GL - working with new models and server
This commit is contained in:
commit
4df6b849a6
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@ -204,6 +204,7 @@
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\LanMenuState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\LoginState.cpp" />
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<ClCompile Include="GameClientState\LoginState.cpp" />
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@ -217,6 +218,7 @@
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\LanMenuState.h" />
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<ClInclude Include="GameClientState\LoginState.h" />
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<ClInclude Include="GameClientState\LoginState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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@ -6,6 +6,7 @@
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#include "GameClientState\GameState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LoginState.h"
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#include "GameClientState\LoginState.h"
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#include "GameClientState\LanMenuState.h"
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#include <Protocols.h>
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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#include <GameServerAPI.h>
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@ -81,12 +81,8 @@ bool GameState::LoadModels(std::wstring mapFile)
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Oyster::Math3D::Float4x4 translate;
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Oyster::Math3D::Float4x4 translate;
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C_Object* obj;
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C_Object* obj;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
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modelData.world = translate ;//modelData.world * translate
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scale.v[0].x = 8;
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modelData.modelPath = L"world_earth.dan";
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scale.v[1].y = 8;
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scale.v[2].z = 8;
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modelData.world = scale; //modelData.world * translate
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modelData.modelPath = L"..\\Content\\Models\\ball.dan";
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modelData.id = 0;
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modelData.id = 0;
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obj = new C_Player();
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obj = new C_Player();
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@ -95,7 +91,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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// add box model
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// add box model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,15,0));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
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modelData.world = modelData.world * translate;
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\Models\\box.dan";
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modelData.modelPath = L"..\\Content\\Models\\box.dan";
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modelData.id = 1;
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modelData.id = 1;
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@ -107,7 +103,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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// add player model
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// add player model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 15, 0));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.visible = true;
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@ -124,14 +120,14 @@ bool GameState::LoadModels(std::wstring mapFile)
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}
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}
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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{
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{
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Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
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Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,1);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
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Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
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Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
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camera->LookAt(pos, dir, up);
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
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camera->UpdateViewMatrix();
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@ -350,7 +346,7 @@ void GameState::Protocol( ObjPos* pos )
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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if(i == 2) // playerobj
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if(i == 2) // playerobj
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{
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{
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camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
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camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1));
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camera->UpdateViewMatrix();
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camera->UpdateViewMatrix();
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}
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}
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}
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}
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@ -0,0 +1,164 @@
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#include "LanMenuState.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include "DllInterfaces/GFXAPI.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LanMenuState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LanMenuState::LanMenuState()
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{
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}
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LanMenuState::~LanMenuState()
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{
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}
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bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LanMenuState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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{
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
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DanBias::GameServerAPI::ServerInitDesc desc;
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LanMenuState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LanMenuState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
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{
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if((PlayerName*)protocolStruct)
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PlayerJoinProtocol((PlayerName*)protocolStruct);
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}
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void LanMenuState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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@ -0,0 +1,37 @@
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#ifndef LAN_MENU_STATE_H
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#define LAN_MENU_STATE_H
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#include "GameClientState.h"
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#include "OysterMath.h"
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namespace DanBias
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{
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namespace Client
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{
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class LanMenuState : public GameClientState
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{
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public:
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LanMenuState();
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virtual ~LanMenuState();
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virtual bool Init(Oyster::Network::NetworkClient* nwClient);
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virtual ClientState Update(float deltaTime, InputClass* KeyInput);
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bool LoadModels(std::wstring file);
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bool InitCamera(Oyster::Math::Float3 startPos);
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virtual bool Render();
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virtual bool Release();
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virtual void Protocol(ProtocolStruct* protocolStruct);
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void PlayerJoinProtocol(PlayerName* name);
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private:
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Oyster::Network::NetworkClient* nwClient;
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struct myData;
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myData* privData;
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};
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}
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}
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#endif
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@ -81,8 +81,18 @@ using namespace GameLogic;
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
|
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{
|
{
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (1);
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
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||||||
Oyster::Physics::ICustomBody::State state;
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Oyster::Physics::ICustomBody::State state;
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Object *realObj = (Object*)obj->GetCustomTag();
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if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
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{
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state = obj->GetState();
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state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
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obj->SetState(state);
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}
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if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
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return;
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state = obj->GetState();
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state = obj->GetState();
|
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state.ApplyLinearImpulse(pushForce);
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state.ApplyLinearImpulse(pushForce);
|
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obj->SetState(state);
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obj->SetState(state);
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@ -129,6 +129,7 @@ bool Game::NewFrame()
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||||||
}
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}
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|
||||||
gameInstance.onMoveFnc(this->level);
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gameInstance.onMoveFnc(this->level);
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||||||
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return true;
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return true;
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}
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}
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@ -7,9 +7,9 @@ Game::PlayerData::PlayerData()
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{
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{
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//set some stats that are appropriate to a player
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//set some stats that are appropriate to a player
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||||||
Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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||||||
sbDesc.centerPosition = Oyster::Math::Float3(0,165,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
|
||||||
sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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||||||
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sbDesc.mass = 10;
|
||||||
//create rigid body
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//create rigid body
|
||||||
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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||||||
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|
||||||
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@ -25,7 +25,7 @@ void Level::InitiateLevel(float radius)
|
||||||
API::SphericalBodyDescription sbDesc;
|
API::SphericalBodyDescription sbDesc;
|
||||||
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
||||||
sbDesc.ignoreGravity = true;
|
sbDesc.ignoreGravity = true;
|
||||||
sbDesc.radius = 150;
|
sbDesc.radius = 300;
|
||||||
sbDesc.mass = 10e12f;
|
sbDesc.mass = 10e12f;
|
||||||
|
|
||||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||||
|
@ -39,9 +39,9 @@ void Level::InitiateLevel(float radius)
|
||||||
rigidBody->SetCustomTag(levelObj);
|
rigidBody->SetCustomTag(levelObj);
|
||||||
|
|
||||||
|
|
||||||
// add box
|
// add box
|
||||||
API::SimpleBodyDescription sbDesc_TestBox;
|
API::SimpleBodyDescription sbDesc_TestBox;
|
||||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-5,15,0,0);
|
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0);
|
||||||
sbDesc_TestBox.ignoreGravity = false;
|
sbDesc_TestBox.ignoreGravity = false;
|
||||||
sbDesc_TestBox.mass = 10;
|
sbDesc_TestBox.mass = 10;
|
||||||
sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
|
sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
|
||||||
|
@ -52,14 +52,14 @@ void Level::InitiateLevel(float radius)
|
||||||
testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
|
testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
|
||||||
rigidBody_TestBox->SetCustomTag(testBox);
|
rigidBody_TestBox->SetCustomTag(testBox);
|
||||||
rigidBody_TestBox->GetState(state);
|
rigidBody_TestBox->GetState(state);
|
||||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,4));
|
state.ApplyLinearImpulse(Oyster::Math::Float3(0,20,0));
|
||||||
rigidBody_TestBox->SetState(state);
|
rigidBody_TestBox->SetState(state);
|
||||||
|
|
||||||
|
|
||||||
// add gravitation
|
// add gravitation
|
||||||
API::Gravity gravityWell;
|
API::Gravity gravityWell;
|
||||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||||
gravityWell.well.mass = 10e16f;
|
gravityWell.well.mass = 1e15f;
|
||||||
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
||||||
API::Instance().AddGravity(gravityWell);
|
API::Instance().AddGravity(gravityWell);
|
||||||
}
|
}
|
||||||
|
|
|
@ -86,24 +86,24 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||||
|
|
||||||
void Player::MoveForward()
|
void Player::MoveForward()
|
||||||
{
|
{
|
||||||
setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime()));
|
setState.ApplyLinearImpulse(this->lookDir * (2000 * this->gameInstance->GetFrameTime()));
|
||||||
}
|
}
|
||||||
void Player::MoveBackwards()
|
void Player::MoveBackwards()
|
||||||
{
|
{
|
||||||
setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime());
|
setState.ApplyLinearImpulse(-this->lookDir * 2000 * this->gameInstance->GetFrameTime());
|
||||||
}
|
}
|
||||||
void Player::MoveRight()
|
void Player::MoveRight()
|
||||||
{
|
{
|
||||||
//Do cross product with forward vector and negative gravity vector
|
//Do cross product with forward vector and negative gravity vector
|
||||||
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
||||||
setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
|
setState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime());
|
||||||
|
|
||||||
}
|
}
|
||||||
void Player::MoveLeft()
|
void Player::MoveLeft()
|
||||||
{
|
{
|
||||||
//Do cross product with forward vector and negative gravity vector
|
//Do cross product with forward vector and negative gravity vector
|
||||||
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
|
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
|
||||||
setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
|
setState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime());
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
||||||
|
@ -123,7 +123,7 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||||
{
|
{
|
||||||
this->lookDir = lookDir;
|
this->lookDir = lookDir;
|
||||||
|
|
||||||
Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
|
Oyster::Math::Float4 up = -setState.GetGravityNormal();
|
||||||
Oyster::Math::Float4 pos = setState.GetCenterPosition();
|
Oyster::Math::Float4 pos = setState.GetCenterPosition();
|
||||||
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
|
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
|
||||||
// cant set rotation
|
// cant set rotation
|
||||||
|
|
|
@ -16,11 +16,15 @@
|
||||||
#include "../../Misc/Utilities.h"
|
#include "../../Misc/Utilities.h"
|
||||||
#include "../../Misc/Thread/IThreadObject.h"
|
#include "../../Misc/Thread/IThreadObject.h"
|
||||||
#include "../../Misc/Thread/OysterThread.h"
|
#include "../../Misc/Thread/OysterThread.h"
|
||||||
|
#include "../../Misc/Packing/Packing.h"
|
||||||
|
|
||||||
|
#include <queue>
|
||||||
|
|
||||||
using namespace Oyster::Network;
|
using namespace Oyster::Network;
|
||||||
using namespace Oyster::Thread;
|
using namespace Oyster::Thread;
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
using namespace Utility::Container;
|
using namespace Utility::Container;
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
/*************************************
|
/*************************************
|
||||||
PrivateData
|
PrivateData
|
||||||
|
@ -35,11 +39,12 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
Translator translator;
|
Translator translator;
|
||||||
OysterThread thread;
|
OysterThread thread;
|
||||||
|
|
||||||
|
OysterByte recieveBuffer;
|
||||||
|
|
||||||
//Message queue for sending and recieving
|
//Message queue for sending and recieving
|
||||||
ThreadSafeQueue<CustomNetProtocol> sendQueue;
|
ThreadSafeQueue<CustomNetProtocol> sendQueue;
|
||||||
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
|
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
|
||||||
|
|
||||||
//ID
|
//ID
|
||||||
static unsigned int currID;
|
static unsigned int currID;
|
||||||
const unsigned int ID;
|
const unsigned int ID;
|
||||||
|
@ -66,7 +71,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
bool DoWork() override
|
bool DoWork() override
|
||||||
{
|
{
|
||||||
if(!this->connection.IsConnected()) return false;
|
if(!this->connection.IsConnected()) return false;
|
||||||
|
|
||||||
Send();
|
Send();
|
||||||
Recv();
|
Recv();
|
||||||
|
|
||||||
|
@ -82,6 +87,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
CustomNetProtocol p = this->sendQueue.Pop();
|
CustomNetProtocol p = this->sendQueue.Pop();
|
||||||
this->translator.Pack(temp, p);
|
this->translator.Pack(temp, p);
|
||||||
errorCode = this->connection.Send(temp);
|
errorCode = this->connection.Send(temp);
|
||||||
|
|
||||||
if(errorCode != 0)
|
if(errorCode != 0)
|
||||||
{
|
{
|
||||||
CEA parg;
|
CEA parg;
|
||||||
|
@ -103,9 +109,13 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
|
|
||||||
if(errorCode == 0 && temp.GetSize())
|
if(errorCode == 0 && temp.GetSize())
|
||||||
{
|
{
|
||||||
|
HandleRecievedData(temp);
|
||||||
|
|
||||||
|
|
||||||
|
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
|
||||||
CustomNetProtocol protocol;
|
CustomNetProtocol protocol;
|
||||||
bool ok = this->translator.Unpack(protocol, temp);
|
bool ok = this->translator.Unpack(protocol, temp);
|
||||||
|
|
||||||
//Check if the protocol was unpacked correctly
|
//Check if the protocol was unpacked correctly
|
||||||
if(ok)
|
if(ok)
|
||||||
{
|
{
|
||||||
|
@ -114,7 +124,8 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
parg.data.protocol = protocol;
|
parg.data.protocol = protocol;
|
||||||
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
||||||
this->recieveQueue.Push(e);
|
this->recieveQueue.Push(e);
|
||||||
}
|
}*/
|
||||||
|
|
||||||
}
|
}
|
||||||
//else
|
//else
|
||||||
//{
|
//{
|
||||||
|
@ -127,6 +138,76 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
|
|
||||||
return errorCode;
|
return errorCode;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void HandleRecievedData(OysterByte& data)
|
||||||
|
{
|
||||||
|
//Loop through all packages that was recieved and add them to the queue.
|
||||||
|
unsigned int size = 0;
|
||||||
|
|
||||||
|
Oyster::Network::OysterByte msg;
|
||||||
|
|
||||||
|
//If there is part of a message in the buffer.
|
||||||
|
if(recieveBuffer.GetSize() > 0)
|
||||||
|
{
|
||||||
|
//cout << "the buffer size: " << recvBuffer.GetSize() <<endl;
|
||||||
|
unsigned int temp = recieveBuffer.GetSize();
|
||||||
|
size = Oyster::Packing::Unpacki(recieveBuffer);
|
||||||
|
|
||||||
|
if(temp + data.GetSize() > size)
|
||||||
|
{
|
||||||
|
msg = recieveBuffer;
|
||||||
|
recieveBuffer.Clear();
|
||||||
|
size -= msg.GetSize();
|
||||||
|
msg.AppendPartOfArray(data, 0, size);
|
||||||
|
UnpackMessageAndAddToQueue(msg);
|
||||||
|
}
|
||||||
|
else if(temp + data.GetSize() == size)
|
||||||
|
{
|
||||||
|
msg = recieveBuffer;
|
||||||
|
recieveBuffer.Clear();
|
||||||
|
size -= msg.GetSize();
|
||||||
|
msg += data;
|
||||||
|
UnpackMessageAndAddToQueue(msg);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
recieveBuffer += data;
|
||||||
|
size = data.GetSize();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for(unsigned int i = size; i < data.GetSize(); i += size)
|
||||||
|
{
|
||||||
|
size = Oyster::Packing::Unpacki(&data.GetByteArray()[i]);
|
||||||
|
if(i+size > data.GetSize())
|
||||||
|
{
|
||||||
|
//Add it to the recvBuffer instead.
|
||||||
|
recieveBuffer.AppendPartOfArray(data, i, data.GetSize());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
msg.Clear();
|
||||||
|
msg.AppendPartOfArray(data, i, i+size);
|
||||||
|
UnpackMessageAndAddToQueue(msg);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UnpackMessageAndAddToQueue(OysterByte& msg)
|
||||||
|
{
|
||||||
|
CustomNetProtocol protocol;
|
||||||
|
bool ok = this->translator.Unpack(protocol, msg);
|
||||||
|
|
||||||
|
//Check if the protocol was unpacked correctly
|
||||||
|
if(ok)
|
||||||
|
{
|
||||||
|
CEA parg;
|
||||||
|
parg.type = CEA::EventType_ProtocolRecieved;
|
||||||
|
parg.data.protocol = protocol;
|
||||||
|
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
||||||
|
this->recieveQueue.Push(e);
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
unsigned int NetworkClient::PrivateData::currID = 0;
|
unsigned int NetworkClient::PrivateData::currID = 0;
|
||||||
|
|
||||||
|
|
|
@ -48,7 +48,7 @@ void OysterByte::Resize(unsigned int cap)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int OysterByte::GetSize()
|
unsigned int OysterByte::GetSize()
|
||||||
{
|
{
|
||||||
return size;
|
return size;
|
||||||
}
|
}
|
||||||
|
@ -60,7 +60,7 @@ unsigned char* OysterByte::GetByteArray()
|
||||||
|
|
||||||
void OysterByte::AddSize(unsigned int size)
|
void OysterByte::AddSize(unsigned int size)
|
||||||
{
|
{
|
||||||
int newCapacity = this->size + size;
|
unsigned int newCapacity = this->size + size;
|
||||||
|
|
||||||
if(newCapacity >= capacity)
|
if(newCapacity >= capacity)
|
||||||
{
|
{
|
||||||
|
@ -81,6 +81,32 @@ void OysterByte::SetSize(unsigned int size)
|
||||||
this->size = size;
|
this->size = size;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OysterByte::AppendPartOfArray(OysterByte& source, unsigned int startIndex, unsigned int endIndex)
|
||||||
|
{
|
||||||
|
if(startIndex < 0 && startIndex >= endIndex)
|
||||||
|
return;
|
||||||
|
if(endIndex > source.size)
|
||||||
|
return;
|
||||||
|
|
||||||
|
unsigned int totalSize = endIndex - startIndex;
|
||||||
|
totalSize += size;
|
||||||
|
|
||||||
|
//Make sure the new data can fit in the array.
|
||||||
|
if(totalSize > capacity)
|
||||||
|
{
|
||||||
|
IncreaseCapacity(totalSize);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Copy over new data.
|
||||||
|
for(unsigned int i = size; i < totalSize; i++)
|
||||||
|
{
|
||||||
|
byteArray[i] = source.byteArray[startIndex++];
|
||||||
|
}
|
||||||
|
|
||||||
|
//Set the new size
|
||||||
|
size = totalSize;
|
||||||
|
}
|
||||||
|
|
||||||
OysterByte& OysterByte::operator =(const OysterByte& obj)
|
OysterByte& OysterByte::operator =(const OysterByte& obj)
|
||||||
{
|
{
|
||||||
delete[] this->byteArray;
|
delete[] this->byteArray;
|
||||||
|
|
|
@ -25,7 +25,7 @@ namespace Oyster
|
||||||
//Resizes the array with, it does not keep anything in it.
|
//Resizes the array with, it does not keep anything in it.
|
||||||
void Resize(unsigned int cap);
|
void Resize(unsigned int cap);
|
||||||
|
|
||||||
int GetSize();
|
unsigned int GetSize();
|
||||||
unsigned char* GetByteArray();
|
unsigned char* GetByteArray();
|
||||||
|
|
||||||
void AddSize(unsigned int size);
|
void AddSize(unsigned int size);
|
||||||
|
@ -34,6 +34,9 @@ namespace Oyster
|
||||||
//Only sets the private variable 'size'
|
//Only sets the private variable 'size'
|
||||||
void SetSize(unsigned int size);
|
void SetSize(unsigned int size);
|
||||||
|
|
||||||
|
//Copies over a part of the addFrom array and adds it to the end of this array.
|
||||||
|
void AppendPartOfArray(OysterByte& source, unsigned int startIndex, unsigned int endIndex);
|
||||||
|
|
||||||
OysterByte& operator =(const OysterByte& obj);
|
OysterByte& operator =(const OysterByte& obj);
|
||||||
|
|
||||||
operator char*();
|
operator char*();
|
||||||
|
|
|
@ -27,7 +27,9 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
||||||
Shaded.Specular += light.Specular;
|
Shaded.Specular += light.Specular;
|
||||||
}
|
}
|
||||||
|
|
||||||
Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
|
//Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
|
||||||
|
Diffuse[DTid.xy] = float4(DiffuseGlow[DTid.xy].xyz,1);
|
||||||
|
|
||||||
Specular[DTid.xy] = float4(Shaded.Specular, 1);
|
Specular[DTid.xy] = float4(Shaded.Specular, 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -8,5 +8,7 @@ RWTexture2D<float4> Output;
|
||||||
void main( uint3 DTid : SV_DispatchThreadID )
|
void main( uint3 DTid : SV_DispatchThreadID )
|
||||||
{
|
{
|
||||||
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||||
|
//Output[DTid.xy] = Diffuse[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||||
|
|
||||||
//Output[DTid.xy] = Diffuse[DTid.xy];
|
//Output[DTid.xy] = Diffuse[DTid.xy];
|
||||||
}
|
}
|
Loading…
Reference in New Issue