Overhaul of GameState

This commit is contained in:
Dander7BD 2014-02-12 09:02:44 +01:00
parent 3be98e6647
commit 4d78e30fb8
10 changed files with 704 additions and 885 deletions

View File

@ -5,14 +5,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterGraphics", "OysterGra
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterMath", "OysterMath\OysterMath.vcxproj", "{F10CBC03-9809-4CBA-95D8-327C287B18EE}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterPhysics3D", "OysterPhysics3D\OysterPhysics3D.vcxproj", "{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sound", "Sound\Sound.vcxproj", "{34D6295A-00DD-4B1A-8258-97DA2818EC26}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WindowManager", "WindowManager\WindowManager.vcxproj", "{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Input", "Input\Input.vcxproj", "{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Misc", "Misc\Misc.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Network", "Network", "{C27B926E-B3EF-4990-8822-47580E43A0BE}"
@ -23,29 +15,35 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterNetworkServer", "Netw
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkDependencies", "Network\NetworkDependencies\NetworkDependencies.vcxproj", "{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Input", "Input\Input.vcxproj", "{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterPhysics3D", "OysterPhysics3D\OysterPhysics3D.vcxproj", "{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sound", "Sound\Sound.vcxproj", "{34D6295A-00DD-4B1A-8258-97DA2818EC26}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WindowManager", "WindowManager\WindowManager.vcxproj", "{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Physics", "Physics", "{0D86E569-9C74-47F0-BDB2-390C0C9A084B}"
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{060B1890-CBF3-4808-BA99-A4776222093B} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
EndGlobalSection
EndGlobal

View File

@ -21,7 +21,7 @@ namespace DanBias
// 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
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;
@ -79,17 +79,16 @@ namespace DanBias
// 2,3,4: position
// 5,6,7,8: rotation quaternion
GameLogic::Protocol_ObjectPosition data;
GameLogic::Protocol_ObjectPosition data(p);
Client::GameClientState::ObjPos protocolData;
protocolData.object_ID = p[1].value.netInt;
protocolData.object_ID = data.object_ID;
//protocolData.object_ID = p[1].value.netInt;
for( int i = 0; i < 3; ++i )
{
protocolData.position[i] = p[i+2].value.netFloat;
protocolData.rotation[i] = p[i+5].value.netFloat;
protocolData.position[i] = data.position[i];
}
protocolData.rotation[3] = p[8].value.netFloat;
//for(int i = 0; i< 16; i++)
//{

View File

@ -1,6 +1,8 @@
#include "Camera_FPS.h"
#include "Utilities.h"
using namespace ::Oyster::Math3D;
using namespace ::Utility::Value;
Camera_FPS::Camera_FPS()
{ // this->head is default set to identity uniformprojection at origo
@ -110,7 +112,7 @@ void Camera_FPS::StrafeLeft( Float distance )
void Camera_FPS::PitchUp( Float radian )
{
this->pitchUp += radian;
this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
this->head.SetAngular( this->body.angularAxis + this->pitchUp * this->body.direction.v[0] );
}

View File

@ -7,62 +7,9 @@
namespace DanBias { namespace Client
{
class GameClientState
class GameClientState : public ::Oyster::Network::NetworkClient
{
public:
struct ProtocolStruct
{
};
struct ObjPos : public ProtocolStruct
{
int object_ID;
//float worldPos[16];
float position[3];
float rotation[4];
};
struct NewObj : public ProtocolStruct
{
int object_ID;
char* path;
float worldPos[16];
};
struct RemoveObj : public ProtocolStruct
{
int object_ID;
//particle effect
};
struct KeyInput : public ProtocolStruct
{
/*
* key[0] =
*
*
*/
bool key[6];
};
struct PlayerPos : public ProtocolStruct
{
float position[3];
float angularAxis[3];
// float playerPos[3];
};
struct PlayerMove : public ProtocolStruct
{
float playerPos[3];
};
struct PlayerName : public ProtocolStruct
{
char name[255];
};
enum ClientState
{
ClientState_Login,
@ -80,8 +27,6 @@ namespace DanBias { namespace Client
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0;
virtual bool Release() = 0;
virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
};
} }
#endif

View File

@ -2,20 +2,18 @@
#include "DllInterfaces/GFXAPI.h"
#include <Protocols.h>
#include "NetworkClient.h"
#include "Camera.h"
#include "Camera_FPS.h"
#include <GameServerAPI.h>
using namespace DanBias::Client;
using namespace Oyster::Math;
using namespace Oyster::Math3D;
struct GameState::myData
{
myData(){}
//std::vector<C_Object*> object;
int modelCount;
Oyster::Network::NetworkClient* nwClient;
gameStateState state;
}privData;
GameState::GameState(void)
@ -26,21 +24,17 @@ GameState::GameState(void)
key_strafeLeft = false;
}
GameState::~GameState(void)
{
delete this->camera;
delete this->privData;
}
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
{
// load models
camera = new Camera;
privData = new myData();
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
pitch = 0;
//tELL SERver ready
nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
@ -50,34 +44,34 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(315.0f, 0.0f ,5.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.2f);
plight.Pos = Float3(315.0f, 0.0f ,5.0f);
plight.Color = Float3(0.9f,0.7f,0.2f);
plight.Radius = 100.0f;
plight.Bright = 0.9f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10.0f,350.0f,5.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f);
plight.Pos = Float3(10.0f,350.0f,5.0f);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(350.0f,350.0f,5.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f);
plight.Pos = Float3(350.0f,350.0f,5.0f);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10.0f,350.0f,350.0f);
plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f);
plight.Pos = Float3(10.0f,350.0f,350.0f);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 200.0f;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10.0f,-15.0f,5.0f);
plight.Color = Oyster::Math::Float3(0.0f,0.0f,1.0f);
plight.Pos = Float3(10.0f,-15.0f,5.0f);
plight.Color = Float3(0.0f,0.0f,1.0f);
plight.Radius = 50.0f;
plight.Bright = 2.0f;
Oyster::Graphics::API::AddLight(plight);
LoadModels();
InitCamera(Oyster::Math::Float3(0.0f,0.0f,20.0f));
InitCamera(Float3(0.0f,0.0f,20.0f));
// hardcoded objects
LoadModels();
Float3 startPos = Float3(0,0,20.0f);
@ -95,9 +89,9 @@ bool GameState::LoadModels()
// add world model
ModelInitData modelData;
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.rotation = Oyster::Math::Quaternion::identity;
modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.position = Float3(0,0,0);
modelData.rotation = Quaternion::identity;
modelData.scale = Float3(2,2,2);
modelData.modelPath = L"world_earth.dan";
modelData.id = id++;
@ -107,15 +101,15 @@ bool GameState::LoadModels()
/*
// add box model
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.rotation = Oyster::Math::Quaternion::identity;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.position = Float3(0,0,0);
modelData.rotation = Quaternion::identity;
modelData.scale = Float3(1,1,1);
modelData.modelPath = L"crate_colonists.dan";
for(int i =0; i< nrOfBoxex; i ++)
{
modelData.position = Oyster::Math::Float3(4,320,0);
modelData.position = Float3(4,320,0);
modelData.id = id++;
this->dynamicObjects.Push(new C_DynamicObj());
@ -124,7 +118,7 @@ bool GameState::LoadModels()
// add crystal model
modelData.position = Oyster::Math::Float3(10, 301, 0);
modelData.position = Float3(10, 301, 0);
modelData.modelPath = L"crystalformation_b.dan";
modelData.id = id++;
// load models
@ -132,8 +126,8 @@ bool GameState::LoadModels()
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add house model
modelData.position = Oyster::Math::Float3(-50, 290, 0);
//Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
modelData.position = Float3(-50, 290, 0);
//Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Float3(0 ,Utility::Value::Radian(90.0f), 0));
modelData.visible = true;
modelData.modelPath = L"building_corporation.dan";
@ -144,7 +138,7 @@ bool GameState::LoadModels()
// add player model
modelData.position = Oyster::Math::Float3(0, 320, 0);
modelData.position = Float3(0, 320, 0);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
@ -152,7 +146,7 @@ bool GameState::LoadModels()
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add player model 2
modelData.position = Oyster::Math::Float3(50, 320, 0);
modelData.position = Float3(50, 320, 0);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
@ -160,7 +154,7 @@ bool GameState::LoadModels()
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add jumppad
modelData.position = Oyster::Math::Float3(4, 300.3, 0);
modelData.position = Float3(4, 300.3, 0);
modelData.modelPath = L"jumppad_round.dan";
modelData.id = id++;
// load models
@ -168,8 +162,8 @@ bool GameState::LoadModels()
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
// add sky sphere
modelData.position = Oyster::Math::Float3(0,0,0);
modelData.scale = Oyster::Math::Float3(800,800,800);
modelData.position = Float3(0,0,0);
modelData.scale = Float3(800,800,800);
modelData.modelPath = L"skysphere.dan";
modelData.id = id++;
// load models
@ -202,8 +196,8 @@ bool GameState::LoadModels(std::string mapFile)
modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
modelData.visible = true;
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.id = modelId++;
this->staticObjects.Push(new C_StaticObj());
@ -214,8 +208,8 @@ bool GameState::LoadModels(std::string mapFile)
{
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
modelData.visible = true;
modelData.id = modelId++;
@ -246,8 +240,8 @@ bool GameState::LoadModels(std::string mapFile)
myId += modelId++;
// add player model
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.visible = true;
@ -266,17 +260,14 @@ bool GameState::LoadModels(std::string mapFile)
}
bool GameState::InitCamera(Float3 startPos)
{
Float3 dir = Float3(0,0,1);
Float3 up = Float3(0,1,0);
Float3 pos = Float3(0, 0, 20);
camera->LookAt(pos, dir, up);
camera->SetLens(pi/4, 1024/768, 1, 1000);
camera->UpdateViewMatrix();
Oyster::Graphics::API::SetProjection(camera->Proj());
camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
camera.UpdateOrientation();
Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
return true;
}
void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world)
void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
{
myId = id;
@ -284,44 +275,20 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo
C_Object* obj;
modelData.visible = true;
//modelData.world = world;
modelData.position = Oyster::Math::Float3(world[12], world[13], world[14]);
modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(0,0,0), 1);
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.position = Float3(world[12], world[13], world[14]);
modelData.rotation = Quaternion(Float3(0,0,0), 1);
modelData.scale = Float3(1,1,1);
modelData.modelPath = modelName;
modelData.id = myId;
obj = new C_Player();
obj = new C_Player();
this->dynamicObjects.Push(obj);
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
Float3 pos = Float3(world[12], world[13], world[14]);
Oyster::Math::Float3 cameraLook = camera->GetLook();
Oyster::Math::Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
camera->setRight(right);
camera->setUp(up);
camera->setLook(objForward);
up *= 2;
objForward *= 3;
Oyster::Math::Float3 cameraPos = up + pos + objForward;
camera->SetPosition(cameraPos);
camera->UpdateViewMatrix();
camera.SetPosition( pos );
camera.UpdateOrientation();
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
@ -343,8 +310,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
// update objects
{
readKeyInput(KeyInput);
camera->UpdateViewMatrix();
camera.UpdateOrientation();
}
break;
case gameStateState_end:
@ -359,7 +325,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView(camera->View());
Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
Oyster::Graphics::API::NewFrame();
for (unsigned int i = 0; i < staticObjects.Size(); i++)
@ -389,7 +355,6 @@ bool GameState::Release()
}
void GameState::readKeyInput(InputClass* KeyInput)
{
if(KeyInput->IsKeyPressed(DIK_W))
{
if(!key_forward)
@ -438,18 +403,18 @@ void GameState::readKeyInput(InputClass* KeyInput)
//send delta mouse movement
//if (KeyInput->IsMousePressed())
{
camera->Yaw(-KeyInput->GetYaw());
camera->Pitch(KeyInput->GetPitch());
pitch = KeyInput->GetPitch();
camera->UpdateViewMatrix();
camera.YawRight( -KeyInput->GetYaw() );
camera.PitchUp( KeyInput->GetPitch() );
camera.UpdateOrientation();
GameLogic::Protocol_PlayerLook playerLookDir;
Oyster::Math::Float4 look = camera->GetLook();
Float4 look = camera.GetLook();
playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
privData->nwClient->Send(playerLookDir);
privData->nwClient->Send( playerLookDir );
}
// shoot
@ -514,112 +479,129 @@ void GameState::readKeyInput(InputClass* KeyInput)
privData->state = GameState::gameStateState_end;
}
void GameState::Protocol(ProtocolStruct* pos)
using namespace ::Oyster::Network;
using namespace ::Utility::DynamicMemory;
// returns -1 if none found
int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
{
int num = collection.Size();
for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
return i;
return -1;
}
void GameState::DataRecieved( NetEvent<NetworkClient*, ClientEventArgs> e )
{
CustomNetProtocol data = e.args.data.protocol;
short ID = data[0].value.netShort; // fetching the id data.
}
// Block irrelevant messages.
if( !ProtocolIsGameplay(ID) )
return;
void GameState::Protocol( PlayerPos* pos )
{
//Oyster::Math::Float4x4 world, translate;
//world = Oyster::Math::Float4x4::identity;
//translate = Oyster::Math::Float4x4::identity;
//translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
//world = world * translate;
////privData->object[0]->setPos( world );
//for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
//{
// dynamicObjects[i]->Render();
//}
}
void GameState::Protocol( ObjPos* pos )
{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
switch(ID)
{
world[i] = pos->worldPos[i];
}
//printf("pos for obj %d, ",pos->object_ID );
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
{
if(dynamicObjects[i]->GetId() == pos->object_ID)
case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDamage: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectPosition:
{
GameLogic::Protocol_ObjectPosition decoded(data);
//dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
dynamicObjects[i]->setWorld(world);
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
camera.SetPosition( decoded.position );
if(dynamicObjects[i]->GetId() == myId) // playerobj
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setPos( decoded.position );
}
break;
case protocol_Gameplay_ObjectScale:
{
GameLogic::Protocol_ObjectScale decoded(data);
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setScale( decoded.scale );
}
break;
case protocol_Gameplay_ObjectRotation:
{
GameLogic::Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
camera.SetAngular( QuaternionToAngularAxis(rotation).xyz );
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
this->dynamicObjects[i]->setRot( rotation );
}
break;
case protocol_Gameplay_ObjectPositionRotation:
{
GameLogic::Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->myId == decoded.object_ID )
{
Float3 right = Float3(world[0], world[1], world[2]);
Float3 up = Float3(world[4], world[5], world[6]);
Float3 objForward = Float3(world[8], world[9], world[10]);
Float3 pos = Float3(world[12], world[13], world[14]);
camera.SetPosition( position );
camera.SetAngular( QuaternionToAngularAxis(rotation).xyz );
}
Float3 cameraLook = camera->GetLook();
Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
//camera->setRight(right);
//camera->setUp(up);
//camera->setLook(objForward);
up *= 1;
objForward *= -2;
Oyster::Math::Float3 cameraPos = pos + up + objForward;
//camera->SetPosition(cameraPos);
//camera->UpdateViewMatrix();
int i = FindObject( this->dynamicObjects, decoded.object_ID );
if( i > -1 )
{
this->dynamicObjects[i]->setPos( position );
this->dynamicObjects[i]->setRot( rotation );
}
}
}
}
void GameState::Protocol( NewObj* newObj )
{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = newObj->worldPos[i];
}
ModelInitData modelData;
//modelData.world = world;
modelData.visible = true;
modelData.id = newObj->object_ID;
//not sure if this is good parsing rom char* to wstring
const char* path = newObj->path;
modelData.modelPath = std::wstring(path, path + strlen(path));
// load models
C_DynamicObj* player = new C_DynamicObj();
player->Init(modelData);
dynamicObjects.Push(player);
}
void DanBias::Client::GameState::Protocol( RemoveObj* obj )
{
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
{
if(dynamicObjects[i]->GetId() == obj->object_ID)
break;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDisabled:
{
//dynamicObjects[i]->Release();
dynamicObjects[i].Release();
//dynamicObjects.erase(privData->object.begin() + i );
}
}
//privData->object[obj->object_ID]->Release( );
}
GameLogic::Protocol_ObjectDisable decoded(data);
//void GameState::Protocol(LightPos pos);
int i = FindObject( this->dynamicObjects, decoded.objectID );
if( i > -1 )
{
this->dynamicObjects[i].Release();
this->dynamicObjects.Pop(i);
}
}
break;
case protocol_Gameplay_ObjectCreate:
{
GameLogic::Protocol_ObjectCreate decoded(data);
C_DynamicObj* object = new C_DynamicObj();
ModelInitData modelData;
{
modelData.position = Float3( decoded.position );
modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
modelData.scale = Float3( decoded.scale );
modelData.visible = true;
modelData.id = decoded.object_ID;
::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
}
object->Init(modelData);
dynamicObjects.Push(object);
}
break;
case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectRespawn: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDie: break; /** @todo TODO: implement */
default: break;
}
}

View File

@ -4,9 +4,7 @@
#include "OysterMath.h"
#include <string>
//#include "Camera.h"
#include "Camera_FPS.h"
#include "LevelLoader/LevelLoader.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
@ -16,53 +14,46 @@ namespace DanBias
{
namespace Client
{
class GameState : public GameClientState
{
enum gameStateState
class GameState : public GameClientState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
private:
bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
bool key_Shoot;
bool key_Jump;
Camera_FPS camera;
int myId;
struct myData;
myData* privData;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
public:
GameState(void);
~GameState(void);
bool Init(Oyster::Network::NetworkClient* nwClient);
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::string mapFile);
bool LoadModels();
bool InitCamera(Oyster::Math::Float3 startPos) ;
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;
void DataRecieved(::Oyster::Network::NetEvent<NetworkClient*, ClientEventArgs> e);
};
private:
bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
bool key_Shoot;
bool key_Jump;
Camera_FPS camera;
//Camera* camera;
int myId;
//float pitch;
struct myData;
myData* privData;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
public:
GameState(void);
~GameState(void);
bool Init(Oyster::Network::NetworkClient* nwClient);
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::string mapFile);
bool LoadModels();
bool InitCamera(Oyster::Math::Float3 startPos) ;
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;
void Protocol(ProtocolStruct* pos)override;
void Protocol(PlayerPos* pos);
void Protocol(ObjPos* pos);
void Protocol( NewObj* pos );
void Protocol(RemoveObj* obj);
//void Protocol(LightPos pos);
};
};
};
}
}
#endif

View File

@ -192,7 +192,7 @@ namespace GameLogic
struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
{
short object_ID;
float position[3];
float scale[3];
Protocol_ObjectScale()
{
@ -204,14 +204,14 @@ namespace GameLogic
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = 0;
memset(&position[0], 0, sizeof(float) * 3);
memset(&scale[0], 0, sizeof(float) * 3);
}
Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
{
object_ID = p[1].value.netShort;
position[0] = p[2].value.netFloat;
position[1] = p[3].value.netFloat;
position[2] = p[4].value.netFloat;
scale[0] = p[2].value.netFloat;
scale[1] = p[3].value.netFloat;
scale[2] = p[4].value.netFloat;
}
Protocol_ObjectScale(float v[3], int id)
{
@ -223,14 +223,14 @@ namespace GameLogic
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
memcpy(&position[0], &v[0], sizeof(float) * 3);
memcpy(&scale[0], &v[0], sizeof(float) * 3);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = position[0];
this->protocol[3].value = position[1];
this->protocol[4].value = position[2];
this->protocol[2].value = scale[0];
this->protocol[3].value = scale[1];
this->protocol[4].value = scale[2];
return protocol;
}
@ -242,7 +242,7 @@ namespace GameLogic
struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
{
short object_ID;
float position[3];
float rotationQ[4];
Protocol_ObjectRotation()
{
@ -252,18 +252,20 @@ namespace GameLogic
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;
object_ID = 0;
memset(&position[0], 0, sizeof(float) * 3);
memset(&rotationQ[0], 0, sizeof(float) * 4);
}
Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
{
object_ID = p[1].value.netShort;
position[0] = p[2].value.netFloat;
position[1] = p[3].value.netFloat;
position[2] = p[4].value.netFloat;
rotationQ[0] = p[2].value.netFloat;
rotationQ[1] = p[3].value.netFloat;
rotationQ[2] = p[4].value.netFloat;
rotationQ[3] = p[5].value.netFloat;
}
Protocol_ObjectRotation(float v[3], int id)
Protocol_ObjectRotation(float v[4], int id)
{
this->protocol[0].value = protocol_Gameplay_ObjectRotation;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
@ -271,16 +273,18 @@ namespace GameLogic
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;
object_ID = id;
memcpy(&position[0], &v[0], sizeof(float) * 3);
memcpy(&rotationQ[0], &v[0], sizeof(float) * 4);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = position[0];
this->protocol[3].value = position[1];
this->protocol[4].value = position[2];
this->protocol[2].value = rotationQ[0];
this->protocol[3].value = rotationQ[1];
this->protocol[4].value = rotationQ[2];
this->protocol[5].value = rotationQ[3];
return protocol;
}
@ -292,7 +296,7 @@ namespace GameLogic
{
short object_ID;
float position[3];
float rotation[3];
float rotationQ[4];
Protocol_ObjectPositionRotation()
{
@ -307,10 +311,11 @@ namespace GameLogic
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->object_ID = 0;
memset(&this->position[0], 0, sizeof(float) * 3);
memset(&this->rotation[0], 0, sizeof(float) * 3);
memset(&this->rotationQ[0], 0, sizeof(float) * 4);
}
Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
{
@ -320,11 +325,12 @@ namespace GameLogic
this->position[1] = p[3].value.netFloat;
this->position[2] = p[4].value.netFloat;
//ROTATION
this->rotation[0] = p[5].value.netFloat;
this->rotation[1] = p[6].value.netFloat;
this->rotation[2] = p[7].value.netFloat;
this->rotationQ[0] = p[5].value.netFloat;
this->rotationQ[1] = p[6].value.netFloat;
this->rotationQ[2] = p[7].value.netFloat;
this->rotationQ[3] = p[8].value.netFloat;
}
Protocol_ObjectPositionRotation(float p[3], float r[3], int id)
Protocol_ObjectPositionRotation(float p[3], float r[4], int id)
{
this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
@ -337,10 +343,11 @@ namespace GameLogic
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
memcpy(&this->position[0], &p[0], sizeof(float) * 3);
memcpy(&this->rotation[0], &r[0], sizeof(float) * 3);
memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
@ -348,9 +355,10 @@ namespace GameLogic
this->protocol[2].value = this->position[0];
this->protocol[3].value = this->position[1];
this->protocol[4].value = this->position[2];
this->protocol[5].value = this->rotation[0];
this->protocol[6].value = this->rotation[1];
this->protocol[7].value = this->rotation[2];
this->protocol[5].value = this->rotationQ[0];
this->protocol[6].value = this->rotationQ[1];
this->protocol[7].value = this->rotationQ[2];
this->protocol[8].value = this->rotationQ[3];
return protocol;
}
@ -437,66 +445,81 @@ namespace GameLogic
//ObjectType type; //ie player, box or whatever
int object_ID;
std::string name;
float worldMatrix[16];
float position[3];
float rotationQ[4];
float scale[3];
Protocol_ObjectCreate()
{
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
//NAME
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
for (int i = 3; i <= 18; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
}
Protocol_ObjectCreate(Oyster::Network::CustomNetProtocol& p)
{
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
//POSITION
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
//ROTATION
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
//SCALE
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
this->object_ID = 0;
memset(this->position, 0, sizeof(float) * 3);
memset(this->rotationQ, 0, sizeof(float) * 4);
}
Protocol_ObjectCreate(float m[16], int id, char *path)
Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p )
{
/** @todo TODO: not implemented */
}
Protocol_ObjectCreate(float p[3], float r[4], int id, char *path)
{
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
//NAME
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
for (int i = 3; i <= 18; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
//POSITION
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
//ROTATION
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
//SCALE
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
this->name = path;
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
memset(this->position, 0, sizeof(float) * 3);
memset(this->rotationQ, 0, sizeof(float) * 4);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol.Set(2, name);
this->protocol[3].value = worldMatrix[0];
this->protocol[4].value = worldMatrix[1];
this->protocol[5].value = worldMatrix[2];
this->protocol[6].value = worldMatrix[3];
this->protocol[7].value = worldMatrix[4];
this->protocol[8].value = worldMatrix[5];
this->protocol[9].value = worldMatrix[6];
this->protocol[10].value = worldMatrix[7];
this->protocol[11].value = worldMatrix[8];
this->protocol[12].value = worldMatrix[9];
this->protocol[13].value = worldMatrix[10];
this->protocol[14].value = worldMatrix[11];
this->protocol[15].value = worldMatrix[12];
this->protocol[16].value = worldMatrix[13];
this->protocol[17].value = worldMatrix[14];
this->protocol[18].value = worldMatrix[15];
this->protocol[3].value = this->position[0];
this->protocol[4].value = this->position[1];
this->protocol[5].value = this->position[2];
this->protocol[6].value = this->rotationQ[0];
this->protocol[7].value = this->rotationQ[1];
this->protocol[8].value = this->rotationQ[2];
this->protocol[9].value = this->rotationQ[3];
this->protocol[10].value = this->scale[0];
this->protocol[11].value = this->scale[1];
this->protocol[12].value = this->scale[2];
return protocol;
}

View File

@ -73,6 +73,7 @@
/************************************/
/*********** PROTOCOL MACROS ***************************************************************************************************/
/************************************/
inline bool ProtocolIsLobby(short ID) { return (ID >= protocol_LobbyMIN && ID <= protocol_LobbyMAX); }
inline bool ProtocolIsGeneral(short ID) { return (ID >= protocol_GeneralMIN && ID <= protocol_GeneralMAX); }
inline bool ProtocolIsGameplay(short ID) { return (ID >= protocol_GameplayMIN && ID <= protocol_GameplayMAX); }

View File

@ -32,10 +32,13 @@ using namespace std;
*************************************/
typedef NetworkClient::ClientEventArgs CEA;
void OnRecieve_Default(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e) {}
struct NetworkClient::PrivateData : public IThreadObject
{
NetworkSession *owner;
NetworkClient *parent;
ClientEventFunction OnRecieve;
Connection connection;
Translator translator;
OysterThread thread;
@ -54,8 +57,8 @@ struct NetworkClient::PrivateData : public IThreadObject
: ID(currID++)
, parent(0)
, owner(0)
, OnRecieve(OnRecieve_Default)
{
InitWinSock();
this->thread.Create(this, false);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
@ -319,6 +322,18 @@ void NetworkClient::SetOwner(NetworkSession* owner)
this->privateData->owner = owner;
}
void NetworkClient::SetMessagePump( NetworkClient::ClientEventFunction func )
{
if( func )
{
this->privateData->OnRecieve = func;
}
else
{
this->privateData->OnRecieve = OnRecieve_Default;
}
}
bool NetworkClient::IsConnected()
{
if(!this->privateData) return false;
@ -336,6 +351,10 @@ void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
{
this->privateData->owner->ClientEventCallback(e);
}
else
{
this->privateData->OnRecieve( e );
}
}
//void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)

View File

@ -108,6 +108,11 @@ namespace Oyster
*/
void SetOwner(NetworkSession* owner);
/**
*
*/
void SetMessagePump( ClientEventFunction func );
/**
*
*/