_Int;
//PLAYER-NAME //PLAYER-NAME
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray; this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
//MESH-NAME //MESH-NAME
@ -644,10 +645,10 @@ namespace GameLogic
} }
Oyster::Network::CustomNetProtocol GetProtocol() override Oyster::Network::CustomNetProtocol GetProtocol() override
{ {
this->protocol[1].value = this->owner;
this->protocol[2].value = this->object_ID;
this->protocol[3].value = this->teamId;
this->protocol[1].value = this->object_ID;
this->protocol[2].value = this->teamId;
this->protocol[3].value = this->owner;
this->protocol.Set(4, this->name); this->protocol.Set(4, this->name);
this->protocol.Set(5, this->meshName); this->protocol.Set(5, this->meshName);

View File

@ -74,69 +74,40 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject //protocol_Gameplay_PlayerLeftTurn
struct Protocol_PlayerLeftTurn : public ::Oyster::Network::CustomProtocolObject
{ {
// can be swapped to a quaternion later public:
float lookDir[3]; float deltaRadian;
float right[3];
Protocol_PlayerLook() Protocol_PlayerLeftTurn()
{ {
this->protocol[0].value = protocol_Gameplay_PlayerLookDir; this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// LookDir // deltaRadian
this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
// Right
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
memset(&this->lookDir[0], 0, sizeof(float) * 3);
memset(&this->right[0], 0, sizeof(float) * 3);
}
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
{
this->lookDir[0] = p[1].value.netFloat;
this->lookDir[1] = p[2].value.netFloat;
this->lookDir[2] = p[3].value.netFloat;
this->right[0] = p[4].value.netFloat;
this->right[1] = p[5].value.netFloat;
this->right[2] = p[6].value.netFloat;
}
Protocol_PlayerLook(float l[3], float r[3])
{
this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
memcpy(&this->lookDir[0], &l[0], sizeof(float) * 3);
memcpy(&this->right[0], &r[0], sizeof(float) * 3);
} }
Oyster::Network::CustomNetProtocol GetProtocol() override Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
{ {
this->protocol[1].value = this->lookDir[0]; this->deltaRadian = p[1].value.netFloat;
this->protocol[2].value = this->lookDir[1]; }
this->protocol[3].value = this->lookDir[2];
this->protocol[4].value = this->right[0];
this->protocol[5].value = this->right[1];
this->protocol[6].value = this->right[2];
Protocol_PlayerLeftTurn( float deltaRadian )
{
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
this->deltaRadian = deltaRadian;
}
::Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->deltaRadian;
return protocol; return protocol;
} }
private: private:
Oyster::Network::CustomNetProtocol protocol; ::Oyster::Network::CustomNetProtocol protocol;
}; };
struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject

View File

@ -47,7 +47,7 @@
#define protocol_Gameplay_PlayerMovementLeft 301 #define protocol_Gameplay_PlayerMovementLeft 301
#define protocol_Gameplay_PlayerMovementForward 302 #define protocol_Gameplay_PlayerMovementForward 302
#define protocol_Gameplay_PlayerMovementBackward 303 #define protocol_Gameplay_PlayerMovementBackward 303
#define protocol_Gameplay_PlayerLookDir 304 #define protocol_Gameplay_PlayerLeftTurn 304
#define protocol_Gameplay_PlayerChangeWeapon 305 #define protocol_Gameplay_PlayerChangeWeapon 305
#define protocol_Gameplay_PlayerShot 306 #define protocol_Gameplay_PlayerShot 306
#define protocol_Gameplay_PlayerJump 307 #define protocol_Gameplay_PlayerJump 307

View File

@ -198,6 +198,9 @@
<ClInclude Include="GameSession.h" /> <ClInclude Include="GameSession.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\..\Misc\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Misc\Utilities\Utilities.vcxproj"> <ProjectReference Include="..\..\Misc\Utilities\Utilities.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project> <Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference> </ProjectReference>

View File

@ -84,7 +84,7 @@ namespace DanBias
void Gameplay_PlayerMovementBack ( DanBias::GameClient* c ); void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
void Gameplay_PlayerMovementForth ( DanBias::GameClient* c ); void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
void Gameplay_PlayerJump ( DanBias::GameClient* c ); void Gameplay_PlayerJump ( DanBias::GameClient* c );
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c ); void Gameplay_PlayerLeftTurn ( GameLogic::Protocol_PlayerLeftTurn& p, DanBias::GameClient* c );
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ); void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c ); void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c ); void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );

View File

@ -17,7 +17,7 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
this->client = nwClient; this->client = nwClient;
this->player = 0; this->player = 0;
isReady = false; isReady = false;
this->character = L"Unknown"; this->character = L"crate_colonists.dan";
this->alias = L"Unknown"; this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f; this->secondsSinceLastResponse = 0.0f;
} }
@ -25,7 +25,7 @@ GameClient::~GameClient()
{ {
this->player = 0; this->player = 0;
this->isReady = false; this->isReady = false;
this->character = L"Unknown"; this->character = L"crate_colonists.dan";
this->alias = L"Unknown"; this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f; this->secondsSinceLastResponse = 0.0f;
} }

View File

@ -66,10 +66,10 @@ using namespace DanBias;
break; break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend: case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->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); //this->Detach(e.sender);
break; break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved: case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str()); //printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
this->ParseProtocol(e.args.data.protocol, cl); this->ParseProtocol(e.args.data.protocol, cl);
break; break;
} }
@ -156,7 +156,7 @@ using namespace DanBias;
break; break;
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c ); case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
break; break;
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c ); case protocol_Gameplay_PlayerLeftTurn: this->Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn (p), c );
break; break;
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c ); case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
break; break;
@ -203,12 +203,9 @@ using namespace DanBias;
{ {
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP); c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
} }
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
{ {
Oyster::Math3D::Float3 lookDir = p.lookDir; c->GetPlayer()->TurnLeft( p.deltaRadian );
Oyster::Math3D::Float3 right = p.right;
c->GetPlayer()->Rotate(lookDir, right);
} }
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{ {

View File

@ -165,7 +165,8 @@ void GameSession::ThreadEntry( )
IPlayerData* pl = this->gClients[k]->GetPlayer(); IPlayerData* pl = this->gClients[k]->GetPlayer();
Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(), Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(),
pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(), pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(),
/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan"); Utility::String::WStringToString(this->gClients[k]->GetAlias(), std::string()),
Utility::String::WStringToString(this->gClients[k]->GetCharacter(), std::string()));
readyList[i]->GetClient()->Send(p); readyList[i]->GetClient()->Send(p);
} }
} }
@ -204,7 +205,8 @@ bool GameSession::Join(gClient gameClient)
{ {
Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(), Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(),
playerData->GetID(), true, playerData->GetTeamID(), playerData->GetID(), true, playerData->GetTeamID(),
/*nwClient->GetAlias()*/"Unknown", /*playerData->GetMesh()*/"char_white.dan"); Utility::String::WStringToString(gameClient->GetAlias(), std::string()),
Utility::String::WStringToString(gameClient->GetCharacter(), std::string()));
nwClient->Send(oc); nwClient->Send(oc);
} }
@ -217,7 +219,8 @@ bool GameSession::Join(gClient gameClient)
IPlayerData* temp = this->gClients[i]->GetPlayer(); IPlayerData* temp = this->gClients[i]->GetPlayer();
Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(), Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(), temp->GetID(), false, temp->GetTeamID(),
/*nwClient->GetAlias()*/"Unknown", /*playerData->GetMesh()*/"char_white.dan"); Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()),
Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string()));
nwClient->Send(oc); nwClient->Send(oc);
} }
} }

View File

@ -210,11 +210,12 @@
this.mapName.FormattingEnabled = true; this.mapName.FormattingEnabled = true;
this.mapName.IntegralHeight = false; this.mapName.IntegralHeight = false;
this.mapName.Items.AddRange(new object[] { this.mapName.Items.AddRange(new object[] {
"Set default"}); "Set directory"});
this.mapName.Location = new System.Drawing.Point(72, 7); this.mapName.Location = new System.Drawing.Point(72, 7);
this.mapName.Name = "mapName"; this.mapName.Name = "mapName";
this.mapName.Size = new System.Drawing.Size(163, 21); this.mapName.Size = new System.Drawing.Size(163, 21);
this.mapName.TabIndex = 10; this.mapName.TabIndex = 10;
this.mapName.SelectedIndexChanged += new System.EventHandler(this.mapName_SelectedIndexChanged);
// //
// gameModes // gameModes
// //
@ -481,7 +482,7 @@
this.tableLayoutPanel1.ColumnCount = 3; this.tableLayoutPanel1.ColumnCount = 3;
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 35.29412F)); this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 35.29412F));
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 64.70588F)); this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 64.70588F));
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 118F)); this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 112F));
this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0); this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0);
this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0); this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0);
this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0); this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
@ -515,7 +516,7 @@
// label8 // label8
// //
this.label8.AutoSize = true; this.label8.AutoSize = true;
this.label8.Location = new System.Drawing.Point(116, 1); this.label8.Location = new System.Drawing.Point(122, 1);
this.label8.Name = "label8"; this.label8.Name = "label8";
this.label8.Size = new System.Drawing.Size(34, 13); this.label8.Size = new System.Drawing.Size(34, 13);
this.label8.TabIndex = 8; this.label8.TabIndex = 8;

View File

@ -25,12 +25,16 @@ namespace StandAloneLauncher
{ {
InitializeComponent(); InitializeComponent();
string[] maps = Directory.GetFiles("..\\Content\\Worlds\\");
string[] maps = Directory.GetFiles("..\\Content\\Worlds\\");
for (int i = 0; i < maps.Length; i++) for (int i = 0; i < maps.Length; i++)
{ {
string temp = maps[i].Split('\\').Last() ; string temp = maps[i].Split('\\').Last();
this.mapName.Items.Add(temp); string type = temp.Split('.').Last();
if (type == "bias")
{
this.mapName.Items.Add(temp);
}
} }
this.gameModes.SelectedIndex = 0; this.gameModes.SelectedIndex = 0;
@ -58,6 +62,19 @@ namespace StandAloneLauncher
{ {
if (this.serverIsRunning) if (this.serverIsRunning)
{ {
if (gameIsStarted)
{
//this.gameServer.GameStop();
this.gameIsStarted = false;
this.buttonStartGame.Text = "Start Game";
this.mapName.Enabled = true;
this.nrOfClients.Enabled = true;
this.gameModes.Enabled = true;
this.timeLimit.Enabled = true;
this.forceStart.Enabled = true;
}
this.serverIsRunning = false; this.serverIsRunning = false;
this.gameServer.ServerStop(); this.gameServer.ServerStop();
this.listenPort.Enabled = true; this.listenPort.Enabled = true;
@ -66,7 +83,7 @@ namespace StandAloneLauncher
this.serverToggle.Text = "Start server"; this.serverToggle.Text = "Start server";
this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Server terminated!\n"); this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Server terminated!\n");
this.panel_commands.Visible = false; this.panel_commands.Visible = false;
this.panelServerCommands.Visible = false; //this.panelServerCommands.Visible = false;
} }
else else
{ {
@ -89,11 +106,11 @@ namespace StandAloneLauncher
this.gameServer.ServerStart(); this.gameServer.ServerStart();
this.panel_commands.Visible = true; this.panel_commands.Visible = true;
this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Server initiated!\n\tListening on port " + this.listenPort.Value.ToString() + "\n\tLocal IP: " + info.serverIp + "\n"); this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Server initiated!\n\tListening on port " + this.listenPort.Value.ToString() + "\n\tLocal IP: " + info.serverIp + "\n");
this.panelServerCommands.Visible = true; //this.panelServerCommands.Visible = true;
} }
else else
{ {
this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Failed to initiate the server!"); this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Failed to initiate the server!\n");
} }
} }
} }
@ -104,6 +121,9 @@ namespace StandAloneLauncher
{ {
//this.gameServer.GameSetGameMode(this.gameModes.SelectedText); //this.gameServer.GameSetGameMode(this.gameModes.SelectedText);
this.gameServer.GameSetGameTime((int)this.timeLimit.Value); this.gameServer.GameSetGameTime((int)this.timeLimit.Value);
this.gameServer.GameSetMapName(this.mapName.Text); this.gameServer.GameSetMapName(this.mapName.Text);
this.gameServer.GameSetMaxClients((int)this.nrOfClients.Value); this.gameServer.GameSetMaxClients((int)this.nrOfClients.Value);
@ -125,6 +145,8 @@ namespace StandAloneLauncher
} }
else else
{ {
//this.gameServer.GameStop();
this.gameIsStarted = false; this.gameIsStarted = false;
this.buttonStartGame.Text = "Start Game"; this.buttonStartGame.Text = "Start Game";
this.mapName.Enabled = true; this.mapName.Enabled = true;
@ -154,5 +176,29 @@ namespace StandAloneLauncher
this.dataProtocolFields.RowStyles.Add(new RowStyle(SizeType.Absolute, 27)); this.dataProtocolFields.RowStyles.Add(new RowStyle(SizeType.Absolute, 27));
} }
private void mapName_SelectedIndexChanged(object sender, EventArgs e)
{
if ( this.panel_commands.Visible && (this.mapName.SelectedItem.ToString() == "Set directory"))
{
FolderBrowserDialog f = new FolderBrowserDialog();
DialogResult r = f.ShowDialog();
if (r == System.Windows.Forms.DialogResult.OK)
{
this.mapName.Items.Clear();
this.mapName.Items.Add("Set directory");
string[] maps = Directory.GetFiles(f.SelectedPath);
for (int i = 0; i < maps.Length; i++)
{
string temp = maps[i].Split('\\').Last();
string type = temp.Split('.').Last();
if (type == "bias")
{
this.mapName.Items.Add(temp);
}
}
}
}
}
} }
} }

View File

@ -48,5 +48,5 @@ std::string LevelLoader::GetFolderPath()
void LevelLoader::SetFolderPath(std::string folderPath) void LevelLoader::SetFolderPath(std::string folderPath)
{ {
this->pData->folderPath = folderPath;
} }

View File

@ -19,35 +19,35 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{104FA3E9-94D9-4E1D-A941-28A03BC8A095}</ProjectGuid> <ProjectGuid>{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}</ProjectGuid>
<RootNamespace>GamePhysics</RootNamespace> <RootNamespace>LevelLoader</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@ -66,53 +66,45 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories> <SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;</AdditionalIncludeDirectories>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
<AdditionalDependencies>$(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'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories> <SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;</AdditionalIncludeDirectories>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debugx64.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debugx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -121,18 +113,18 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories> <SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;</AdditionalIncludeDirectories>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollision.lib;$(SolutionDir)Physics/lib/release/BulletDynamics.lib;$(SolutionDir)Physics/lib/release/LinearMath.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<Lib>
<AdditionalDependencies>
</AdditionalDependencies>
</Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile> <ClCompile>
@ -140,30 +132,32 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories> <SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalIncludeDirectories>$(SolutionDir)Misc\Utilities;</AdditionalIncludeDirectories>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollisionx64.lib;$(SolutionDir)Physics/lib/release/BulletDynamicsx64.lib;$(SolutionDir)Physics/lib/release/LinearMathx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" /> <ClCompile Include="LevelLoader.cpp" />
<ClInclude Include="Implementation\SimpleRigidBody.h" /> <ClCompile Include="LevelParser.cpp" />
<ClInclude Include="PhysicsAPI.h" /> <ClCompile Include="Loader.cpp" />
<ClInclude Include="PhysicsStructs-Impl.h" /> <ClCompile Include="ParseFunctions.cpp" />
<ClInclude Include="PhysicsStructs.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Implementation\DLLMain.cpp" /> <ClInclude Include="LevelLoader.h" />
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" /> <ClInclude Include="LevelParser.h" />
<ClCompile Include="Implementation\SimpleRigidBody.cpp" /> <ClInclude Include="Loader.h" />
<ClInclude Include="ObjectDefines.h" />
<ClInclude Include="ParseFunctions.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Utilities\Utilities.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

View File

@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ShowAllFiles>true</ShowAllFiles>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>

View File

@ -0,0 +1,318 @@
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "LevelParser.h"
#include "Loader.h"
#include "ParseFunctions.h"
using namespace GameLogic;
using namespace ::LevelFileLoader;
using namespace Utility::DynamicMemory;
LevelParser::LevelParser()
{
formatVersion.formatVersionMajor = 3;
formatVersion.formatVersionMinor = 0;
}
LevelParser::~LevelParser()
{
}
std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filename)
{
int bufferSize = 0;
int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
if(buffer)
{
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Returns an empty vector, because it will most likely fail to read the level format.
return objects;
}
while(counter < bufferSize)
{
loadCgf = true;
//Get typeID
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch((int)typeID)
{
case ObjectType_LevelMetaData:
{
SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
objects.push_back(header);
break;
}
case ObjectType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
SpawnPointAttributes* spawn = new SpawnPointAttributes;
spawn->typeID = header->typeID;
for(int i = 0; i < 3; i++)
{
spawn->position[i] = header->position[i];
}
delete header;
//objects.push_back(header);
objects.push_back(spawn);
break;
}
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
//Unless they are changed to not be the same.
case ObjectType_Static: case ObjectType_Dynamic:
{
//Get specialType.
ObjectSpecialType specialType;
ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
switch(specialType)
{
//there is no difference when parsing these specialTypes.
case ObjectSpecialType_CrystalShard:
case ObjectSpecialType_CrystalFormation:
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandardBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
objects.push_back(header);
break;
}
case ObjectSpecialType_JumpPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
//Read the spec
ParseObject(&buffer[counter], header->direction, 16);
counter += 16;
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal:
{
PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], header->destination, 12);
counter += 12;
objects.push_back(header);
break;
}
case ObjectSpecialType_World:
{
WorldAttributes* header = new WorldAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->worldSize, 8);
counter += 8;
objects.push_back(header);
break;
}
case ObjectSpecialType_Sky:
{
loadCgf = false;
SkyAttributes* header = new SkyAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->skySize, 4);
counter += 4;
objects.push_back(header);
break;
}
//this is a hotfix, fix so you only load the relevant data when the file is updated
default:
//Couldn't find specialType
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
{
PointLight* header = new PointLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_DirectionalLight:
{
DirectionalLight* header = new DirectionalLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_SpotLight:
{
SpotLight* header = new SpotLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
default:
//Undefined LightType.
break;
}
break;*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
}
}
}
return objects;
}
//för meta information om leveln.
LevelMetaData LevelParser::ParseHeader(std::string filename)
{
int bufferSize = 0;
int counter = 0;
LevelMetaData levelHeader;
levelHeader.typeID = ObjectType::ObjectType_Unknown;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty levelHeader with ObjectType_Unknown.
//Because it will not be able to read another version of the level format.
return levelHeader;
}
//Find the header in the returned string.
while(counter < bufferSize)
{
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch(typeID)
{
case ObjectType_LevelMetaData:
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
return levelHeader;
break;
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], &header, counter);
switch(header.specialTypeID)
{
case ObjectSpecialType_JumpPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal:
counter += sizeof(12);
break;
default:
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support pointlight for now.
counter += sizeof(BasicLight);
/*
switch(lightType)
{
case LightType_PointLight:
{
counter += sizeof(PointLight);
break;
}
case LightType_DirectionalLight:
{
counter += sizeof(DirectionalLight);
break;
}
case LightType_SpotLight:
{
counter += sizeof(SpotLight);
break;
}
default:
//Undefined LightType.
break;
}*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
}
}
return levelHeader;
}

View File

@ -31,7 +31,7 @@ namespace GameLogic
ObjectSpecialType_World, //Always the main celestial body ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building, ObjectSpecialType_Building,
ObjectSpecialType_Stone, ObjectSpecialType_Stone,
ObjectSpecialType_StandarsBox, ObjectSpecialType_StandardBox,
ObjectSpecialType_RedExplosiveBox, ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox, ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike, ObjectSpecialType_Spike,
@ -40,6 +40,7 @@ namespace GameLogic
ObjectSpecialType_JumpPad, ObjectSpecialType_JumpPad,
ObjectSpecialType_Portal, ObjectSpecialType_Portal,
ObjectSpecialType_Player, ObjectSpecialType_Player,
ObjectSpecialType_Generic,
ObjectSpecialType_Count, ObjectSpecialType_Count,

View File

@ -117,7 +117,7 @@ namespace GameLogic
int temp; int temp;
for(int i = 0; i < tempSize; i++) for(int i = 0; i < (int)tempSize; i++)
{ {
memcpy(&temp, &buffer[start], 4); memcpy(&temp, &buffer[start], 4);
start += 4; start += 4;
@ -152,10 +152,9 @@ namespace GameLogic
start = 0; start = 0;
LevelLoaderInternal::FormatVersion version; LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buf[0], sizeof(version)); memcpy(&version, &buf[0], sizeof(version));
start += 4; start += 8;
memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType)); memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
start += sizeof(volume.geoType);
switch(volume.geoType) switch(volume.geoType)
{ {

View File

@ -7,6 +7,7 @@
#ifndef _INPUTCLASS_H_ #ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_ #define _INPUTCLASS_H_
#define NOMINMAX
#define DIRECTINPUT_VERSION 0x0800 #define DIRECTINPUT_VERSION 0x0800
#pragma comment(lib, "dinput8.lib") #pragma comment(lib, "dinput8.lib")

View File

@ -49,7 +49,16 @@ namespace LinearAlgebra
Quaternion<ScalarType> operator - ( const Quaternion<ScalarType> &quaternion ) const; Quaternion<ScalarType> operator - ( const Quaternion<ScalarType> &quaternion ) const;
Quaternion<ScalarType> operator - ( ) const; Quaternion<ScalarType> operator - ( ) const;
Quaternion<ScalarType> & Conjugate( );
Quaternion<ScalarType> & Normalize( );
Quaternion<ScalarType> & Inverse( );
Quaternion<ScalarType> GetConjugate( ) const; Quaternion<ScalarType> GetConjugate( ) const;
Quaternion<ScalarType> GetNormalized( ) const;
Quaternion<ScalarType> GetInversed( ) const;
ScalarType GetNorm( ) const;
ScalarType GetModulus( ) const;
}; };
/////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////
@ -205,11 +214,54 @@ namespace LinearAlgebra
return Quaternion<ScalarType>(-this->imaginary, -this->real); return Quaternion<ScalarType>(-this->imaginary, -this->real);
} }
template<typename ScalarType>
inline Quaternion<ScalarType> & Quaternion<ScalarType>::Conjugate( )
{
this->imaginary = -this->imaginary;
return *this;
}
template<typename ScalarType>
inline Quaternion<ScalarType> & Quaternion<ScalarType>::Normalize( )
{
return *this /= this->GetModulus();
}
template<typename ScalarType>
inline Quaternion<ScalarType> & Quaternion<ScalarType>::Inverse( )
{
return this->Conjugate() /= this->GetNorm();
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::GetConjugate( ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::GetConjugate( ) const
{ {
return Quaternion<ScalarType>(-this->imaginary, this->real ); return Quaternion<ScalarType>(-this->imaginary, this->real );
} }
template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::GetNormalized( ) const
{
return *this / this->GetModulus();
}
template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::GetInversed( ) const
{
return this->GetConjugate() /= this->GetNorm();
}
template<typename ScalarType>
inline ScalarType Quaternion<ScalarType>::GetNorm( ) const
{
return this->imaginary.Dot(this->imaginary) + this->real * this->real;
}
template<typename ScalarType>
inline ScalarType Quaternion<ScalarType>::GetModulus( ) const
{
return (ScalarType)::std::sqrt( this->GetNorm() );
}
} }
#endif #endif

View File

@ -337,11 +337,7 @@ namespace Utility
template<typename ValueType> template<typename ValueType>
inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max ) inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max )
{ { return value < min ? Max( value, max ) : min; }
if( value < min ) return min;
if( value > max ) return max;
return value;
}
template<typename ValueType> template<typename ValueType>
inline ValueType Average( const ValueType &valueA, const ValueType &valueB ) inline ValueType Average( const ValueType &valueA, const ValueType &valueB )

View File

@ -290,9 +290,12 @@ bool NetworkClient::Connect(ConnectionInfo& socket)
bool NetworkClient::Connect(unsigned short port, const char serverIP[]) bool NetworkClient::Connect(unsigned short port, const char serverIP[])
{ {
if(this->IsConnected()) return false; //Return true if you are already connected.
if(this->privateData) return false; if(this->IsConnected())
if(!this->privateData) this->privateData = new PrivateData(); return true;
if(!this->privateData)
this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(port, serverIP, false); int result = this->privateData->connection.Connect(port, serverIP, false);
@ -317,15 +320,35 @@ bool NetworkClient::Connect(unsigned short port, std::wstring serverIP)
return this->Connect(port, ip.c_str()); return this->Connect(port, ip.c_str());
} }
bool NetworkClient::Reconnect()
{
//Return true if you are already connected.
if(this->IsConnected())
return true;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Reconnect();
if(result != 0)
{
return false;
}
this->privateData->owner = 0;
this->privateData->parent = this;
this->privateData->thread.Start();
return true;
}
void NetworkClient::Disconnect() void NetworkClient::Disconnect()
{ {
if(!privateData) return; if(!privateData) return;
privateData->thread.Terminate(); privateData->thread.Stop();
privateData->connection.Disconnect(); privateData->connection.Disconnect();
this->privateData->sendQueue.Clear(); this->privateData->sendQueue.Clear();
this->privateData->recieveQueue.Clear(); this->privateData->recieveQueue.Clear();
} }
void NetworkClient::Send(CustomProtocolObject& protocol) void NetworkClient::Send(CustomProtocolObject& protocol)

View File

@ -93,6 +93,11 @@ namespace Oyster
*/ */
bool Connect(unsigned short port, std::wstring serverIP); bool Connect(unsigned short port, std::wstring serverIP);
/**Tries to connect with the same port and ip it earlier used for Connect.
*
*/
bool Reconnect();
/** /**
* *
*/ */

View File

@ -58,6 +58,9 @@ int Connection::Connect(unsigned short port , const char serverName[], bool bloc
{ {
if(this->socket == -1 || this->socket == 0) InitiateSocket(); if(this->socket == -1 || this->socket == 0) InitiateSocket();
lastConnectPort = port;
lastConnectAddr = serverName;
struct hostent *hostEnt; struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL) if((hostEnt = gethostbyname(serverName)) == NULL)
{ {
@ -83,6 +86,37 @@ int Connection::Connect(unsigned short port , const char serverName[], bool bloc
return 0; return 0;
} }
int Connection::Reconnect()
{
if(this->socket == -1 || this->socket == 0) InitiateSocket();
struct hostent *hostEnt;
if((hostEnt = gethostbyname(this->lastConnectAddr.c_str())) == NULL)
{
return WSAGetLastError();
}
struct sockaddr_in server;
server.sin_family = AF_INET;
server.sin_port = htons(this->lastConnectPort);
server.sin_addr.s_addr = *(unsigned long*) hostEnt->h_addr;
SetBlockingMode(true);
if(connect(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
{
return WSAGetLastError();
}
closed = false;
stillSending = true;
SetBlockingMode(blocking);
//connection succesfull!
return 0;
}
int Connection::InitiateServer(unsigned short port) int Connection::InitiateServer(unsigned short port)
{ {
int errorCode = 0; int errorCode = 0;

View File

@ -28,6 +28,7 @@ namespace Oyster
virtual int Disconnect(); virtual int Disconnect();
virtual int Connect(ConnectionInfo info, bool blocking = false); virtual int Connect(ConnectionInfo info, bool blocking = false);
virtual int Connect(unsigned short port , const char serverName[], bool blocking = false); virtual int Connect(unsigned short port , const char serverName[], bool blocking = false);
virtual int Reconnect();
virtual ConnectionInfo Listen(); virtual ConnectionInfo Listen();
@ -47,6 +48,11 @@ namespace Oyster
bool stillSending; bool stillSending;
bool closed; bool closed;
std::string addr; std::string addr;
std::string lastConnectAddr;
unsigned short lastConnectPort;
bool blocking;
}; };
} }
} }

View File

@ -39,6 +39,9 @@ namespace Oyster
//(servers uses Listen instead of connect) //(servers uses Listen instead of connect)
virtual int Connect( unsigned short port, const char serverName[] ) { return false; }; virtual int Connect( unsigned short port, const char serverName[] ) { return false; };
//Tries to connect with the same port and ip used for Connect.
virtual int Reconnect() = 0;
//Disconnects the client or server TODO: optimize! //Disconnects the client or server TODO: optimize!
virtual int Disconnect() = 0; virtual int Disconnect() = 0;
}; };

View File

@ -24,6 +24,8 @@ namespace Oyster
Model::Model* sphere; Model::Model* sphere;
ID3D11RasterizerState* wire; ID3D11RasterizerState* wire;
ID3D11ShaderResourceView* debugSRV;
#endif #endif
} }
@ -50,8 +52,15 @@ namespace Oyster
Render::Preparations::Basic::SetViewPort(); Render::Preparations::Basic::SetViewPort();
#ifdef _DEBUG #ifdef _DEBUG
//fix load model //fix load model
cube = CreateModel(L"debug_cube.dan");
sphere = CreateModel(L"debug_sphere.dan"); debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
cube = CreateModel(L"generic_cube.dan");
cube->Tint = Math::Float3(0.0f,0.0f,1.0f);
sphere = CreateModel(L"generic_sphere.dan");
sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f);
D3D11_RASTERIZER_DESC desc; D3D11_RASTERIZER_DESC desc;
desc.CullMode = D3D11_CULL_BACK; desc.CullMode = D3D11_CULL_BACK;
@ -196,6 +205,7 @@ namespace Oyster
void API::StartRenderWireFrame() void API::StartRenderWireFrame()
{ {
Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
Core::deviceContext->RSSetState(wire); Core::deviceContext->RSSetState(wire);
Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
} }

View File

@ -700,7 +700,7 @@ static HRESULT CreateTextureFromWIC( _In_ ID3D11Device* d3dDevice,
return hr; return hr;
} }
//todo check calc //todo check calc
int TexSize = twidth * theight * bpp; int TexSize = twidth * theight * (int)bpp;
Oyster::Graphics::Core::UsedMem += TexSize; Oyster::Graphics::Core::UsedMem += TexSize;
if ( autogen ) if ( autogen )

View File

@ -1,6 +1,6 @@
<?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>
</Project> </Project>

View File

@ -0,0 +1,49 @@
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src
)
SET(BulletFileLoader_SRCS
bChunk.cpp
bDNA.cpp
bFile.cpp
btBulletFile.cpp
)
SET(BulletFileLoader_HDRS
bChunk.h
bCommon.h
bDefines.h
bDNA.h
bFile.h
btBulletFile.h
)
ADD_LIBRARY(BulletFileLoader ${BulletFileLoader_SRCS} ${BulletFileLoader_HDRS})
IF (BUILD_SHARED_LIBS)
TARGET_LINK_LIBRARIES(BulletFileLoader LinearMath)
ENDIF (BUILD_SHARED_LIBS)
SET_TARGET_PROPERTIES(BulletFileLoader PROPERTIES VERSION ${BULLET_VERSION})
SET_TARGET_PROPERTIES(BulletFileLoader PROPERTIES SOVERSION ${BULLET_VERSION})
IF (INSTALL_EXTRA_LIBS)
IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
#FILES_MATCHING requires CMake 2.6
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
INSTALL(TARGETS BulletFileLoader DESTINATION .)
ELSE (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
INSTALL(TARGETS BulletFileLoader DESTINATION lib${LIB_SUFFIX})
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
DESTINATION ${INCLUDE_INSTALL_DIR} FILES_MATCHING PATTERN "*.h" PATTERN
".svn" EXCLUDE PATTERN "CMakeFiles" EXCLUDE)
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
SET_TARGET_PROPERTIES(BulletFileLoader PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES(BulletFileLoader PROPERTIES PUBLIC_HEADER "${BulletFileLoader_HDRS}")
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
ENDIF (INSTALL_EXTRA_LIBS)

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,75 @@
/*
bParse
Copyright (c) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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 "bChunk.h"
#include "bDefines.h"
#include "bFile.h"
#if !defined( __CELLOS_LV2__) && !defined(__MWERKS__)
#include <memory.h>
#endif
#include <string.h>
using namespace bParse;
// ----------------------------------------------------- //
short ChunkUtils::swapShort(short sht)
{
SWITCH_SHORT(sht);
return sht;
}
// ----------------------------------------------------- //
int ChunkUtils::swapInt(int inte)
{
SWITCH_INT(inte);
return inte;
}
// ----------------------------------------------------- //
long64 ChunkUtils::swapLong64(long64 lng)
{
SWITCH_LONGINT(lng);
return lng;
}
// ----------------------------------------------------- //
int ChunkUtils::getOffset(int flags)
{
// if the file is saved in a
// different format, get the
// file's chunk size
int res = CHUNK_HEADER_LEN;
if (VOID_IS_8)
{
if (flags &FD_BITS_VARIES)
res = sizeof(bChunkPtr4);
}
else
{
if (flags &FD_BITS_VARIES)
res = sizeof(bChunkPtr8);
}
return res;
}
//eof

View File

@ -0,0 +1,92 @@
/*
bParse
Copyright (c) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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 __BCHUNK_H__
#define __BCHUNK_H__
#if defined (_WIN32) && ! defined (__MINGW32__)
#define long64 __int64
#elif defined (__MINGW32__)
#include <stdint.h>
#define long64 int64_t
#else
#define long64 long long
#endif
namespace bParse {
// ----------------------------------------------------- //
class bChunkPtr4
{
public:
bChunkPtr4(){}
int code;
int len;
union
{
int m_uniqueInt;
};
int dna_nr;
int nr;
};
// ----------------------------------------------------- //
class bChunkPtr8
{
public:
bChunkPtr8(){}
int code, len;
union
{
long64 oldPrev;
int m_uniqueInts[2];
};
int dna_nr, nr;
};
// ----------------------------------------------------- //
class bChunkInd
{
public:
bChunkInd(){}
int code, len;
void *oldPtr;
int dna_nr, nr;
};
// ----------------------------------------------------- //
class ChunkUtils
{
public:
// file chunk offset
static int getOffset(int flags);
// endian utils
static short swapShort(short sht);
static int swapInt(int inte);
static long64 swapLong64(long64 lng);
};
const int CHUNK_HEADER_LEN = ((sizeof(bChunkInd)));
const bool VOID_IS_8 = ((sizeof(void*)==8));
}
#endif//__BCHUNK_H__

View File

@ -0,0 +1,39 @@
/*
bParse
Copyright (c) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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 __BCOMMON_H__
#define __BCOMMON_H__
#include <assert.h>
//#include "bLog.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btHashMap.h"
namespace bParse {
class bMain;
class bFileData;
class bFile;
class bDNA;
// delete void* undefined
typedef struct bStructHandle {int unused;}bStructHandle;
typedef btAlignedObjectArray<bStructHandle*> bListBasePtr;
typedef btHashMap<btHashPtr, bStructHandle*> bPtrMap;
}
#endif//__BCOMMON_H__

View File

@ -0,0 +1,644 @@
/*
bParse
Copyright (c) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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 <assert.h>
#include "bDNA.h"
#include "bChunk.h"
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
//this define will force traversal of structures, to check backward (and forward) compatibility
//#define TEST_BACKWARD_FORWARD_COMPATIBILITY
using namespace bParse;
// ----------------------------------------------------- //
bDNA::bDNA()
: mPtrLen(0)
{
// --
}
// ----------------------------------------------------- //
bDNA::~bDNA()
{
// --
}
// ----------------------------------------------------- //
bool bDNA::lessThan(bDNA *file)
{
return ( m_Names.size() < file->m_Names.size());
}
// ----------------------------------------------------- //
char *bDNA::getName(int ind)
{
assert(ind <= (int)m_Names.size());
return m_Names[ind].m_name;
}
// ----------------------------------------------------- //
char *bDNA::getType(int ind)
{
assert(ind<= (int)mTypes.size());
return mTypes[ind];
}
// ----------------------------------------------------- //
short *bDNA::getStruct(int ind)
{
assert(ind <= (int)mStructs.size());
return mStructs[ind];
}
// ----------------------------------------------------- //
short bDNA::getLength(int ind)
{
assert(ind <= (int)mTlens.size());
return mTlens[ind];
}
// ----------------------------------------------------- //
int bDNA::getReverseType(short type)
{
int* intPtr = mStructReverse.find(type);
if (intPtr)
return *intPtr;
return -1;
}
// ----------------------------------------------------- //
int bDNA::getReverseType(const char *type)
{
btHashString key(type);
int* valuePtr = mTypeLookup.find(key);
if (valuePtr)
return *valuePtr;
return -1;
}
// ----------------------------------------------------- //
int bDNA::getNumStructs()
{
return (int)mStructs.size();
}
// ----------------------------------------------------- //
bool bDNA::flagNotEqual(int dna_nr)
{
assert(dna_nr <= (int)mCMPFlags.size());
return mCMPFlags[dna_nr] == FDF_STRUCT_NEQU;
}
// ----------------------------------------------------- //
bool bDNA::flagEqual(int dna_nr)
{
assert(dna_nr <= (int)mCMPFlags.size());
int flag = mCMPFlags[dna_nr];
return flag == FDF_STRUCT_EQU;
}
// ----------------------------------------------------- //
bool bDNA::flagNone(int dna_nr)
{
assert(dna_nr <= (int)mCMPFlags.size());
return mCMPFlags[dna_nr] == FDF_NONE;
}
// ----------------------------------------------------- //
int bDNA::getPointerSize()
{
return mPtrLen;
}
// ----------------------------------------------------- //
void bDNA::initRecurseCmpFlags(int iter)
{
// iter is FDF_STRUCT_NEQU
short *oldStrc = mStructs[iter];
short type = oldStrc[0];
for (int i=0; i<(int)mStructs.size(); i++)
{
if (i != iter && mCMPFlags[i] == FDF_STRUCT_EQU )
{
short *curStruct = mStructs[i];
int eleLen = curStruct[1];
curStruct+=2;
for (int j=0; j<eleLen; j++, curStruct+=2)
{
if (curStruct[0] == type)
{
//char *name = m_Names[curStruct[1]].m_name;
//if (name[0] != '*')
if (m_Names[curStruct[1]].m_isPointer)
{
mCMPFlags[i] = FDF_STRUCT_NEQU;
initRecurseCmpFlags(i);
}
}
}
}
}
}
// ----------------------------------------------------- //
void bDNA::initCmpFlags(bDNA *memDNA)
{
// compare the file to memory
// this ptr should be the file data
assert(!m_Names.size() == 0 && "SDNA empty!");
mCMPFlags.resize(mStructs.size(), FDF_NONE);
int i;
for ( i=0; i<(int)mStructs.size(); i++)
{
short *oldStruct = mStructs[i];
int oldLookup = getReverseType(oldStruct[0]);
if (oldLookup == -1)
{
mCMPFlags[i] = FDF_NONE;
continue;
}
//char* typeName = mTypes[oldStruct[0]];
//#define SLOW_FORWARD_COMPATIBLE 1
#ifdef SLOW_FORWARD_COMPATIBLE
char* typeName = mTypes[oldLookup];
int newLookup = memDNA->getReverseType(typeName);
if (newLookup == -1)
{
mCMPFlags[i] = FDF_NONE;
continue;
}
short *curStruct = memDNA->mStructs[newLookup];
#else
// memory for file
if (oldLookup < memDNA->mStructs.size())
{
short *curStruct = memDNA->mStructs[oldLookup];
#endif
// rebuild...
mCMPFlags[i] = FDF_STRUCT_NEQU;
#ifndef TEST_BACKWARD_FORWARD_COMPATIBILITY
if (curStruct[1] == oldStruct[1])
{
// type len same ...
if (mTlens[oldStruct[0]] == memDNA->mTlens[curStruct[0]])
{
bool isSame = true;
int elementLength = oldStruct[1];
curStruct+=2;
oldStruct+=2;
for (int j=0; j<elementLength; j++, curStruct+=2, oldStruct+=2)
{
// type the same
//const char* typeFileDNA = mTypes[oldStruct[0]];
//const char* typeMemDNA = mTypes[curStruct[0]];
if (strcmp(mTypes[oldStruct[0]], memDNA->mTypes[curStruct[0]])!=0)
{
isSame=false;
break;
}
// name the same
if (strcmp(m_Names[oldStruct[1]].m_name, memDNA->m_Names[curStruct[1]].m_name)!=0)
{
isSame=false;
break;
}
}
// flag valid ==
if (isSame)
mCMPFlags[i] = FDF_STRUCT_EQU;
}
}
#endif
}
}
// recurse in
for ( i=0; i<(int)mStructs.size(); i++)
{
if (mCMPFlags[i] == FDF_STRUCT_NEQU)
initRecurseCmpFlags(i);
}
}
static int name_is_array(char* name, int* dim1, int* dim2) {
int len = strlen(name);
/*fprintf(stderr,"[%s]",name);*/
/*if (len >= 1) {
if (name[len-1] != ']')
return 1;
}
return 0;*/
char *bp;
int num;
if (dim1) {
*dim1 = 1;
}
if (dim2) {
*dim2 = 1;
}
bp = strchr(name, '[');
if (!bp) {
return 0;
}
num = 0;
while (++bp < name+len-1) {
const char c = *bp;
if (c == ']') {
break;
}
if (c <= '9' && c >= '0') {
num *= 10;
num += (c - '0');
} else {
printf("array parse error.\n");
return 0;
}
}
if (dim2) {
*dim2 = num;
}
/* find second dim, if any. */
bp = strchr(bp, '[');
if (!bp) {
return 1; /* at least we got the first dim. */
}
num = 0;
while (++bp < name+len-1) {
const char c = *bp;
if (c == ']') {
break;
}
if (c <= '9' && c >= '0') {
num *= 10;
num += (c - '0');
} else {
printf("array2 parse error.\n");
return 1;
}
}
if (dim1) {
if (dim2) {
*dim1 = *dim2;
*dim2 = num;
} else {
*dim1 = num;
}
}
return 1;
}
// ----------------------------------------------------- //
void bDNA::init(char *data, int len, bool swap)
{
int *intPtr=0;short *shtPtr=0;
char *cp = 0;int dataLen =0;long nr=0;
intPtr = (int*)data;
/*
SDNA (4 bytes) (magic number)
NAME (4 bytes)
<nr> (4 bytes) amount of names (int)
<string>
<string>
*/
if (strncmp(data, "SDNA", 4)==0)
{
// skip ++ NAME
intPtr++; intPtr++;
}
// Parse names
if (swap)
{
*intPtr = ChunkUtils::swapInt(*intPtr);
}
dataLen = *intPtr;
intPtr++;
cp = (char*)intPtr;
int i;
for ( i=0; i<dataLen; i++)
{
bNameInfo info;
info.m_name = cp;
info.m_isPointer = (info.m_name[0] == '*') || (info.m_name[1] == '*');
name_is_array(info.m_name,&info.m_dim0,&info.m_dim1);
m_Names.push_back(info);
while (*cp)cp++;
cp++;
}
{
nr= (long)cp;
//long mask=3;
nr= ((nr+3)&~3)-nr;
while (nr--)
{
cp++;
}
}
/*
TYPE (4 bytes)
<nr> amount of types (int)
<string>
<string>
*/
intPtr = (int*)cp;
assert(strncmp(cp, "TYPE", 4)==0); intPtr++;
if (swap)
{
*intPtr = ChunkUtils::swapInt(*intPtr);
}
dataLen = *intPtr;
intPtr++;
cp = (char*)intPtr;
for ( i=0; i<dataLen; i++)
{
mTypes.push_back(cp);
while (*cp)cp++;
cp++;
}
{
nr= (long)cp;
// long mask=3;
nr= ((nr+3)&~3)-nr;
while (nr--)
{
cp++;
}
}
/*
TLEN (4 bytes)
<len> (short) the lengths of types
<len>
*/
// Parse type lens
intPtr = (int*)cp;
assert(strncmp(cp, "TLEN", 4)==0); intPtr++;
dataLen = (int)mTypes.size();
shtPtr = (short*)intPtr;
for ( i=0; i<dataLen; i++, shtPtr++)
{
if (swap)
shtPtr[0] = ChunkUtils::swapShort(shtPtr[0]);
mTlens.push_back(shtPtr[0]);
}
if (dataLen & 1) shtPtr++;
/*
STRC (4 bytes)
<nr> amount of structs (int)
<typenr>
<nr_of_elems>
<typenr>
<namenr>
<typenr>
<namenr>
*/
intPtr = (int*)shtPtr;
cp = (char*)intPtr;
assert(strncmp(cp, "STRC", 4)==0); intPtr++;
if (swap)
{
*intPtr = ChunkUtils::swapInt(*intPtr);
}
dataLen = *intPtr;
intPtr++;
shtPtr = (short*)intPtr;
for ( i=0; i<dataLen; i++)
{
mStructs.push_back (shtPtr);
if (swap)
{
shtPtr[0]= ChunkUtils::swapShort(shtPtr[0]);
shtPtr[1]= ChunkUtils::swapShort(shtPtr[1]);
int len = shtPtr[1];
shtPtr+= 2;
for (int a=0; a<len; a++, shtPtr+=2)
{
shtPtr[0]= ChunkUtils::swapShort(shtPtr[0]);
shtPtr[1]= ChunkUtils::swapShort(shtPtr[1]);
}
}
else
shtPtr+= (2*shtPtr[1])+2;
}
// build reverse lookups
for ( i=0; i<(int)mStructs.size(); i++)
{
short *strc = mStructs.at(i);
if (!mPtrLen && strcmp(mTypes[strc[0]],"ListBase")==0)
{
mPtrLen = mTlens[strc[0]]/2;
}
mStructReverse.insert(strc[0], i);
mTypeLookup.insert(btHashString(mTypes[strc[0]]),i);
}
}
// ----------------------------------------------------- //
int bDNA::getArraySize(char* string)
{
int ret = 1;
int len = strlen(string);
char* next = 0;
for (int i=0; i<len; i++)
{
char c = string[i];
if (c == '[')
next = &string[i+1];
else if (c==']')
if (next)
ret *= atoi(next);
}
// print (string << ' ' << ret);
return ret;
}
void bDNA::dumpTypeDefinitions()
{
int i;
int numTypes = mTypes.size();
for (i=0;i<numTypes;i++)
{
}
for ( i=0; i<(int)mStructs.size(); i++)
{
int totalBytes=0;
short *oldStruct = mStructs[i];
int oldLookup = getReverseType(oldStruct[0]);
if (oldLookup == -1)
{
mCMPFlags[i] = FDF_NONE;
continue;
}
short* newStruct = mStructs[oldLookup];
char* typeName = mTypes[newStruct[0]];
printf("%3d: %s ",i,typeName);
//char *name = mNames[oldStruct[1]];
int len = oldStruct[1];
printf(" (%d fields) ",len);
oldStruct+=2;
printf("{");
int j;
for (j=0; j<len; ++j,oldStruct+=2) {
const char* name = m_Names[oldStruct[1]].m_name;
printf("%s %s", mTypes[oldStruct[0]],name);
int elemNumBytes= 0;
int arrayDimensions = getArraySizeNew(oldStruct[1]);
if (m_Names[oldStruct[1]].m_isPointer)
{
elemNumBytes = VOID_IS_8 ? 8 : 4;
} else
{
elemNumBytes = getLength(oldStruct[0]);
}
printf(" /* %d bytes */",elemNumBytes*arrayDimensions);
if (j == len-1) {
printf(";}");
} else {
printf("; ");
}
totalBytes+=elemNumBytes*arrayDimensions;
}
printf("\ntotalBytes=%d\n\n",totalBytes);
}
#if 0
/* dump out display of types and their sizes */
for (i=0; i<bf->types_count; ++i) {
/* if (!bf->types[i].is_struct)*/
{
printf("%3d: sizeof(%s%s)=%d",
i,
bf->types[i].is_struct ? "struct " : "atomic ",
bf->types[i].name, bf->types[i].size);
if (bf->types[i].is_struct) {
int j;
printf(", %d fields: { ", bf->types[i].fieldtypes_count);
for (j=0; j<bf->types[i].fieldtypes_count; ++j) {
printf("%s %s",
bf->types[bf->types[i].fieldtypes[j]].name,
bf->names[bf->types[i].fieldnames[j]]);
if (j == bf->types[i].fieldtypes_count-1) {
printf(";}");
} else {
printf("; ");
}
}
}
printf("\n\n");
}
}
#endif
}
//eof

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/*
bParse
Copyright (c) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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 __BDNA_H__
#define __BDNA_H__
#include "bCommon.h"
namespace bParse {
struct bNameInfo
{
char* m_name;
bool m_isPointer;
int m_dim0;
int m_dim1;
};
class bDNA
{
public:
bDNA();
~bDNA();
void init(char *data, int len, bool swap=false);
int getArraySize(char* str);
int getArraySizeNew(short name)
{
const bNameInfo& nameInfo = m_Names[name];
return nameInfo.m_dim0*nameInfo.m_dim1;
}
int getElementSize(short type, short name)
{
const bNameInfo& nameInfo = m_Names[name];
int size = nameInfo.m_isPointer ? mPtrLen*nameInfo.m_dim0*nameInfo.m_dim1 : mTlens[type]*nameInfo.m_dim0*nameInfo.m_dim1;
return size;
}
int getNumNames() const
{
return m_Names.size();
}
char *getName(int ind);
char *getType(int ind);
short *getStruct(int ind);
short getLength(int ind);
int getReverseType(short type);
int getReverseType(const char *type);
int getNumStructs();
//
bool lessThan(bDNA* other);
void initCmpFlags(bDNA *memDNA);
bool flagNotEqual(int dna_nr);
bool flagEqual(int dna_nr);
bool flagNone(int dna_nr);
int getPointerSize();
void dumpTypeDefinitions();
private:
enum FileDNAFlags
{
FDF_NONE=0,
FDF_STRUCT_NEQU,
FDF_STRUCT_EQU
};
void initRecurseCmpFlags(int i);
btAlignedObjectArray<int> mCMPFlags;
btAlignedObjectArray<bNameInfo> m_Names;
btAlignedObjectArray<char*> mTypes;
btAlignedObjectArray<short*> mStructs;
btAlignedObjectArray<short> mTlens;
btHashMap<btHashInt, int> mStructReverse;
btHashMap<btHashString,int> mTypeLookup;
int mPtrLen;
};
}
#endif//__BDNA_H__

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/* Copyright (C) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
*
* 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 __B_DEFINES_H__
#define __B_DEFINES_H__
// MISC defines, see BKE_global.h, BKE_utildefines.h
#define SIZEOFBLENDERHEADER 12
// ------------------------------------------------------------
#if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__BIG_ENDIAN__)
# define MAKE_ID(a,b,c,d) ( (int)(a)<<24 | (int)(b)<<16 | (c)<<8 | (d) )
#else
# define MAKE_ID(a,b,c,d) ( (int)(d)<<24 | (int)(c)<<16 | (b)<<8 | (a) )
#endif
// ------------------------------------------------------------
#if defined(__sgi) || defined(__sparc) || defined(__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__BIG_ENDIAN__)
# define MAKE_ID2(c, d) ( (c)<<8 | (d) )
# define MOST_SIG_BYTE 0
# define BBIG_ENDIAN
#else
# define MAKE_ID2(c, d) ( (d)<<8 | (c) )
# define MOST_SIG_BYTE 1
# define BLITTLE_ENDIAN
#endif
// ------------------------------------------------------------
#define ID_SCE MAKE_ID2('S', 'C')
#define ID_LI MAKE_ID2('L', 'I')
#define ID_OB MAKE_ID2('O', 'B')
#define ID_ME MAKE_ID2('M', 'E')
#define ID_CU MAKE_ID2('C', 'U')
#define ID_MB MAKE_ID2('M', 'B')
#define ID_MA MAKE_ID2('M', 'A')
#define ID_TE MAKE_ID2('T', 'E')
#define ID_IM MAKE_ID2('I', 'M')
#define ID_IK MAKE_ID2('I', 'K')
#define ID_WV MAKE_ID2('W', 'V')
#define ID_LT MAKE_ID2('L', 'T')
#define ID_SE MAKE_ID2('S', 'E')
#define ID_LF MAKE_ID2('L', 'F')
#define ID_LA MAKE_ID2('L', 'A')
#define ID_CA MAKE_ID2('C', 'A')
#define ID_IP MAKE_ID2('I', 'P')
#define ID_KE MAKE_ID2('K', 'E')
#define ID_WO MAKE_ID2('W', 'O')
#define ID_SCR MAKE_ID2('S', 'R')
#define ID_VF MAKE_ID2('V', 'F')
#define ID_TXT MAKE_ID2('T', 'X')
#define ID_SO MAKE_ID2('S', 'O')
#define ID_SAMPLE MAKE_ID2('S', 'A')
#define ID_GR MAKE_ID2('G', 'R')
#define ID_ID MAKE_ID2('I', 'D')
#define ID_AR MAKE_ID2('A', 'R')
#define ID_AC MAKE_ID2('A', 'C')
#define ID_SCRIPT MAKE_ID2('P', 'Y')
#define ID_FLUIDSIM MAKE_ID2('F', 'S')
#define ID_NT MAKE_ID2('N', 'T')
#define ID_BR MAKE_ID2('B', 'R')
#define ID_SEQ MAKE_ID2('S', 'Q')
#define ID_CO MAKE_ID2('C', 'O')
#define ID_PO MAKE_ID2('A', 'C')
#define ID_NLA MAKE_ID2('N', 'L')
#define ID_VS MAKE_ID2('V', 'S')
#define ID_VN MAKE_ID2('V', 'N')
// ------------------------------------------------------------
#define FORM MAKE_ID('F','O','R','M')
#define DDG1 MAKE_ID('3','D','G','1')
#define DDG2 MAKE_ID('3','D','G','2')
#define DDG3 MAKE_ID('3','D','G','3')
#define DDG4 MAKE_ID('3','D','G','4')
#define GOUR MAKE_ID('G','O','U','R')
#define BLEN MAKE_ID('B','L','E','N')
#define DER_ MAKE_ID('D','E','R','_')
#define V100 MAKE_ID('V','1','0','0')
#define DATA MAKE_ID('D','A','T','A')
#define GLOB MAKE_ID('G','L','O','B')
#define IMAG MAKE_ID('I','M','A','G')
#define TEST MAKE_ID('T','E','S','T')
#define USER MAKE_ID('U','S','E','R')
// ------------------------------------------------------------
#define DNA1 MAKE_ID('D','N','A','1')
#define REND MAKE_ID('R','E','N','D')
#define ENDB MAKE_ID('E','N','D','B')
#define NAME MAKE_ID('N','A','M','E')
#define SDNA MAKE_ID('S','D','N','A')
#define TYPE MAKE_ID('T','Y','P','E')
#define TLEN MAKE_ID('T','L','E','N')
#define STRC MAKE_ID('S','T','R','C')
// ------------------------------------------------------------
#define SWITCH_INT(a) { \
char s_i, *p_i; \
p_i= (char *)&(a); \
s_i=p_i[0]; p_i[0]=p_i[3]; p_i[3]=s_i; \
s_i=p_i[1]; p_i[1]=p_i[2]; p_i[2]=s_i; }
// ------------------------------------------------------------
#define SWITCH_SHORT(a) { \
char s_i, *p_i; \
p_i= (char *)&(a); \
s_i=p_i[0]; p_i[0]=p_i[1]; p_i[1]=s_i; }
// ------------------------------------------------------------
#define SWITCH_LONGINT(a) { \
char s_i, *p_i; \
p_i= (char *)&(a); \
s_i=p_i[0]; p_i[0]=p_i[7]; p_i[7]=s_i; \
s_i=p_i[1]; p_i[1]=p_i[6]; p_i[6]=s_i; \
s_i=p_i[2]; p_i[2]=p_i[5]; p_i[5]=s_i; \
s_i=p_i[3]; p_i[3]=p_i[4]; p_i[4]=s_i; }
#endif//__B_DEFINES_H__

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/*
bParse
Copyright (c) 2006-2009 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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 __BFILE_H__
#define __BFILE_H__
#include "bCommon.h"
#include "bChunk.h"
#include <stdio.h>
namespace bParse {
// ----------------------------------------------------- //
enum bFileFlags
{
FD_INVALID =0,
FD_OK =1,
FD_VOID_IS_8 =2,
FD_ENDIAN_SWAP =4,
FD_FILE_64 =8,
FD_BITS_VARIES =16,
FD_VERSION_VARIES = 32,
FD_DOUBLE_PRECISION =64,
FD_BROKEN_DNA = 128
};
enum bFileVerboseMode
{
FD_VERBOSE_EXPORT_XML = 1,
FD_VERBOSE_DUMP_DNA_TYPE_DEFINITIONS = 2,
FD_VERBOSE_DUMP_CHUNKS = 4,
FD_VERBOSE_DUMP_FILE_INFO=8,
};
// ----------------------------------------------------- //
class bFile
{
protected:
char m_headerString[7];
bool mOwnsBuffer;
char* mFileBuffer;
int mFileLen;
int mVersion;
bPtrMap mLibPointers;
int mDataStart;
bDNA* mFileDNA;
bDNA* mMemoryDNA;
btAlignedObjectArray<char*> m_pointerFixupArray;
btAlignedObjectArray<char*> m_pointerPtrFixupArray;
btAlignedObjectArray<bChunkInd> m_chunks;
btHashMap<btHashPtr, bChunkInd> m_chunkPtrPtrMap;
//
bPtrMap mDataPointers;
int mFlags;
// ////////////////////////////////////////////////////////////////////////////
// buffer offset util
int getNextBlock(bChunkInd *dataChunk, const char *dataPtr, const int flags);
void safeSwapPtr(char *dst, const char *src);
virtual void parseHeader();
virtual void parseData() = 0;
void resolvePointersMismatch();
void resolvePointersChunk(const bChunkInd& dataChunk, int verboseMode);
int resolvePointersStructRecursive(char *strcPtr, int old_dna, int verboseMode, int recursion);
//void swapPtr(char *dst, char *src);
void parseStruct(char *strcPtr, char *dtPtr, int old_dna, int new_dna, bool fixupPointers);
void getMatchingFileDNA(short* old, const char* lookupName, const char* lookupType, char *strcData, char *data, bool fixupPointers);
char* getFileElement(short *firstStruct, char *lookupName, char *lookupType, char *data, short **foundPos);
void swap(char *head, class bChunkInd& ch, bool ignoreEndianFlag);
void swapData(char *data, short type, int arraySize, bool ignoreEndianFlag);
void swapStruct(int dna_nr, char *data, bool ignoreEndianFlag);
void swapLen(char *dataPtr);
void swapDNA(char* ptr);
char* readStruct(char *head, class bChunkInd& chunk);
char *getAsString(int code);
void parseInternal(int verboseMode, char* memDna,int memDnaLength);
public:
bFile(const char *filename, const char headerString[7]);
//todo: make memoryBuffer const char
//bFile( const char *memoryBuffer, int len);
bFile( char *memoryBuffer, int len, const char headerString[7]);
virtual ~bFile();
bDNA* getFileDNA()
{
return mFileDNA;
}
virtual void addDataBlock(char* dataBlock) = 0;
int getFlags() const
{
return mFlags;
}
bPtrMap& getLibPointers()
{
return mLibPointers;
}
void* findLibPointer(void *ptr);
bool ok();
virtual void parse(int verboseMode) = 0;
virtual int write(const char* fileName, bool fixupPointers=false) = 0;
virtual void writeChunks(FILE* fp, bool fixupPointers );
virtual void writeDNA(FILE* fp) = 0;
void updateOldPointers();
void resolvePointers(int verboseMode);
void dumpChunks(bDNA* dna);
int getVersion() const
{
return mVersion;
}
//pre-swap the endianness, so that data loaded on a target with different endianness doesn't need to be swapped
void preSwap();
void writeFile(const char* fileName);
};
}
#endif//__BFILE_H__

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/*
bParse
Copyright (c) 2006-2010 Erwin Coumans http://gamekit.googlecode.com
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 "btBulletFile.h"
#include "bDefines.h"
#include "bDNA.h"
#if !defined( __CELLOS_LV2__) && !defined(__MWERKS__)
#include <memory.h>
#endif
#include <string.h>
// 32 && 64 bit versions
#ifdef BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
#ifdef _WIN64
extern char sBulletDNAstr64[];
extern int sBulletDNAlen64;
#else
extern char sBulletDNAstr[];
extern int sBulletDNAlen;
#endif //_WIN64
#else//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
extern char sBulletDNAstr64[];
extern int sBulletDNAlen64;
extern char sBulletDNAstr[];
extern int sBulletDNAlen;
#endif //BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
using namespace bParse;
btBulletFile::btBulletFile()
:bFile("", "BULLET ")
{
mMemoryDNA = new bDNA(); //this memory gets released in the bFile::~bFile destructor,@todo not consistent with the rule 'who allocates it, has to deallocate it"
m_DnaCopy = 0;
#ifdef BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
#ifdef _WIN64
m_DnaCopy = (char*)btAlignedAlloc(sBulletDNAlen64,16);
memcpy(m_DnaCopy,sBulletDNAstr64,sBulletDNAlen64);
mMemoryDNA->init(m_DnaCopy,sBulletDNAlen64);
#else//_WIN64
m_DnaCopy = (char*)btAlignedAlloc(sBulletDNAlen,16);
memcpy(m_DnaCopy,sBulletDNAstr,sBulletDNAlen);
mMemoryDNA->init(m_DnaCopy,sBulletDNAlen);
#endif//_WIN64
#else//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
if (VOID_IS_8)
{
m_DnaCopy = (char*) btAlignedAlloc(sBulletDNAlen64,16);
memcpy(m_DnaCopy,sBulletDNAstr64,sBulletDNAlen64);
mMemoryDNA->init(m_DnaCopy,sBulletDNAlen64);
}
else
{
m_DnaCopy =(char*) btAlignedAlloc(sBulletDNAlen,16);
memcpy(m_DnaCopy,sBulletDNAstr,sBulletDNAlen);
mMemoryDNA->init(m_DnaCopy,sBulletDNAlen);
}
#endif//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
}
btBulletFile::btBulletFile(const char* fileName)
:bFile(fileName, "BULLET ")
{
m_DnaCopy = 0;
}
btBulletFile::btBulletFile(char *memoryBuffer, int len)
:bFile(memoryBuffer,len, "BULLET ")
{
m_DnaCopy = 0;
}
btBulletFile::~btBulletFile()
{
if (m_DnaCopy)
btAlignedFree(m_DnaCopy);
while (m_dataBlocks.size())
{
char* dataBlock = m_dataBlocks[m_dataBlocks.size()-1];
delete[] dataBlock;
m_dataBlocks.pop_back();
}
}
// ----------------------------------------------------- //
void btBulletFile::parseData()
{
// printf ("Building datablocks");
// printf ("Chunk size = %d",CHUNK_HEADER_LEN);
// printf ("File chunk size = %d",ChunkUtils::getOffset(mFlags));
const bool brokenDNA = (mFlags&FD_BROKEN_DNA)!=0;
//const bool swap = (mFlags&FD_ENDIAN_SWAP)!=0;
mDataStart = 12;
char *dataPtr = mFileBuffer+mDataStart;
bChunkInd dataChunk;
dataChunk.code = 0;
//dataPtr += ChunkUtils::getNextBlock(&dataChunk, dataPtr, mFlags);
int seek = getNextBlock(&dataChunk, dataPtr, mFlags);
if (mFlags &FD_ENDIAN_SWAP)
swapLen(dataPtr);
//dataPtr += ChunkUtils::getOffset(mFlags);
char *dataPtrHead = 0;
while (dataChunk.code != DNA1)
{
if (!brokenDNA || (dataChunk.code != BT_QUANTIZED_BVH_CODE) )
{
// one behind
if (dataChunk.code == SDNA) break;
//if (dataChunk.code == DNA1) break;
// same as (BHEAD+DATA dependency)
dataPtrHead = dataPtr+ChunkUtils::getOffset(mFlags);
if (dataChunk.dna_nr>=0)
{
char *id = readStruct(dataPtrHead, dataChunk);
// lookup maps
if (id)
{
m_chunkPtrPtrMap.insert(dataChunk.oldPtr, dataChunk);
mLibPointers.insert(dataChunk.oldPtr, (bStructHandle*)id);
m_chunks.push_back(dataChunk);
// block it
//bListBasePtr *listID = mMain->getListBasePtr(dataChunk.code);
//if (listID)
// listID->push_back((bStructHandle*)id);
}
if (dataChunk.code == BT_SOFTBODY_CODE)
{
m_softBodies.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_RIGIDBODY_CODE)
{
m_rigidBodies.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_DYNAMICSWORLD_CODE)
{
m_dynamicsWorldInfo.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_CONSTRAINT_CODE)
{
m_constraints.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_QUANTIZED_BVH_CODE)
{
m_bvhs.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_TRIANLGE_INFO_MAP)
{
m_triangleInfoMaps.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_COLLISIONOBJECT_CODE)
{
m_collisionObjects.push_back((bStructHandle*) id);
}
if (dataChunk.code == BT_SHAPE_CODE)
{
m_collisionShapes.push_back((bStructHandle*) id);
}
// if (dataChunk.code == GLOB)
// {
// m_glob = (bStructHandle*) id;
// }
} else
{
printf("unknown chunk\n");
mLibPointers.insert(dataChunk.oldPtr, (bStructHandle*)dataPtrHead);
}
} else
{
printf("skipping BT_QUANTIZED_BVH_CODE due to broken DNA\n");
}
dataPtr += seek;
seek = getNextBlock(&dataChunk, dataPtr, mFlags);
if (mFlags &FD_ENDIAN_SWAP)
swapLen(dataPtr);
if (seek < 0)
break;
}
}
void btBulletFile::addDataBlock(char* dataBlock)
{
m_dataBlocks.push_back(dataBlock);
}
void btBulletFile::writeDNA(FILE* fp)
{
bChunkInd dataChunk;
dataChunk.code = DNA1;
dataChunk.dna_nr = 0;
dataChunk.nr = 1;
#ifdef BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
if (VOID_IS_8)
{
#ifdef _WIN64
dataChunk.len = sBulletDNAlen64;
dataChunk.oldPtr = sBulletDNAstr64;
fwrite(&dataChunk,sizeof(bChunkInd),1,fp);
fwrite(sBulletDNAstr64, sBulletDNAlen64,1,fp);
#else
btAssert(0);
#endif
}
else
{
#ifndef _WIN64
dataChunk.len = sBulletDNAlen;
dataChunk.oldPtr = sBulletDNAstr;
fwrite(&dataChunk,sizeof(bChunkInd),1,fp);
fwrite(sBulletDNAstr, sBulletDNAlen,1,fp);
#else//_WIN64
btAssert(0);
#endif//_WIN64
}
#else//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
if (VOID_IS_8)
{
dataChunk.len = sBulletDNAlen64;
dataChunk.oldPtr = sBulletDNAstr64;
fwrite(&dataChunk,sizeof(bChunkInd),1,fp);
fwrite(sBulletDNAstr64, sBulletDNAlen64,1,fp);
}
else
{
dataChunk.len = sBulletDNAlen;
dataChunk.oldPtr = sBulletDNAstr;
fwrite(&dataChunk,sizeof(bChunkInd),1,fp);
fwrite(sBulletDNAstr, sBulletDNAlen,1,fp);
}
#endif//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
}
void btBulletFile::parse(int verboseMode)
{
#ifdef BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
if (VOID_IS_8)
{
#ifdef _WIN64
if (m_DnaCopy)
delete m_DnaCopy;
m_DnaCopy = (char*)btAlignedAlloc(sBulletDNAlen64,16);
memcpy(m_DnaCopy,sBulletDNAstr64,sBulletDNAlen64);
parseInternal(verboseMode,(char*)sBulletDNAstr64,sBulletDNAlen64);
#else
btAssert(0);
#endif
}
else
{
#ifndef _WIN64
if (m_DnaCopy)
delete m_DnaCopy;
m_DnaCopy = (char*)btAlignedAlloc(sBulletDNAlen,16);
memcpy(m_DnaCopy,sBulletDNAstr,sBulletDNAlen);
parseInternal(verboseMode,m_DnaCopy,sBulletDNAlen);
#else
btAssert(0);
#endif
}
#else//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
if (VOID_IS_8)
{
if (m_DnaCopy)
delete m_DnaCopy;
m_DnaCopy = (char*)btAlignedAlloc(sBulletDNAlen64,16);
memcpy(m_DnaCopy,sBulletDNAstr64,sBulletDNAlen64);
parseInternal(verboseMode,m_DnaCopy,sBulletDNAlen64);
}
else
{
if (m_DnaCopy)
delete m_DnaCopy;
m_DnaCopy = (char*)btAlignedAlloc(sBulletDNAlen,16);
memcpy(m_DnaCopy,sBulletDNAstr,sBulletDNAlen);
parseInternal(verboseMode,m_DnaCopy,sBulletDNAlen);
}
#endif//BT_INTERNAL_UPDATE_SERIALIZATION_STRUCTURES
//the parsing will convert to cpu endian
mFlags &=~FD_ENDIAN_SWAP;
int littleEndian= 1;
littleEndian= ((char*)&littleEndian)[0];
mFileBuffer[8] = littleEndian?'v':'V';
}
// experimental
int btBulletFile::write(const char* fileName, bool fixupPointers)
{
FILE *fp = fopen(fileName, "wb");
if (fp)
{
char header[SIZEOFBLENDERHEADER] ;
memcpy(header, m_headerString, 7);
int endian= 1;
endian= ((char*)&endian)[0];
if (endian)
{
header[7] = '_';
} else
{
header[7] = '-';
}
if (VOID_IS_8)
{
header[8]='V';
} else
{
header[8]='v';
}
header[9] = '2';
header[10] = '7';
header[11] = '5';
fwrite(header,SIZEOFBLENDERHEADER,1,fp);
writeChunks(fp, fixupPointers);
writeDNA(fp);
fclose(fp);
} else
{
printf("Error: cannot open file %s for writing\n",fileName);
return 0;
}
return 1;
}
void btBulletFile::addStruct(const char* structType,void* data, int len, void* oldPtr, int code)
{
bParse::bChunkInd dataChunk;
dataChunk.code = code;
dataChunk.nr = 1;
dataChunk.len = len;
dataChunk.dna_nr = mMemoryDNA->getReverseType(structType);
dataChunk.oldPtr = oldPtr;
///Perform structure size validation
short* structInfo= mMemoryDNA->getStruct(dataChunk.dna_nr);
int elemBytes;
elemBytes= mMemoryDNA->getLength(structInfo[0]);
// int elemBytes = mMemoryDNA->getElementSize(structInfo[0],structInfo[1]);
assert(len==elemBytes);
mLibPointers.insert(dataChunk.oldPtr, (bStructHandle*)data);
m_chunks.push_back(dataChunk);
}

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/*
bParse
Copyright (c) 2006-2010 Charlie C & Erwin Coumans http://gamekit.googlecode.com
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_BULLET_FILE_H
#define BT_BULLET_FILE_H
#include "bFile.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "bDefines.h"
#include "LinearMath/btSerializer.h"
namespace bParse {
// ----------------------------------------------------- //
class btBulletFile : public bFile
{
protected:
char* m_DnaCopy;
public:
btAlignedObjectArray<bStructHandle*> m_softBodies;
btAlignedObjectArray<bStructHandle*> m_rigidBodies;
btAlignedObjectArray<bStructHandle*> m_collisionObjects;
btAlignedObjectArray<bStructHandle*> m_collisionShapes;
btAlignedObjectArray<bStructHandle*> m_constraints;
btAlignedObjectArray<bStructHandle*> m_bvhs;
btAlignedObjectArray<bStructHandle*> m_triangleInfoMaps;
btAlignedObjectArray<bStructHandle*> m_dynamicsWorldInfo;
btAlignedObjectArray<char*> m_dataBlocks;
btBulletFile();
btBulletFile(const char* fileName);
btBulletFile(char *memoryBuffer, int len);
virtual ~btBulletFile();
virtual void addDataBlock(char* dataBlock);
// experimental
virtual int write(const char* fileName, bool fixupPointers=false);
virtual void parse(int verboseMode);
virtual void parseData();
virtual void writeDNA(FILE* fp);
void addStruct(const char* structType,void* data, int len, void* oldPtr, int code);
};
};
#endif //BT_BULLET_FILE_H

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project "BulletFileLoader"
kind "StaticLib"
targetdir "../../lib"
includedirs {
"../../../src"
}
files {
"**.cpp",
"**.h"
}

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INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src
${BULLET_PHYSICS_SOURCE_DIR}/Extras/Serialize/BulletFileLoader
)
ADD_LIBRARY(
BulletWorldImporter
btBulletWorldImporter.cpp
btBulletWorldImporter.h
btWorldImporter.cpp
btWorldImporter.h
)
SET_TARGET_PROPERTIES(BulletWorldImporter PROPERTIES VERSION ${BULLET_VERSION})
SET_TARGET_PROPERTIES(BulletWorldImporter PROPERTIES SOVERSION ${BULLET_VERSION})
IF (BUILD_SHARED_LIBS)
TARGET_LINK_LIBRARIES(BulletWorldImporter BulletDynamics BulletCollision BulletFileLoader LinearMath)
ENDIF (BUILD_SHARED_LIBS)
IF (INSTALL_EXTRA_LIBS)
IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
#FILES_MATCHING requires CMake 2.6
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
INSTALL(TARGETS BulletWorldImporter DESTINATION .)
ELSE (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
INSTALL(TARGETS BulletWorldImporter DESTINATION lib${LIB_SUFFIX})
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
DESTINATION ${INCLUDE_INSTALL_DIR} FILES_MATCHING PATTERN "*.h" PATTERN
".svn" EXCLUDE PATTERN "CMakeFiles" EXCLUDE)
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
SET_TARGET_PROPERTIES(BulletWorldImporter PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES(BulletWorldImporter PROPERTIES PUBLIC_HEADER "btBulletWorldImporter.h")
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
ENDIF (INSTALL_EXTRA_LIBS)

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2012 Erwin Coumans http://bulletphysics.org
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 "btBulletWorldImporter.h"
#include "../BulletFileLoader/btBulletFile.h"
#include "btBulletDynamicsCommon.h"
#include "BulletCollision/Gimpact/btGImpactShape.h"
//#define USE_INTERNAL_EDGE_UTILITY
#ifdef USE_INTERNAL_EDGE_UTILITY
#include "BulletCollision/CollisionDispatch/btInternalEdgeUtility.h"
#endif //USE_INTERNAL_EDGE_UTILITY
btBulletWorldImporter::btBulletWorldImporter(btDynamicsWorld* world)
:btWorldImporter(world)
{
}
btBulletWorldImporter::~btBulletWorldImporter()
{
}
bool btBulletWorldImporter::loadFile( const char* fileName, const char* preSwapFilenameOut)
{
bParse::btBulletFile* bulletFile2 = new bParse::btBulletFile(fileName);
bool result = loadFileFromMemory(bulletFile2);
//now you could save the file in 'native' format using
//bulletFile2->writeFile("native.bullet");
if (result)
{
if (preSwapFilenameOut)
{
bulletFile2->preSwap();
bulletFile2->writeFile(preSwapFilenameOut);
}
}
delete bulletFile2;
return result;
}
bool btBulletWorldImporter::loadFileFromMemory( char* memoryBuffer, int len)
{
bParse::btBulletFile* bulletFile2 = new bParse::btBulletFile(memoryBuffer,len);
bool result = loadFileFromMemory(bulletFile2);
delete bulletFile2;
return result;
}
bool btBulletWorldImporter::loadFileFromMemory( bParse::btBulletFile* bulletFile2)
{
bool ok = (bulletFile2->getFlags()& bParse::FD_OK)!=0;
if (ok)
bulletFile2->parse(m_verboseMode);
else
return false;
if (m_verboseMode & bParse::FD_VERBOSE_DUMP_CHUNKS)
{
bulletFile2->dumpChunks(bulletFile2->getFileDNA());
}
return convertAllObjects(bulletFile2);
}
bool btBulletWorldImporter::convertAllObjects( bParse::btBulletFile* bulletFile2)
{
m_shapeMap.clear();
m_bodyMap.clear();
int i;
for (i=0;i<bulletFile2->m_bvhs.size();i++)
{
btOptimizedBvh* bvh = createOptimizedBvh();
if (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION)
{
btQuantizedBvhDoubleData* bvhData = (btQuantizedBvhDoubleData*)bulletFile2->m_bvhs[i];
bvh->deSerializeDouble(*bvhData);
} else
{
btQuantizedBvhFloatData* bvhData = (btQuantizedBvhFloatData*)bulletFile2->m_bvhs[i];
bvh->deSerializeFloat(*bvhData);
}
m_bvhMap.insert(bulletFile2->m_bvhs[i],bvh);
}
for (i=0;i<bulletFile2->m_collisionShapes.size();i++)
{
btCollisionShapeData* shapeData = (btCollisionShapeData*)bulletFile2->m_collisionShapes[i];
btCollisionShape* shape = convertCollisionShape(shapeData);
if (shape)
{
// printf("shapeMap.insert(%x,%x)\n",shapeData,shape);
m_shapeMap.insert(shapeData,shape);
}
if (shape&& shapeData->m_name)
{
char* newname = duplicateName(shapeData->m_name);
m_objectNameMap.insert(shape,newname);
m_nameShapeMap.insert(newname,shape);
}
}
for (int i=0;i<bulletFile2->m_dynamicsWorldInfo.size();i++)
{
if (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION)
{
btDynamicsWorldDoubleData* solverInfoData = (btDynamicsWorldDoubleData*)bulletFile2->m_dynamicsWorldInfo[i];
btContactSolverInfo solverInfo;
btVector3 gravity;
gravity.deSerializeDouble(solverInfoData->m_gravity);
solverInfo.m_tau = btScalar(solverInfoData->m_solverInfo.m_tau);
solverInfo.m_damping = btScalar(solverInfoData->m_solverInfo.m_damping);
solverInfo.m_friction = btScalar(solverInfoData->m_solverInfo.m_friction);
solverInfo.m_timeStep = btScalar(solverInfoData->m_solverInfo.m_timeStep);
solverInfo.m_restitution = btScalar(solverInfoData->m_solverInfo.m_restitution);
solverInfo.m_maxErrorReduction = btScalar(solverInfoData->m_solverInfo.m_maxErrorReduction);
solverInfo.m_sor = btScalar(solverInfoData->m_solverInfo.m_sor);
solverInfo.m_erp = btScalar(solverInfoData->m_solverInfo.m_erp);
solverInfo.m_erp2 = btScalar(solverInfoData->m_solverInfo.m_erp2);
solverInfo.m_globalCfm = btScalar(solverInfoData->m_solverInfo.m_globalCfm);
solverInfo.m_splitImpulsePenetrationThreshold = btScalar(solverInfoData->m_solverInfo.m_splitImpulsePenetrationThreshold);
solverInfo.m_splitImpulseTurnErp = btScalar(solverInfoData->m_solverInfo.m_splitImpulseTurnErp);
solverInfo.m_linearSlop = btScalar(solverInfoData->m_solverInfo.m_linearSlop);
solverInfo.m_warmstartingFactor = btScalar(solverInfoData->m_solverInfo.m_warmstartingFactor);
solverInfo.m_maxGyroscopicForce = btScalar(solverInfoData->m_solverInfo.m_maxGyroscopicForce);
solverInfo.m_singleAxisRollingFrictionThreshold = btScalar(solverInfoData->m_solverInfo.m_singleAxisRollingFrictionThreshold);
solverInfo.m_numIterations = solverInfoData->m_solverInfo.m_numIterations;
solverInfo.m_solverMode = solverInfoData->m_solverInfo.m_solverMode;
solverInfo.m_restingContactRestitutionThreshold = solverInfoData->m_solverInfo.m_restingContactRestitutionThreshold;
solverInfo.m_minimumSolverBatchSize = solverInfoData->m_solverInfo.m_minimumSolverBatchSize;
solverInfo.m_splitImpulse = solverInfoData->m_solverInfo.m_splitImpulse;
setDynamicsWorldInfo(gravity,solverInfo);
} else
{
btDynamicsWorldFloatData* solverInfoData = (btDynamicsWorldFloatData*)bulletFile2->m_dynamicsWorldInfo[i];
btContactSolverInfo solverInfo;
btVector3 gravity;
gravity.deSerializeFloat(solverInfoData->m_gravity);
solverInfo.m_tau = solverInfoData->m_solverInfo.m_tau;
solverInfo.m_damping = solverInfoData->m_solverInfo.m_damping;
solverInfo.m_friction = solverInfoData->m_solverInfo.m_friction;
solverInfo.m_timeStep = solverInfoData->m_solverInfo.m_timeStep;
solverInfo.m_restitution = solverInfoData->m_solverInfo.m_restitution;
solverInfo.m_maxErrorReduction = solverInfoData->m_solverInfo.m_maxErrorReduction;
solverInfo.m_sor = solverInfoData->m_solverInfo.m_sor;
solverInfo.m_erp = solverInfoData->m_solverInfo.m_erp;
solverInfo.m_erp2 = solverInfoData->m_solverInfo.m_erp2;
solverInfo.m_globalCfm = solverInfoData->m_solverInfo.m_globalCfm;
solverInfo.m_splitImpulsePenetrationThreshold = solverInfoData->m_solverInfo.m_splitImpulsePenetrationThreshold;
solverInfo.m_splitImpulseTurnErp = solverInfoData->m_solverInfo.m_splitImpulseTurnErp;
solverInfo.m_linearSlop = solverInfoData->m_solverInfo.m_linearSlop;
solverInfo.m_warmstartingFactor = solverInfoData->m_solverInfo.m_warmstartingFactor;
solverInfo.m_maxGyroscopicForce = solverInfoData->m_solverInfo.m_maxGyroscopicForce;
solverInfo.m_singleAxisRollingFrictionThreshold = solverInfoData->m_solverInfo.m_singleAxisRollingFrictionThreshold;
solverInfo.m_numIterations = solverInfoData->m_solverInfo.m_numIterations;
solverInfo.m_solverMode = solverInfoData->m_solverInfo.m_solverMode;
solverInfo.m_restingContactRestitutionThreshold = solverInfoData->m_solverInfo.m_restingContactRestitutionThreshold;
solverInfo.m_minimumSolverBatchSize = solverInfoData->m_solverInfo.m_minimumSolverBatchSize;
solverInfo.m_splitImpulse = solverInfoData->m_solverInfo.m_splitImpulse;
setDynamicsWorldInfo(gravity,solverInfo);
}
}
for (i=0;i<bulletFile2->m_rigidBodies.size();i++)
{
if (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION)
{
btRigidBodyDoubleData* colObjData = (btRigidBodyDoubleData*)bulletFile2->m_rigidBodies[i];
convertRigidBodyDouble(colObjData);
} else
{
btRigidBodyFloatData* colObjData = (btRigidBodyFloatData*)bulletFile2->m_rigidBodies[i];
convertRigidBodyFloat(colObjData);
}
}
for (i=0;i<bulletFile2->m_collisionObjects.size();i++)
{
if (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION)
{
btCollisionObjectDoubleData* colObjData = (btCollisionObjectDoubleData*)bulletFile2->m_collisionObjects[i];
btCollisionShape** shapePtr = m_shapeMap.find(colObjData->m_collisionShape);
if (shapePtr && *shapePtr)
{
btTransform startTransform;
colObjData->m_worldTransform.m_origin.m_floats[3] = 0.f;
startTransform.deSerializeDouble(colObjData->m_worldTransform);
btCollisionShape* shape = (btCollisionShape*)*shapePtr;
btCollisionObject* body = createCollisionObject(startTransform,shape,colObjData->m_name);
body->setFriction(btScalar(colObjData->m_friction));
body->setRestitution(btScalar(colObjData->m_restitution));
#ifdef USE_INTERNAL_EDGE_UTILITY
if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
{
btBvhTriangleMeshShape* trimesh = (btBvhTriangleMeshShape*)shape;
if (trimesh->getTriangleInfoMap())
{
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
}
}
#endif //USE_INTERNAL_EDGE_UTILITY
m_bodyMap.insert(colObjData,body);
} else
{
printf("error: no shape found\n");
}
} else
{
btCollisionObjectFloatData* colObjData = (btCollisionObjectFloatData*)bulletFile2->m_collisionObjects[i];
btCollisionShape** shapePtr = m_shapeMap.find(colObjData->m_collisionShape);
if (shapePtr && *shapePtr)
{
btTransform startTransform;
colObjData->m_worldTransform.m_origin.m_floats[3] = 0.f;
startTransform.deSerializeFloat(colObjData->m_worldTransform);
btCollisionShape* shape = (btCollisionShape*)*shapePtr;
btCollisionObject* body = createCollisionObject(startTransform,shape,colObjData->m_name);
#ifdef USE_INTERNAL_EDGE_UTILITY
if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
{
btBvhTriangleMeshShape* trimesh = (btBvhTriangleMeshShape*)shape;
if (trimesh->getTriangleInfoMap())
{
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
}
}
#endif //USE_INTERNAL_EDGE_UTILITY
m_bodyMap.insert(colObjData,body);
} else
{
printf("error: no shape found\n");
}
}
}
for (i=0;i<bulletFile2->m_constraints.size();i++)
{
btTypedConstraintData2* constraintData = (btTypedConstraintData2*)bulletFile2->m_constraints[i];
btTypedConstraintFloatData* singleC = (btTypedConstraintFloatData*)bulletFile2->m_constraints[i];
btTypedConstraintDoubleData* doubleC = (btTypedConstraintDoubleData*)bulletFile2->m_constraints[i];
btCollisionObject** colAptr = m_bodyMap.find(constraintData->m_rbA);
btCollisionObject** colBptr = m_bodyMap.find(constraintData->m_rbB);
btRigidBody* rbA = 0;
btRigidBody* rbB = 0;
if (colAptr)
{
rbA = btRigidBody::upcast(*colAptr);
if (!rbA)
rbA = &getFixedBody();
}
if (colBptr)
{
rbB = btRigidBody::upcast(*colBptr);
if (!rbB)
rbB = &getFixedBody();
}
if (!rbA && !rbB)
continue;
bool isDoublePrecisionData = (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION)!=0;
if (isDoublePrecisionData)
{
if (bulletFile2->getVersion()>=282)
{
btTypedConstraintDoubleData* dc = (btTypedConstraintDoubleData*)constraintData;
convertConstraintDouble(dc, rbA,rbB, bulletFile2->getVersion());
} else
{
//double-precision constraints were messed up until 2.82, try to recover data...
btTypedConstraintData* oldData = (btTypedConstraintData*)constraintData;
convertConstraintBackwardsCompatible281(oldData, rbA,rbB, bulletFile2->getVersion());
}
}
else
{
btTypedConstraintFloatData* dc = (btTypedConstraintFloatData*)constraintData;
convertConstraintFloat(dc, rbA,rbB, bulletFile2->getVersion());
}
}
return true;
}

View File

@ -0,0 +1,68 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2012 Erwin Coumans http://bulletphysics.org
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 BULLET_WORLD_IMPORTER_H
#define BULLET_WORLD_IMPORTER_H
#include "btWorldImporter.h"
class btBulletFile;
namespace bParse
{
class btBulletFile;
};
///The btBulletWorldImporter is a starting point to import .bullet files.
///note that not all data is converted yet. You are expected to override or modify this class.
///See Bullet/Demos/SerializeDemo for a derived class that extract btSoftBody objects too.
class btBulletWorldImporter : public btWorldImporter
{
public:
btBulletWorldImporter(btDynamicsWorld* world=0);
virtual ~btBulletWorldImporter();
///if you pass a valid preSwapFilenameOut, it will save a new file with a different endianness
///this pre-swapped file can be loaded without swapping on a target platform of different endianness
bool loadFile(const char* fileName, const char* preSwapFilenameOut=0);
///the memoryBuffer might be modified (for example if endian swaps are necessary)
bool loadFileFromMemory(char *memoryBuffer, int len);
bool loadFileFromMemory(bParse::btBulletFile* file);
//call make sure bulletFile2 has been parsed, either using btBulletFile::parse or btBulletWorldImporter::loadFileFromMemory
virtual bool convertAllObjects(bParse::btBulletFile* file);
};
#endif //BULLET_WORLD_IMPORTER_H

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,212 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2012 Erwin Coumans http://bulletphysics.org
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_WORLD_IMPORTER_H
#define BT_WORLD_IMPORTER_H
#include "LinearMath/btTransform.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btHashMap.h"
class btCollisionShape;
class btCollisionObject;
class btRigidBody;
class btTypedConstraint;
class btDynamicsWorld;
struct ConstraintInput;
class btRigidBodyColladaInfo;
struct btCollisionShapeData;
class btTriangleIndexVertexArray;
class btStridingMeshInterface;
struct btStridingMeshInterfaceData;
class btGImpactMeshShape;
class btOptimizedBvh;
struct btTriangleInfoMap;
class btBvhTriangleMeshShape;
class btPoint2PointConstraint;
class btHingeConstraint;
class btConeTwistConstraint;
class btGeneric6DofConstraint;
class btGeneric6DofSpringConstraint;
class btSliderConstraint;
class btGearConstraint;
struct btContactSolverInfo;
struct btTypedConstraintData;
struct btTypedConstraintFloatData;
struct btTypedConstraintDoubleData;
struct btRigidBodyDoubleData;
struct btRigidBodyFloatData;
#ifdef BT_USE_DOUBLE_PRECISION
#define btRigidBodyData btRigidBodyDoubleData
#else
#define btRigidBodyData btRigidBodyFloatData
#endif//BT_USE_DOUBLE_PRECISION
class btWorldImporter
{
protected:
btDynamicsWorld* m_dynamicsWorld;
int m_verboseMode;
btAlignedObjectArray<btCollisionShape*> m_allocatedCollisionShapes;
btAlignedObjectArray<btCollisionObject*> m_allocatedRigidBodies;
btAlignedObjectArray<btTypedConstraint*> m_allocatedConstraints;
btAlignedObjectArray<btOptimizedBvh*> m_allocatedBvhs;
btAlignedObjectArray<btTriangleInfoMap*> m_allocatedTriangleInfoMaps;
btAlignedObjectArray<btTriangleIndexVertexArray*> m_allocatedTriangleIndexArrays;
btAlignedObjectArray<btStridingMeshInterfaceData*> m_allocatedbtStridingMeshInterfaceDatas;
btAlignedObjectArray<char*> m_allocatedNames;
btAlignedObjectArray<int*> m_indexArrays;
btAlignedObjectArray<short int*> m_shortIndexArrays;
btAlignedObjectArray<unsigned char*> m_charIndexArrays;
btAlignedObjectArray<btVector3FloatData*> m_floatVertexArrays;
btAlignedObjectArray<btVector3DoubleData*> m_doubleVertexArrays;
btHashMap<btHashPtr,btOptimizedBvh*> m_bvhMap;
btHashMap<btHashPtr,btTriangleInfoMap*> m_timMap;
btHashMap<btHashString,btCollisionShape*> m_nameShapeMap;
btHashMap<btHashString,btRigidBody*> m_nameBodyMap;
btHashMap<btHashString,btTypedConstraint*> m_nameConstraintMap;
btHashMap<btHashPtr,const char*> m_objectNameMap;
btHashMap<btHashPtr,btCollisionShape*> m_shapeMap;
btHashMap<btHashPtr,btCollisionObject*> m_bodyMap;
//methods
static btRigidBody& getFixedBody();
char* duplicateName(const char* name);
btCollisionShape* convertCollisionShape( btCollisionShapeData* shapeData );
void convertConstraintBackwardsCompatible281(btTypedConstraintData* constraintData, btRigidBody* rbA, btRigidBody* rbB, int fileVersion);
void convertConstraintFloat(btTypedConstraintFloatData* constraintData, btRigidBody* rbA, btRigidBody* rbB, int fileVersion);
void convertConstraintDouble(btTypedConstraintDoubleData* constraintData, btRigidBody* rbA, btRigidBody* rbB, int fileVersion);
void convertRigidBodyFloat(btRigidBodyFloatData* colObjData);
void convertRigidBodyDouble( btRigidBodyDoubleData* colObjData);
public:
btWorldImporter(btDynamicsWorld* world);
virtual ~btWorldImporter();
///delete all memory collision shapes, rigid bodies, constraints etc. allocated during the load.
///make sure you don't use the dynamics world containing objects after you call this method
virtual void deleteAllData();
void setVerboseMode(int verboseMode)
{
m_verboseMode = verboseMode;
}
int getVerboseMode() const
{
return m_verboseMode;
}
// query for data
int getNumCollisionShapes() const;
btCollisionShape* getCollisionShapeByIndex(int index);
int getNumRigidBodies() const;
btCollisionObject* getRigidBodyByIndex(int index) const;
int getNumConstraints() const;
btTypedConstraint* getConstraintByIndex(int index) const;
int getNumBvhs() const;
btOptimizedBvh* getBvhByIndex(int index) const;
int getNumTriangleInfoMaps() const;
btTriangleInfoMap* getTriangleInfoMapByIndex(int index) const;
// queris involving named objects
btCollisionShape* getCollisionShapeByName(const char* name);
btRigidBody* getRigidBodyByName(const char* name);
btTypedConstraint* getConstraintByName(const char* name);
const char* getNameForPointer(const void* ptr) const;
///those virtuals are called by load and can be overridden by the user
virtual void setDynamicsWorldInfo(const btVector3& gravity, const btContactSolverInfo& solverInfo);
//bodies
virtual btRigidBody* createRigidBody(bool isDynamic, btScalar mass, const btTransform& startTransform, btCollisionShape* shape,const char* bodyName);
virtual btCollisionObject* createCollisionObject( const btTransform& startTransform, btCollisionShape* shape,const char* bodyName);
///shapes
virtual btCollisionShape* createPlaneShape(const btVector3& planeNormal,btScalar planeConstant);
virtual btCollisionShape* createBoxShape(const btVector3& halfExtents);
virtual btCollisionShape* createSphereShape(btScalar radius);
virtual btCollisionShape* createCapsuleShapeX(btScalar radius, btScalar height);
virtual btCollisionShape* createCapsuleShapeY(btScalar radius, btScalar height);
virtual btCollisionShape* createCapsuleShapeZ(btScalar radius, btScalar height);
virtual btCollisionShape* createCylinderShapeX(btScalar radius,btScalar height);
virtual btCollisionShape* createCylinderShapeY(btScalar radius,btScalar height);
virtual btCollisionShape* createCylinderShapeZ(btScalar radius,btScalar height);
virtual btCollisionShape* createConeShapeX(btScalar radius,btScalar height);
virtual btCollisionShape* createConeShapeY(btScalar radius,btScalar height);
virtual btCollisionShape* createConeShapeZ(btScalar radius,btScalar height);
virtual class btTriangleIndexVertexArray* createTriangleMeshContainer();
virtual btBvhTriangleMeshShape* createBvhTriangleMeshShape(btStridingMeshInterface* trimesh, btOptimizedBvh* bvh);
virtual btCollisionShape* createConvexTriangleMeshShape(btStridingMeshInterface* trimesh);
virtual btGImpactMeshShape* createGimpactShape(btStridingMeshInterface* trimesh);
virtual btStridingMeshInterfaceData* createStridingMeshInterfaceData(btStridingMeshInterfaceData* interfaceData);
virtual class btConvexHullShape* createConvexHullShape();
virtual class btCompoundShape* createCompoundShape();
virtual class btScaledBvhTriangleMeshShape* createScaledTrangleMeshShape(btBvhTriangleMeshShape* meshShape,const btVector3& localScalingbtBvhTriangleMeshShape);
virtual class btMultiSphereShape* createMultiSphereShape(const btVector3* positions,const btScalar* radi,int numSpheres);
virtual btTriangleIndexVertexArray* createMeshInterface(btStridingMeshInterfaceData& meshData);
///acceleration and connectivity structures
virtual btOptimizedBvh* createOptimizedBvh();
virtual btTriangleInfoMap* createTriangleInfoMap();
///constraints
virtual btPoint2PointConstraint* createPoint2PointConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB);
virtual btPoint2PointConstraint* createPoint2PointConstraint(btRigidBody& rbA,const btVector3& pivotInA);
virtual btHingeConstraint* createHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& rbAFrame, const btTransform& rbBFrame, bool useReferenceFrameA=false);
virtual btHingeConstraint* createHingeConstraint(btRigidBody& rbA,const btTransform& rbAFrame, bool useReferenceFrameA=false);
virtual btConeTwistConstraint* createConeTwistConstraint(btRigidBody& rbA,btRigidBody& rbB,const btTransform& rbAFrame, const btTransform& rbBFrame);
virtual btConeTwistConstraint* createConeTwistConstraint(btRigidBody& rbA,const btTransform& rbAFrame);
virtual btGeneric6DofConstraint* createGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
virtual btGeneric6DofConstraint* createGeneric6DofConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameB);
virtual btGeneric6DofSpringConstraint* createGeneric6DofSpringConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
virtual btSliderConstraint* createSliderConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
virtual btSliderConstraint* createSliderConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameA);
virtual btGearConstraint* createGearConstraint(btRigidBody& rbA, btRigidBody& rbB, const btVector3& axisInA,const btVector3& axisInB, btScalar ratio);
};
#endif //BT_WORLD_IMPORTER_H

View File

@ -0,0 +1,13 @@
project "BulletWorldImporter"
kind "StaticLib"
targetdir "../../lib"
includedirs {
"../BulletFileLoader",
"../../../src"
}
files {
"**.cpp",
"**.h"
}

View File

@ -97,7 +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;$(SolutionDir)Physics/lib/debug/LinearMath_Debug.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debug.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debug.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debug.lib;$(SolutionDir)Physics/lib/debug/BulletFileLoader_Debug.lib;$(SolutionDir)Physics/lib/debug/BulletWorldImporter_Debug.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -112,7 +112,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile> <ModuleDefinitionFile>
</ModuleDefinitionFile> </ModuleDefinitionFile>
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debugx64.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debugx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debugx64.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletWorldImporter_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletFileLoader_Debugx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -131,7 +131,7 @@
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile> <ModuleDefinitionFile>
</ModuleDefinitionFile> </ModuleDefinitionFile>
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollision.lib;$(SolutionDir)Physics/lib/release/BulletDynamics.lib;$(SolutionDir)Physics/lib/release/LinearMath.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollision.lib;$(SolutionDir)Physics/lib/release/BulletDynamics.lib;$(SolutionDir)Physics/lib/release/LinearMath.lib;$(SolutionDir)Physics/lib/release/BulletFileLoader.lib;$(SolutionDir)Physics/lib/release/BulletWorldImporter.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -150,7 +150,7 @@
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile> <ModuleDefinitionFile>
</ModuleDefinitionFile> </ModuleDefinitionFile>
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollisionx64.lib;$(SolutionDir)Physics/lib/release/BulletDynamicsx64.lib;$(SolutionDir)Physics/lib/release/LinearMathx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollisionx64.lib;$(SolutionDir)Physics/lib/release/BulletDynamicsx64.lib;$(SolutionDir)Physics/lib/release/LinearMathx64.lib;$(SolutionDir)Physics/lib/release/BulletWorldImporterx64.lib;$(SolutionDir)Physics/lib/release/BulletFileLoaderx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>

View File

@ -1,6 +1,9 @@
#include "PhysicsAPI_Impl.h" #include "PhysicsAPI_Impl.h"
#include "OysterPhysics3D.h" #include "OysterPhysics3D.h"
#include "SimpleRigidBody.h" #include "SimpleRigidBody.h"
#include <BulletWorldImporter\btBulletWorldImporter.h>
#include <codecvt>
using namespace ::Oyster; using namespace ::Oyster;
using namespace ::Oyster::Physics; using namespace ::Oyster::Physics;
@ -92,8 +95,8 @@ ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 r
state.centerPos = position; state.centerPos = position;
state.reach = Float3(radius, radius, radius); state.reach = Float3(radius, radius, radius);
state.dynamicFrictionCoeff = 0.5f; state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = 0.5f; state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w); state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass; state.mass = mass;
@ -131,8 +134,8 @@ ICustomBody* API_Impl::AddCollisionBox(Float3 halfSize, ::Oyster::Math::Float4 r
state.centerPos = position; state.centerPos = position;
state.reach = halfSize; state.reach = halfSize;
state.dynamicFrictionCoeff = 0.5f; state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = 0.5f; state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w); state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass; state.mass = mass;
@ -170,8 +173,8 @@ ICustomBody* API_Impl::AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::O
state.centerPos = position; state.centerPos = position;
state.reach = halfSize; state.reach = halfSize;
state.dynamicFrictionCoeff = 0.5f; state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = 0.5f; state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w); state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass; state.mass = mass;
@ -211,8 +214,55 @@ ICustomBody* API_Impl::AddCharacter(::Oyster::Math::Float height, ::Oyster::Math
state.centerPos = position; state.centerPos = position;
state.reach = Float3(radius, height, radius); state.reach = Float3(radius, height, radius);
state.dynamicFrictionCoeff = 0.5f; state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = 0.5f; state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass;
body->SetState(state);
return body;
}
ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction)
{
SimpleRigidBody* body = new SimpleRigidBody;
SimpleRigidBody::State state;
btBulletWorldImporter bulletFile;
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
std::string bulletPath = converterX.to_bytes(fileName);
// Add collision shape
bulletFile.loadFile(bulletPath.c_str());
btCollisionShape* collisionShape = bulletFile.getCollisionShapeByIndex(0);
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->setFriction(staticFriction);
rigidBody->setRestitution(restitution);
rigidBody->setUserPointer(body);
body->SetRigidBody(rigidBody);
// Add rigid body to world
this->dynamicsWorld->addRigidBody(rigidBody);
this->customBodies.push_back(body);
state.centerPos = position;
state.reach = Float3(0, 0, 0);
state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w); state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass; state.mass = mass;

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@ -66,6 +66,8 @@ namespace Oyster
ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
ICustomBody* AddTriangleMesh(const std::wstring fileName, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
void SetTimeStep(float timeStep); void SetTimeStep(float timeStep);
void UpdateWorld(); void UpdateWorld();

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@ -300,11 +300,13 @@ Float4x4 SimpleRigidBody::GetView( const ::Oyster::Math::Float3 &offset ) const
Float3 SimpleRigidBody::GetGravity() const Float3 SimpleRigidBody::GetGravity() const
{ {
return (Float3)this->rigidBody->getGravity(); btVector3 gravity = this->rigidBody->getGravity();
return Float3(gravity.x(), gravity.y(), gravity.z());
} }
Float3 SimpleRigidBody::GetLinearVelocity() const Float3 SimpleRigidBody::GetLinearVelocity() const
{ {
return (Float3)this->rigidBody->getLinearVelocity(); btVector3 linearVelocity = this->rigidBody->getLinearVelocity();
return Float3(linearVelocity.x(), linearVelocity.y(), linearVelocity.z());
} }

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@ -89,6 +89,8 @@ namespace Oyster
virtual ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; virtual ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual ICustomBody* AddTriangleMesh(const std::wstring fileName, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual void SetTimeStep(float timeStep) = 0; virtual void SetTimeStep(float timeStep) = 0;
virtual void UpdateWorld() = 0; virtual void UpdateWorld() = 0;

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