Merge with game logic

This commit is contained in:
Robin Engman 2014-02-14 11:54:28 +01:00
commit 61c49cf352
72 changed files with 1617 additions and 638 deletions

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@ -68,8 +68,8 @@ Global
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Deploy.0 = Debug|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Deploy.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Win32.ActiveCfg = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Win32.ActiveCfg = Release|Win32
@ -93,8 +93,8 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Deploy.0 = Debug|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Deploy.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
@ -113,13 +113,13 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Deploy.0 = Debug|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Deploy.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
@ -174,8 +174,8 @@ Global
{6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32 {6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32 {6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|x64.ActiveCfg = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Debug|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Debug|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.ActiveCfg = Debug|Win32 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.ActiveCfg = Debug|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.Build.0 = Debug|Win32 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.Build.0 = Debug|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.ActiveCfg = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.ActiveCfg = Release|x64
@ -196,20 +196,19 @@ Global
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.Build.0 = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.ActiveCfg = Debug|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.Build.0 = Debug|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.Build.0 = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Debug|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.Build.0 = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.Build.0 = Debug|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|Mixed Platforms.ActiveCfg = Debug|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|Mixed Platforms.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|Win32.ActiveCfg = Debug|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|Win32.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|x64.ActiveCfg = Debug|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|x64.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.Build.0 = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.Build.0 = Release|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|x64.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32 {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32 {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32

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@ -142,8 +142,19 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime) HRESULT DanBiasGame::Update(float deltaTime)
{ {
//Get mouse pos and window size (Temporary)
POINT p;
RECT r;
GetCursorPos(&p);
ScreenToClient(WindowShell::GetHWND(), &p);
GetClientRect(WindowShell::GetHWND(), &r);
//Update menu buttons //Update menu buttons
EventHandler::Instance().Update(m_data->inputObj); MouseInput mouseInput;
mouseInput.x = (float)p.x / (float)r.right;
mouseInput.y = (float)p.y / (float)r.bottom;
mouseInput.mouseButtonPressed = m_data->inputObj->IsMousePressed();
EventHandler::Instance().Update(mouseInput);
m_data->inputObj->Update(); m_data->inputObj->Update();
@ -200,6 +211,10 @@ namespace DanBias
HRESULT DanBiasGame::CleanUp() HRESULT DanBiasGame::CleanUp()
{ {
Oyster::Graphics::API::Clean();
EventHandler::Instance().Clean();
GameServerAPI::ServerStop();
m_data->recieverObj->gameClientState->Release(); m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState; delete m_data->recieverObj->gameClientState;
m_data->recieverObj->Disconnect(); m_data->recieverObj->Disconnect();
@ -207,11 +222,7 @@ namespace DanBias
delete m_data->inputObj; delete m_data->inputObj;
delete m_data; delete m_data;
EventHandler::Instance().Clean();
Oyster::Graphics::API::Clean();
GameServerAPI::ServerStop();
return S_OK; return S_OK;
} }

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@ -21,35 +21,33 @@ namespace DanBias
ButtonEllipse() ButtonEllipse()
: EventButtonGUI(), radius(0) : EventButtonGUI(), radius(0)
{} {}
ButtonEllipse(std::wstring textureName, Owner owner, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true) ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, owner, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
{} {}
ButtonEllipse(std::wstring textureName, EventFunc func, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true) ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, func, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
{} {}
ButtonEllipse(std::wstring textureName, EventFunc func, Owner owner, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true) ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, func, owner, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
{} {}
ButtonEllipse(std::wstring textureName, EventFunc func, Owner owner, void* userData, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true) ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, func, owner, userData, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
{} {}
virtual ~ButtonEllipse() virtual ~ButtonEllipse()
{} {}
//Circle vs point collision //Circle vs point collision
bool Collision(InputClass* inputObject) bool Collision(Oyster::Event::MouseInput& input)
{ {
POINT p;
RECT r;
GetCursorPos(&p);
ScreenToClient(WindowShell::GetHWND(), &p);
GetClientRect(WindowShell::GetHWND(), &r);
//Should come from the InputClass //Should come from the InputClass
float xMouse = (float)p.x / (float)r.right, yMouse = (float)p.y / (float)r.bottom; float xMouse = input.x, yMouse = input.y;
double normx = (xMouse - xPos) / width; double normx = (xMouse - pos.x) / size.x;
double normy = (yMouse - yPos) / height; double normy = (yMouse - pos.y) / size.y;
return (normx * normx + normy * normy) < 0.25; return (normx * normx + normy * normy) < 0.25;
} }

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@ -21,37 +21,35 @@ namespace DanBias
ButtonRectangle() ButtonRectangle()
: EventButtonGUI(), width(0), height(0) : EventButtonGUI(), width(0), height(0)
{} {}
ButtonRectangle(std::wstring textureName, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, owner, xPos, yPos, width, height, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
{} {}
ButtonRectangle(std::wstring textureName, EventFunc func, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, func, xPos, yPos, width, height, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
{} {}
ButtonRectangle(std::wstring textureName, EventFunc func, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, func, owner, xPos, yPos, width, height, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
{} {}
ButtonRectangle(std::wstring textureName, EventFunc func, Owner owner, void* userData, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
: EventButtonGUI(textureName, func, owner, userData, xPos, yPos, width, height, resizeToScreenAspectRatio) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
{} {}
virtual ~ButtonRectangle() virtual ~ButtonRectangle()
{} {}
//Circle vs point collision //Circle vs point collision
bool Collision(InputClass* inputObject) bool Collision(Oyster::Event::MouseInput& input)
{ {
POINT p;
RECT r;
GetCursorPos(&p);
ScreenToClient(WindowShell::GetHWND(), &p);
GetClientRect(WindowShell::GetHWND(), &r);
//Should come from the InputClass //Should come from the InputClass
float xMouse = (float)p.x / (float)r.right, yMouse = (float)p.y / (float)r.bottom; float xMouse = input.x, yMouse = input.y;
float widthTemp = xPos - width * 0.5f; float widthTemp = pos.x - size.x * 0.5f;
float widthTemp2 = xPos + width * 0.5f; float widthTemp2 = pos.x + size.x * 0.5f;
float heightTemp = yPos - height * 0.5f; float heightTemp = pos.y - size.y * 0.5f;
float heightTemp2 = yPos + height * 0.5f; float heightTemp2 = pos.y + size.y * 0.5f;
//std::cout << p.x << ' ' << p.y << ' ' << widthTemp << ' ' << heightTemp << std::endl; //std::cout << p.x << ' ' << p.y << ' ' << widthTemp << ' ' << heightTemp << std::endl;
if(xMouse >= widthTemp && xMouse <= widthTemp2 && if(xMouse >= widthTemp && xMouse <= widthTemp2 &&

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@ -8,40 +8,59 @@
#include "../Misc/EventHandler/EventButton.h" #include "../Misc/EventHandler/EventButton.h"
#include "../OysterGraphics/DllInterfaces/GFXAPI.h" #include "../OysterGraphics/DllInterfaces/GFXAPI.h"
namespace DanBias namespace DanBias
{ {
namespace Client namespace Client
{ {
/*Dictates if the texture should be resized based on the screen aspect ratio.
*/
enum ResizeAspectRatio
{
ResizeAspectRatio_None,
ResizeAspectRatio_Width,
ResizeAspectRatio_Height,
ResizeAspectRatio_Count,
ResizeAspectRatio_Unknown = -1
};
template <typename Owner> template <typename Owner>
class EventButtonGUI : public Oyster::Event::EventButton<Owner> class EventButtonGUI : public Oyster::Event::EventButton<Owner>
{ {
public: public:
EventButtonGUI() EventButtonGUI()
: EventButton(), xPos(0), yPos(0), width(0), height(0), texture(NULL) : EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0)
{} {}
EventButtonGUI(std::wstring textureName, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
: EventButton(owner), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{ {
CreateTexture(textureName); CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio(); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
EventButtonGUI(std::wstring textureName, EventFunc func, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
: EventButton(func), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{ {
CreateTexture(textureName); CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio(); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
EventButtonGUI(std::wstring textureName, EventFunc func, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
: EventButton(func, owner), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{ {
CreateTexture(textureName); CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio(); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
EventButtonGUI(std::wstring textureName, EventFunc func, Owner owner, void* userData, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true) EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(func, owner, userData), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL) : EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{ {
CreateTexture(textureName); CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio(); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
virtual ~EventButtonGUI() virtual ~EventButtonGUI()
{ {
@ -55,7 +74,7 @@ namespace DanBias
texture = Oyster::Graphics::API::CreateTexture(textureName); texture = Oyster::Graphics::API::CreateTexture(textureName);
} }
virtual void Render() virtual void RenderTexture()
{ {
if(EventButton<Owner>::Enabled()) if(EventButton<Owner>::Enabled())
{ {
@ -64,32 +83,48 @@ namespace DanBias
if(EventButton<Owner>::GetState() == ButtonState_None) if(EventButton<Owner>::GetState() == ButtonState_None)
{ {
Oyster::Graphics::API::RenderGuiElement(texture, Oyster::Math::Float2(xPos, yPos), Oyster::Math::Float2(width, height), Oyster::Math::Float3(1.0f, 1.0f, 1.0f)); //Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
} }
else if(EventButton<Owner>::GetState() == ButtonState_Hover) else if(EventButton<Owner>::GetState() == ButtonState_Hover)
{ {
Oyster::Graphics::API::RenderGuiElement(texture, Oyster::Math::Float2(xPos, yPos), Oyster::Math::Float2(width, height), Oyster::Math::Float3(0.0f, 1.0f, 0.0f)); //Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
} }
else else
{ {
Oyster::Graphics::API::RenderGuiElement(texture, Oyster::Math::Float2(xPos, yPos), Oyster::Math::Float2(width, height), Oyster::Math::Float3(1.0f, 0.0f, 0.0f)); //Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
} }
} }
} }
void ResizeWithAspectRatio() virtual void RenderText()
{
if(buttonText.size() > 0)
{
//Oyster::Graphics::API::RenderText(buttonText, pos.xy, size, textColor);
}
}
private:
void ResizeWithAspectRatio(ResizeAspectRatio resize)
{ {
RECT r; RECT r;
GetClientRect(WindowShell::GetHWND(), &r); GetClientRect(WindowShell::GetHWND(), &r);
height *= (float)r.right/(float)r.bottom;
if(resize == ResizeAspectRatio_Height)
size.y *= (float)r.right/(float)r.bottom;
else if(resize == ResizeAspectRatio_Width)
size.x *= (float)r.bottom/(float)r.right;
} }
protected: protected:
float xPos, yPos; Oyster::Math::Float3 pos;
float width, height; Oyster::Math::Float2 size;
Oyster::Graphics::API::Texture texture;
Oyster::Graphics::API::Texture texture;
std::wstring buttonText;
Oyster::Math::Float3 textColor;
}; };
} }
} }

View File

@ -4,7 +4,9 @@
#include "NetworkClient.h" #include "NetworkClient.h"
#include "Camera.h" #include "Camera.h"
#include <GameServerAPI.h> #include <GameServerAPI.h>
#include "LevelLoader\ObjectDefines.h"
using namespace GameLogic;
using namespace DanBias::Client; using namespace DanBias::Client;
using namespace Oyster::Math; using namespace Oyster::Math;
struct GameState::myData struct GameState::myData
@ -58,27 +60,11 @@ GameState::gameStateState GameState::LoadGame()
plight.Radius = 300; plight.Radius = 300;
plight.Bright = 0.5f; plight.Bright = 0.5f;
Oyster::Graphics::API::AddLight(plight); Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(350,350,5);
//plight.Color = Float3(0.9f,0.7f,0.3f);
//plight.Radius = 200;
//plight.Bright = 0.7f;
//Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(10,350,350);
//plight.Color = Float3(0.9f,0.7f,0.3f);
//plight.Radius = 200;
//plight.Bright = 0.7f;
//Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(10,-15,5);
//plight.Color = Float3(0,0,1);
//plight.Radius = 50;
//plight.Bright = 0.5f;
//Oyster::Graphics::API::AddLight(plight);
// use level loader // use level loader
//LoadModels("3bana.bias"); LoadModels("../Content/Worlds/ccc.bias");
// hardcoded objects // hardcoded objects
LoadModels();
Float3 startPos = Float3(0,0,20.0f); Float3 startPos = Float3(0,0,20.0f);
InitCamera(startPos); InitCamera(startPos);
return gameStateState_playing; return gameStateState_playing;
@ -141,7 +127,7 @@ bool GameState::LoadModels()
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
// add jumppad // add jumppad
modelData.position = Oyster::Math::Float3(4, 600.3, 0); modelData.position = Oyster::Math::Float3(4, 600.3f, 0);
modelData.modelPath = L"jumppad_round.dan"; modelData.modelPath = L"jumppad_round.dan";
modelData.id = id++; modelData.id = id++;
// load models // load models
@ -183,7 +169,7 @@ bool GameState::LoadModels(std::string mapFile)
objects = levelLoader.LoadLevel(mapFile); objects = levelLoader.LoadLevel(mapFile);
int objCount = objects.size(); int objCount = objects.size();
int modelId = 0; int modelId = 100;
ModelInitData modelData; ModelInitData modelData;
for (int i = 0; i < objCount; i++) for (int i = 0; i < objCount; i++)
{ {
@ -200,9 +186,9 @@ bool GameState::LoadModels(std::string mapFile)
modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end()); modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
modelData.visible = true; modelData.visible = true;
//modelData.position = ; modelData.position = staticObjData->position;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(staticObjData->rotation), staticObjData->rotation[3]);
//modelData.scale = Oyster::Math::Float3(2,2,2); modelData.scale = staticObjData->scale;
modelData.id = modelId++; modelData.id = modelId++;
this->staticObjects.Push(new C_StaticObj()); this->staticObjects.Push(new C_StaticObj());
@ -212,11 +198,11 @@ bool GameState::LoadModels(std::string mapFile)
case GameLogic::ObjectType::ObjectType_Dynamic: case GameLogic::ObjectType::ObjectType_Dynamic:
{ {
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj); 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.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end()); modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
modelData.visible = true; modelData.visible = true;
modelData.position = dynamicObjData->position;
modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(dynamicObjData->rotation), dynamicObjData->rotation[3]);
modelData.scale = dynamicObjData->scale;
modelData.id = modelId++; modelData.id = modelId++;
this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects.Push(new C_DynamicObj());
@ -230,8 +216,8 @@ bool GameState::LoadModels(std::string mapFile)
if(lightData->lightType == GameLogic::LightType_PointLight) if(lightData->lightType == GameLogic::LightType_PointLight)
{ {
Oyster::Graphics::Definitions::Pointlight plight; Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = ((GameLogic::PointLight*)lightData)->position; plight.Pos = ((GameLogic::BasicLight*)lightData)->position;
plight.Color = lightData->diffuseColor; plight.Color = lightData->color;
plight.Radius = 100; plight.Radius = 100;
plight.Bright = 0.9f; plight.Bright = 0.9f;
Oyster::Graphics::API::AddLight(plight); Oyster::Graphics::API::AddLight(plight);
@ -242,24 +228,51 @@ bool GameState::LoadModels(std::string mapFile)
break; break;
} }
} }
myId += modelId++;
// add player model Oyster::Math::Quaternion first = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536);
//modelData.position = ; Oyster::Math::Quaternion second = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536);
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); Oyster::Math::Quaternion result = first * second;
//modelData.scale = Oyster::Math::Float3(2,2,2); Oyster::Math::Quaternion total = Oyster::Math::Quaternion(Float3(0.5,0.5,-0.5), 0.5);
modelData.visible = true; modelData.visible = true;
modelData.position = Oyster::Math::Float3(20, 127,0);
modelData.rotation = first;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan"; modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId; modelData.id = myId;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
/*C_Player* obj = new C_Player(); this->staticObjects.Push(new C_StaticObj());
privData->object.push_back(obj); this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
privData->object[privData->object.size() -1 ]->Init(modelData);
*/ modelData.visible = true;
modelData.position = Oyster::Math::Float3(22, 127,0);
modelData.rotation = second;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
modelData.visible = true;
modelData.position = Oyster::Math::Float3(24, 127,0);
modelData.rotation = result;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
modelData.visible = true;
modelData.position = Oyster::Math::Float3(26, 127,0);
modelData.rotation = total;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
return true; return true;
} }
@ -378,7 +391,7 @@ bool GameState::Render(float dt)
std::wstring fps; std::wstring fps;
float f = 1/dt; float f = 1/dt;
fps = std::to_wstring(f); fps = std::to_wstring(f);
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f)); //Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f));
Oyster::Graphics::API::EndFrame(); Oyster::Graphics::API::EndFrame();
return true; return true;
@ -561,6 +574,7 @@ void GameState::Protocol( ObjPos* pos )
if(dynamicObjects[i]->GetId() == myId) // playerobj if(dynamicObjects[i]->GetId() == myId) // playerobj
{ {
Float3 pos = dynamicObjects[i]->getPos(); Float3 pos = dynamicObjects[i]->getPos();
Float3 up = dynamicObjects[i]->getWorld().v[1]; Float3 up = dynamicObjects[i]->getWorld().v[1];
Float3 objForward = dynamicObjects[i]->getWorld().v[2]; Float3 objForward = dynamicObjects[i]->getWorld().v[2];

View File

@ -17,7 +17,14 @@ struct LevelLoader::PrivData
LevelLoader::LevelLoader() LevelLoader::LevelLoader()
: pData(new PrivData) : pData(new PrivData)
{ {
pData->folderPath = "Standard path"; //standard path
pData->folderPath = "";
}
LevelLoader::LevelLoader(std::string folderPath)
: pData(new PrivData)
{
pData->folderPath = folderPath;
} }
LevelLoader::~LevelLoader() LevelLoader::~LevelLoader()
@ -26,10 +33,20 @@ LevelLoader::~LevelLoader()
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName) std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
{ {
return pData->parser.Parse(fileName); return pData->parser.Parse(pData->folderPath + fileName);
} }
LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName) LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
{ {
return pData->parser.ParseHeader(fileName); return pData->parser.ParseHeader(pData->folderPath + fileName);
}
std::string LevelLoader::GetFolderPath()
{
return this->pData->folderPath;
}
void LevelLoader::SetFolderPath(std::string folderPath)
{
} }

View File

@ -17,11 +17,15 @@ namespace GameLogic
public: public:
LevelLoader(); LevelLoader();
/***********************************************************
* Lets you set the standard folderpath for the levels
********************************************************/
LevelLoader(std::string folderPath);
~LevelLoader(); ~LevelLoader();
/******************************************************** /********************************************************
* Loads the level and objects from file. * Loads the level and objects from file.
* @param fileName: Path to the level-file that you want to load. * @param fileName: Path/name to the level-file that you want to load.
* @return: Returns all structs with objects and information about the level. * @return: Returns all structs with objects and information about the level.
********************************************************/ ********************************************************/
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LoadLevel(std::string fileName); std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LoadLevel(std::string fileName);
@ -33,10 +37,20 @@ namespace GameLogic
********************************************************/ ********************************************************/
LevelMetaData LoadLevelHeader(std::string fileName); //. LevelMetaData LoadLevelHeader(std::string fileName); //.
/***********************************************************
* @return: Returns the current standard folder path
********************************************************/
std::string GetFolderPath();
/***********************************************************
* Sets the standard folder path
********************************************************/
void SetFolderPath(std::string folderPath);
private: private:
struct PrivData; struct PrivData;
Utility::DynamicMemory::SmartPointer<PrivData> pData; Utility::DynamicMemory::SmartPointer<PrivData> pData;
}; };
} }
#endif #endif

View File

@ -1,3 +1,7 @@
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "LevelParser.h" #include "LevelParser.h"
#include "Loader.h" #include "Loader.h"
@ -9,7 +13,7 @@ using namespace Utility::DynamicMemory;
LevelParser::LevelParser() LevelParser::LevelParser()
{ {
formatVersion.formatVersionMajor = 1; formatVersion.formatVersionMajor = 3;
formatVersion.formatVersionMinor = 0; formatVersion.formatVersionMinor = 0;
} }
@ -21,6 +25,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
{ {
int bufferSize = 0; int bufferSize = 0;
int counter = 0; int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects; std::vector<SmartPointer<ObjectTypeHeader>> objects;
@ -29,35 +34,117 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version //Read format version
FormatVersion levelFormatVersion; LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion)); ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion); counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion) if(this->formatVersion != levelFormatVersion)
{ {
//Do something if it's not the same version //Returns an empty vector, because it will most likely fail to read the level format.
return objects;
} }
while(counter < bufferSize) while(counter < bufferSize)
{ {
loadCgf = true;
//Get typeID //Get typeID
ObjectTypeHeader typeID; ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID)); ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch((int)typeID.typeID) switch((int)typeID)
{ {
case ObjectType_LevelMetaData: case ObjectType_LevelMetaData:
{ {
LevelMetaData* header = new LevelMetaData; SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *header, counter); ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
objects.push_back(header); objects.push_back(header);
break; break;
} }
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. //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: case ObjectType_Static: case ObjectType_Dynamic:
{ {
ObjectHeader* header = new ObjectHeader; //Get specialType.
ParseObject(&buffer[counter], *header, counter); ObjectSpecialType specialType;
objects.push_back(header); 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;
}
case ObjectSpecialType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
}
default:
//Couldn't find specialType
break;
}
break; break;
} }
@ -68,7 +155,12 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
//Get Light type //Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
switch(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: case LightType_PointLight:
{ {
@ -98,7 +190,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
//Undefined LightType. //Undefined LightType.
break; break;
} }
break; break;*/
} }
default: default:
//Couldn't find typeID. FAIL!!!!!! //Couldn't find typeID. FAIL!!!!!!
@ -123,21 +215,25 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version //Read format version
FormatVersion levelFormatVersion; LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion)); ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion); counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion) if(this->formatVersion != levelFormatVersion)
{ {
//Do something if it's not the same version //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. //Find the header in the returned string.
while(counter < bufferSize) while(counter < bufferSize)
{ {
ObjectTypeHeader typeID; ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID)); ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch(typeID.typeID) switch(typeID)
{ {
case ObjectType_LevelMetaData: case ObjectType_LevelMetaData:
ParseLevelMetaData(&buffer[counter], levelHeader, counter); ParseLevelMetaData(&buffer[counter], levelHeader, counter);
@ -148,7 +244,19 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
case ObjectType_Static: case ObjectType_Dynamic: case ObjectType_Static: case ObjectType_Dynamic:
{ {
ObjectHeader header; ObjectHeader header;
ParseObject(&buffer[counter], header, counter); 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; break;
} }
@ -157,6 +265,9 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
LightType lightType; LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support pointlight for now.
counter += sizeof(BasicLight);
/*
switch(lightType) switch(lightType)
{ {
case LightType_PointLight: case LightType_PointLight:
@ -177,7 +288,7 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
default: default:
//Undefined LightType. //Undefined LightType.
break; break;
} }*/
} }
default: default:

View File

@ -23,7 +23,7 @@ namespace GameLogic
LevelMetaData ParseHeader(std::string filename); LevelMetaData ParseHeader(std::string filename);
private: private:
FormatVersion formatVersion; LevelLoaderInternal::FormatVersion formatVersion;
}; };
} }

View File

@ -9,7 +9,7 @@ namespace GameLogic
/************************************ /************************************
Enums Enums
*************************************/ *************************************/
enum ObjectType enum ObjectType
{ {
ObjectType_LevelMetaData, ObjectType_LevelMetaData,
@ -23,31 +23,45 @@ namespace GameLogic
ObjectType_Unknown = -1 ObjectType_Unknown = -1
}; };
enum UsePhysics enum ObjectSpecialType
{ {
UsePhysics_UseFullPhysics, ObjectSpecialType_None,
UsePhysics_IgnoreGravity, ObjectSpecialType_Sky,
UsePhysics_IgnorePhysics, ObjectSpecialType_World, //Always the main celestial body
UsePhysics_IgnoreCollision, ObjectSpecialType_Building,
ObjectSpecialType_Stone,
ObjectSpecialType_StandarsBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,
ObjectSpecialType_CrystalFormation,
ObjectSpecialType_CrystalShard,
ObjectSpecialType_JumpPad,
ObjectSpecialType_Portal,
ObjectSpecialType_SpawnPoint,
ObjectSpecialType_Player,
UsePhysics_Count, ObjectSpecialType_Count,
UsePhysics_Unknown = -1 ObjectSpecialType_Unknown = -1
}; };
enum CollisionGeometryType enum CollisionGeometryType
{ {
CollisionGeometryType_Box, CollisionGeometryType_Box,
CollisionGeometryType_Sphere, CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_Count, CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1 CollisionGeometryType_Unknown = -1
}; };
//Only supports Pointlight right now.
enum LightType enum LightType
{ {
LightType_PointLight, LightType_PointLight,
LightType_DirectionalLight, //LightType_DirectionalLight,
LightType_SpotLight, //LightType_SpotLight,
LightType_Count, LightType_Count,
LightType_Unknown = -1 LightType_Unknown = -1
@ -80,38 +94,84 @@ namespace GameLogic
/************************************ /************************************
Structs Structs
*************************************/ *************************************/
namespace LevelLoaderInternal
struct FormatVersion
{ {
unsigned int formatVersionMajor; struct FormatVersion
unsigned int formatVersionMinor;
bool operator ==(const FormatVersion& obj)
{ {
return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor); unsigned int formatVersionMajor;
} unsigned int formatVersionMinor;
FormatVersion()
: formatVersionMajor(0), formatVersionMinor(0)
{}
bool operator !=(const FormatVersion& obj) FormatVersion(unsigned int major, unsigned int minor)
{ : formatVersionMajor(major), formatVersionMinor(minor)
return !(*this == obj); {}
}
}; bool operator ==(const FormatVersion& obj)
{
return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor);
}
bool operator !=(const FormatVersion& obj)
{
return !(*this == obj);
}
};
}
struct ObjectTypeHeader struct ObjectTypeHeader
{ {
ObjectType typeID; ObjectType typeID;
//Unless this is here the object destructor wont be called.
virtual ~ObjectTypeHeader(){}
}; };
struct PhysicsObject namespace LevelLoaderInternal
{ {
UsePhysics usePhysics; const FormatVersion boundingVolumeVersion(2, 0);
float mass;
float inertiaMagnitude[3]; struct BoundingVolumeBase
float inertiaRotation[3]; {
float frictionCoeffStatic; CollisionGeometryType geoType;
float frictionCoeffDynamic; float position[3];
CollisionGeometryType geometryType; 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 BoundingVolume
{
CollisionGeometryType geoType;
union
{
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
};
};
}
struct LevelMetaData : public ObjectTypeHeader struct LevelMetaData : public ObjectTypeHeader
{ {
@ -123,21 +183,56 @@ namespace GameLogic
WorldSize worldSize; WorldSize worldSize;
std::string overviewPicturePath; std::string overviewPicturePath;
std::vector<GameMode> gameModesSupported; std::vector<GameMode> gameModesSupported;
virtual ~LevelMetaData(){}
}; };
struct ObjectHeader : public ObjectTypeHeader, public PhysicsObject struct ObjectHeader : public ObjectTypeHeader
{ {
//Special type id for special objects: portal, jumppad, exploding objects, etc.
ObjectSpecialType specialTypeID;
//Model, //Model,
std::string ModelFile; std::string ModelFile;
//Position //Position
float position[3]; float position[3];
//Rotation //Rotation Quaternion
float rotation[3]; float rotation[4];
float angle;
//Scale //Scale
float scale[3]; float scale[3];
::GameLogic::LevelLoaderInternal::BoundingVolume boundingVolume;
virtual ~ObjectHeader(){}
}; };
/************************************
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 Lights
@ -145,12 +240,13 @@ namespace GameLogic
struct BasicLight : public ObjectTypeHeader struct BasicLight : public ObjectTypeHeader
{ {
LightType lightType; LightType lightType; //Is not used right now
float ambientColor[3]; float color[3];
float diffuseColor[3]; float position[3];
float specularColor[3]; float raduis;
float intensity;
}; };
/* We only support pointlight right now.
struct PointLight : public BasicLight struct PointLight : public BasicLight
{ {
float position[3]; float position[3];
@ -166,7 +262,7 @@ namespace GameLogic
float direction[3]; float direction[3];
float range; float range;
float attenuation[3]; float attenuation[3];
}; };*/
} }
#endif #endif

View File

@ -3,10 +3,9 @@
////////////////////////////////// //////////////////////////////////
#include "ParseFunctions.h" #include "ParseFunctions.h"
#include "../../../../Misc/Packing/Packing.h" #include "Loader.h"
#include <string> #include <string>
using namespace Oyster::Packing;
using namespace GameLogic::LevelFileLoader; using namespace GameLogic::LevelFileLoader;
using namespace GameLogic; using namespace GameLogic;
using namespace std; using namespace std;
@ -15,12 +14,13 @@ namespace GameLogic
{ {
namespace LevelFileLoader namespace LevelFileLoader
{ {
//can parse any struct if the struct doesnt contain strings or char[]
void ParseObject(char* buffer, void *header, int size) void ParseObject(char* buffer, void *header, int size)
{ {
memcpy(header, buffer, size); memcpy(header, buffer, size);
} }
void ParseObject(char* buffer, ObjectHeader& header, int& size) void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{ {
char tempName[128]; char tempName[128];
unsigned int tempSize = 0; unsigned int tempSize = 0;
@ -29,6 +29,9 @@ namespace GameLogic
memcpy(&header.typeID, &buffer[start], 4); memcpy(&header.typeID, &buffer[start], 4);
start += 4; start += 4;
memcpy(&header.specialTypeID, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4); memcpy(&tempSize, &buffer[start], 4);
start += 4; start += 4;
@ -36,13 +39,29 @@ namespace GameLogic
header.ModelFile.assign(&tempName[0], &tempName[tempSize]); header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
start += tempSize; start += tempSize;
//The reset of the object struct
//3 float[3], 1 float //3 float[3], 1 float
memcpy(&header.position, &buffer[start], 40); memcpy(&header.position, &buffer[start], 40);
start += 40; start += 40;
//if loadCgf : Read path for bounding volume
if(loadCgf)
{
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
}
//2 float[3], 3 float, 2 uint //else make sure the counter counts the name so we can jump over the string in the buffer.
memcpy(&header.usePhysics, &buffer[start], 44); else
start += 44; {
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
}
size += start; size += start;
} }
@ -107,5 +126,57 @@ namespace GameLogic
size += start; 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("../Content/Worlds/cgf/"+ fileName, fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buf[0], sizeof(version));
start += 4;
memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
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;
default:
break;
}
}
} }
} }

View File

@ -17,10 +17,10 @@ namespace GameLogic
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. 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, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size); void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
} }
} }

View File

@ -25,7 +25,7 @@ struct LoginState::myData
// game client* // game client*
//Menu button collection //Menu button collection
EventButtonCollection* collection; EventButtonCollection collection;
bool createGame; bool createGame;
int testNumber; int testNumber;
}privData; }privData;
@ -109,23 +109,33 @@ bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
InitCamera(Oyster::Math::Float3(0,0,5.4f)); InitCamera(Oyster::Math::Float3(0,0,5.4f));
//Create menu buttons //Create menu buttons
privData->collection = new EventButtonCollection; EventHandler::Instance().AddCollection(&privData->collection);
EventHandler::Instance().AddCollection(privData->collection); privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 1, 0), &LoginState::ButtonCallback, this,
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.2f, 0.1f, 0.1f)); (void*)Options, Oyster::Math::Float3(0.2f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.3f, 0.1f, 0.1f)); privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.4f, 0.1f, 0.1f)); (void*)Options, Oyster::Math::Float3(0.2f, 0.3f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.5f, 0.1f, 0.1f)); privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.2f, 0.4f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.2f, 0.5f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.15f, 0.05f, 0.1f, 0.1f)); privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.25f, 0.05f, 0.1f, 0.1f)); (void*)Options, Oyster::Math::Float3(0.15f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.35f, 0.05f, 0.1f, 0.1f)); privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.45f, 0.05f, 0.1f, 0.1f)); (void*)Options, Oyster::Math::Float3(0.25f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.35f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.45f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Create, 0.5f, 0.5f, 0.3f, 0.3f)); privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Create Game", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Create, Oyster::Math::Float3(0.5f, 0.5f, 0.0f), Oyster::Math::Float2(0.3f, 0.3f)));
//Incr/decr buttons //Incr/decr buttons .
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Incr, 0.85f, 0.2f, 0.1f, 0.1f)); privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Decr, 0.55f, 0.2f, 0.1f, 0.1f)); (void*)Incr, Oyster::Math::Float3(0.85f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Decr, Oyster::Math::Float3(0.55f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->createGame = false; privData->createGame = false;
privData->testNumber = 0; privData->testNumber = 0;
@ -198,7 +208,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
// failed to connect // failed to connect
return ClientState_Same; return ClientState_Same;
} }
privData->collection->SetState(EventCollectionState_Disabled); privData->collection.SetState(EventCollectionState_Disabled);
return ClientState_LobbyCreated; return ClientState_LobbyCreated;
} }
// join game // join game
@ -213,7 +223,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
// failed to connect // failed to connect
return ClientState_Same; return ClientState_Same;
} }
privData->collection->SetState(EventCollectionState_Disabled); privData->collection.SetState(EventCollectionState_Disabled);
return ClientState_Lobby; return ClientState_Lobby;
} }
return ClientState_Same; return ClientState_Same;
@ -236,7 +246,7 @@ bool LoginState::Render(float dt)
//Render buttons //Render buttons
Oyster::Graphics::API::StartGuiRender(); Oyster::Graphics::API::StartGuiRender();
EventHandler::Instance().Render(); EventHandler::Instance().RenderTexture();
std::wstring number; std::wstring number;
wchar_t temp[10]; wchar_t temp[10];
@ -244,7 +254,8 @@ bool LoginState::Render(float dt)
number = temp; number = temp;
Oyster::Graphics::API::StartTextRender(); Oyster::Graphics::API::StartTextRender();
Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f)); EventHandler::Instance().RenderText();
//Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
Oyster::Graphics::API::EndFrame(); Oyster::Graphics::API::EndFrame();
return true; return true;
@ -259,7 +270,7 @@ bool LoginState::Release()
privData->object[i] = NULL; privData->object[i] = NULL;
} }
delete privData->collection; EventHandler::Instance().ReleaseCollection(&privData->collection);
delete privData; delete privData;
privData = NULL; privData = NULL;

View File

@ -38,18 +38,14 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt); ForcePush(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(hasObject)
{
//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
break;
}
ForcePull(usage,dt); ForcePull(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt); ForceZip(usage,dt);
break; break;
} }
} }
@ -65,7 +61,7 @@ void AttatchmentMassDriver::Update(float dt)
Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Math::Float3 ownerPos = owner->GetPosition();
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
up *= -0.3; up *= -0.3f;
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5);
//state.centerPos = pos; //state.centerPos = pos;
@ -117,12 +113,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
********************************************************/ ********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{ {
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState(); Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
//do something with state this->owner->GetRigidBody()->ApplyImpulse(force);
//state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
this->owner->GetRigidBody()->SetState(state);
} }

View File

@ -14,10 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
AttatchmentSocket::~AttatchmentSocket(void) AttatchmentSocket::~AttatchmentSocket(void)
{ {
//if(this->attatchment) if(this->attatchment)
//delete this->attatchment; delete this->attatchment;
//this->attatchment = 0; this->attatchment = 0;
} }
IAttatchment* AttatchmentSocket::GetAttatchment() IAttatchment* AttatchmentSocket::GetAttatchment()

View File

@ -7,13 +7,17 @@
#include "Game.h" #include "Game.h"
#include "CollisionManager.h" #include "CollisionManager.h"
#include "JumpPad.h" #include "JumpPad.h"
#include "Portal.h"
#include "ExplosiveCrate.h"
using namespace Oyster; using namespace Oyster;
using namespace GameLogic; using namespace GameLogic;
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force); void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
//Physics::ICustomBody::SubscriptMessage //Physics::ICustomBody::SubscriptMessage
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)
@ -24,22 +28,27 @@ using namespace GameLogic;
switch (realObj->GetObjectType()) switch (realObj->GetObjectType())
{ {
case OBJECT_TYPE::OBJECT_TYPE_GENERIC: case ObjectSpecialType::ObjectSpecialType_Generic:
PlayerVObject(*player,*realObj, kineticEnergyLoss); PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case OBJECT_TYPE::OBJECT_TYPE_BOX: case ObjectSpecialType::ObjectSpecialType_StandardBox:
PlayerVObject(*player,*realObj, kineticEnergyLoss); PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER: case ObjectSpecialType::ObjectSpecialType_Player:
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD: case ObjectSpecialType::ObjectSpecialType_World:
PlayerVObject(*player,*realObj, kineticEnergyLoss); PlayerVObject(*player,*realObj, kineticEnergyLoss);
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break; break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
} }
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
@ -52,14 +61,13 @@ using namespace GameLogic;
switch (realObj->GetObjectType()) switch (realObj->GetObjectType())
{ {
case OBJECT_TYPE::OBJECT_TYPE_GENERIC: case ObjectSpecialType::ObjectSpecialType_Generic:
break; break;
case OBJECT_TYPE::OBJECT_TYPE_BOX: case ObjectSpecialType::ObjectSpecialType_StandardBox:
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
SendObjectFlying(*obj, jumpPad->pushForce); SendObjectFlying(*obj, jumpPad->pushForce);
break; break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD: case ObjectSpecialType::ObjectSpecialType_Player:
SendObjectFlying(*obj, jumpPad->pushForce);
break; break;
} }
} }
@ -68,7 +76,60 @@ using namespace GameLogic;
{ {
obj.ApplyImpulse(force); obj.ApplyImpulse(force);
} }
void Portal::PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
Portal *portal = (Portal*)(rigidBodyPortal->GetCustomTag());
if(obj->GetState().mass == 0) return;
Teleport(*obj,portal->portalExit);
}
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target)
{
obj.SetPosition(target);
}
void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
int forceThreashHold = 200000; //how much force for the box to explode of the impact
if(kineticEnergyLoss > forceThreashHold)
{
ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
delete hitSphere;
}
}
void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
{
Object *realObj = (Object*)obj->GetCustomTag();
ExplosiveCrate* ExplosionSource = ((ExplosiveCrate*)args);
Oyster::Math::Float3 explosionCenterPos = ExplosionSource->GetPosition();
Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos;
Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude);
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
//do shredding damage
}
realObj->GetRigidBody()->ApplyImpulse(force);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{ {
@ -86,6 +147,20 @@ using namespace GameLogic;
} }
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
{
int damageDone = 0;
int forceThreashHold = 200000;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = (int)(kineticEnergyLoss * 0.10f);
damageDone += ExtraDamage;
//player.DamageLife(damageDone);
}
}
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{ {
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
@ -111,7 +186,7 @@ using namespace GameLogic;
Object *realObj = (Object*)obj->GetCustomTag(); Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD) if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
return; return;
obj->ApplyImpulse(((forcePushData*)(args))->pushForce); obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
@ -134,9 +209,7 @@ using namespace GameLogic;
switch(realObj->GetObjectType()) switch(realObj->GetObjectType())
{ {
case OBJECT_TYPE::OBJECT_TYPE_BOX: case ObjectSpecialType::ObjectSpecialType_StandardBox:
//move obj to limbo in physics to make sure it wont collide with anything
// Oyster::Physics::API::Instance().MoveToLimbo(obj);
weapon->heldObject = obj; //weapon now holds the object weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true; weapon->hasObject = true;

View File

@ -9,33 +9,29 @@ DynamicObject::DynamicObject()
{ {
} }
DynamicObject::DynamicObject(OBJECT_TYPE type)
:Object(type) DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{ {
} }
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) DynamicObject::DynamicObject(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)
:Object(rigidBody,type) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
} }
DynamicObject::DynamicObject( void* collisionFuncAfter, OBJECT_TYPE type) DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(collisionFuncAfter,type) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
this->extraDamageOnCollision = extraDamageOnCollision;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
} }
DynamicObject::DynamicObject(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, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
}
DynamicObject::~DynamicObject(void) DynamicObject::~DynamicObject(void)
{ {

View File

@ -14,11 +14,11 @@ namespace GameLogic
public: public:
DynamicObject(); DynamicObject();
DynamicObject(OBJECT_TYPE type); DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); DynamicObject(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);
DynamicObject( void* collisionFuncAfter, OBJECT_TYPE type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type); DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type); DynamicObject(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, Oyster::Math::Float extraDamageOnCollision);
~DynamicObject(void); ~DynamicObject(void);

View File

@ -0,0 +1,28 @@
#include "ExplosiveCrate.h"
using namespace GameLogic;
ExplosiveCrate::ExplosiveCrate(void)
:DynamicObject()
{
this->pushForceMagnitude = 0;
this->ExplosionRadius = 0;
}
ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius)
:DynamicObject(rigidBody,ExplosiveCrate::ExplosiveCrateCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->pushForceMagnitude = pushForceMagnitude;
this->ExplosionRadius = ExplosionRadius;
}
ExplosiveCrate::~ExplosiveCrate(void)
{
}

View File

@ -0,0 +1,25 @@
#ifndef EXPLOSIVECRATE_H
#define EXPLOSIVECRATE_H
#include "DynamicObject.h"
namespace GameLogic
{
class ExplosiveCrate : public DynamicObject
{
public:
ExplosiveCrate(void);
ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius);
~ExplosiveCrate(void);
static void ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
static void Explode(Oyster::Physics::ICustomBody *obj, void* args);
private:
Oyster::Math::Float pushForceMagnitude;
Oyster::Math::Float ExplosionRadius;
};
}
#endif

View File

@ -81,8 +81,9 @@ Game::LevelData* Game::CreateLevel()
if(this->level) return this->level; if(this->level) return this->level;
this->level = new LevelData(); this->level = new LevelData();
this->level->level->InitiateLevel(1000); //this->level->level->InitiateLevel(1000);
//this->level->level->InitiateLevel("3bana.bias"); this->level->level->InitiateLevel("../Content/Worlds/ccc.bias");
return this->level; return this->level;
} }

View File

@ -40,8 +40,10 @@ namespace GameLogic
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;
OBJECT_TYPE GetObjectType() 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;
Player *player; Player *player;
}; };
@ -56,7 +58,7 @@ namespace GameLogic
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;
OBJECT_TYPE GetObjectType() const override; ObjectSpecialType GetObjectType() const override;
int getNrOfDynamicObj()const override; int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override; IObjectData* GetObjectAt(int ID) const override;
Level *level; Level *level;

View File

@ -12,6 +12,7 @@
#include "GameLogicDef.h" #include "GameLogicDef.h"
#include "GameLogicStates.h" #include "GameLogicStates.h"
#include <OysterMath.h> #include <OysterMath.h>
#include "LevelLoader\ObjectDefines.h"
namespace GameLogic namespace GameLogic
@ -66,7 +67,7 @@ namespace GameLogic
/** Get the type of the object /** Get the type of the object
* @return The OBJECT_TYPE of the object is returned * @return The OBJECT_TYPE of the object is returned
*/ */
virtual OBJECT_TYPE GetObjectType() const = 0; virtual ObjectSpecialType GetObjectType() const = 0;
}; };
class IPlayerData :public IObjectData class IPlayerData :public IObjectData

View File

@ -177,6 +177,7 @@
<ClInclude Include="AttatchmentSocket.h" /> <ClInclude Include="AttatchmentSocket.h" />
<ClInclude Include="CollisionManager.h" /> <ClInclude Include="CollisionManager.h" />
<ClInclude Include="DynamicObject.h" /> <ClInclude Include="DynamicObject.h" />
<ClInclude Include="ExplosiveCrate.h" />
<ClInclude Include="Game.h" /> <ClInclude Include="Game.h" />
<ClInclude Include="GameAPI.h" /> <ClInclude Include="GameAPI.h" />
<ClInclude Include="GameLogicDef.h" /> <ClInclude Include="GameLogicDef.h" />
@ -192,6 +193,7 @@
<ClInclude Include="LevelLoader\LevelParser.h" /> <ClInclude Include="LevelLoader\LevelParser.h" />
<ClInclude Include="LevelLoader\ParseFunctions.h" /> <ClInclude Include="LevelLoader\ParseFunctions.h" />
<ClInclude Include="Player.h" /> <ClInclude Include="Player.h" />
<ClInclude Include="Portal.h" />
<ClInclude Include="StaticObject.h" /> <ClInclude Include="StaticObject.h" />
<ClInclude Include="Team.h" /> <ClInclude Include="Team.h" />
<ClInclude Include="TeamManager.h" /> <ClInclude Include="TeamManager.h" />
@ -202,6 +204,7 @@
<ClCompile Include="AttatchmentSocket.cpp" /> <ClCompile Include="AttatchmentSocket.cpp" />
<ClCompile Include="CollisionManager.cpp" /> <ClCompile Include="CollisionManager.cpp" />
<ClCompile Include="DynamicObject.cpp" /> <ClCompile Include="DynamicObject.cpp" />
<ClCompile Include="ExplosiveCrate.cpp" />
<ClCompile Include="Game.cpp" /> <ClCompile Include="Game.cpp" />
<ClCompile Include="GameModeType.cpp" /> <ClCompile Include="GameModeType.cpp" />
<ClCompile Include="Game_LevelData.cpp" /> <ClCompile Include="Game_LevelData.cpp" />
@ -215,6 +218,7 @@
<ClCompile Include="Object.cpp" /> <ClCompile Include="Object.cpp" />
<ClCompile Include="LevelLoader\ParseFunctions.cpp" /> <ClCompile Include="LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="Player.cpp" /> <ClCompile Include="Player.cpp" />
<ClCompile Include="Portal.cpp" />
<ClCompile Include="StaticObject.cpp" /> <ClCompile Include="StaticObject.cpp" />
<ClCompile Include="Team.cpp" /> <ClCompile Include="Team.cpp" />
<ClCompile Include="TeamManager.cpp" /> <ClCompile Include="TeamManager.cpp" />

View File

@ -21,16 +21,6 @@ namespace GameLogic
PLAYER_STATE_INVALID = 8, PLAYER_STATE_INVALID = 8,
}; };
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER = 0,
OBJECT_TYPE_BOX = 1,
OBJECT_TYPE_WORLD = 2,
OBJECT_TYPE_GENERIC = 4,
OBJECT_TYPE_JUMPPAD = 8,
OBJECT_TYPE_UNKNOWN = -1,
};
enum WEAPON_FIRE enum WEAPON_FIRE
{ {
WEAPON_USE_PRIMARY_PRESS = 0, WEAPON_USE_PRIMARY_PRESS = 0,

View File

@ -38,7 +38,7 @@ int Game::LevelData::GetID() const
{ {
return ((IObjectData*)this->level)->GetID(); return ((IObjectData*)this->level)->GetID();
} }
OBJECT_TYPE Game::LevelData::GetObjectType() const ObjectSpecialType Game::LevelData::GetObjectType() const
{ {
return ((IObjectData*)this->level)->GetObjectType(); return ((IObjectData*)this->level)->GetObjectType();
//return OBJECT_TYPE_UNKNOWN; //return OBJECT_TYPE_UNKNOWN;

View File

@ -6,25 +6,30 @@ using namespace GameLogic;
Game::PlayerData::PlayerData() Game::PlayerData::PlayerData()
{ {
//set some stats that are appropriate to a player //set some stats that are appropriate to a player
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,603,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f); Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
Oyster::Math::Float mass = 60; Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5; Oyster::Math::Float restitutionCoeff = 0.5f;
Oyster::Math::Float frictionCoeff_Static = 0.4; Oyster::Math::Float frictionCoeff_Static = 0.4f;
Oyster::Math::Float frictionCoeff_Dynamic = 0.3; Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0); //sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
//create rigid body //create rigid body
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(1.5f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(1.5f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
rigidBody->SetAngularFactor(0.0f); rigidBody->SetAngularFactor(0.0f);
//create player with this rigid body //create player with this rigid body
this->player = new Player(rigidBody, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER); this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
this->player->GetRigidBody()->SetCustomTag(this); this->player->GetRigidBody()->SetCustomTag(this);
player->EndFrame(); player->EndFrame();
} }
Game::PlayerData::PlayerData(int playerID,int teamID) Game::PlayerData::PlayerData(int playerID,int teamID)
{ {
Oyster::Physics::ICustomBody* rigidBody;
this->player = new Player(); this->player = new Player();
} }
Game::PlayerData::~PlayerData() Game::PlayerData::~PlayerData()
{ {
@ -68,7 +73,7 @@ int Game::PlayerData::GetTeamID() const
return this->player->GetTeamID(); return this->player->GetTeamID();
} }
OBJECT_TYPE Game::PlayerData::GetObjectType() const ObjectSpecialType Game::PlayerData::GetObjectType() const
{ {
return this->player->GetObjectType(); return this->player->GetObjectType();
} }

View File

@ -8,8 +8,8 @@ JumpPad::JumpPad(void)
{ {
} }
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce) JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, collisionFuncAfter, type) :StaticObject(rigidBody, JumpPad::JumpPadActivated, type, objectID)
{ {
this->pushForce = pushForce; this->pushForce = pushForce;
} }

View File

@ -8,9 +8,9 @@ namespace GameLogic
public: public:
JumpPad(void); JumpPad(void);
JumpPad(Oyster::Physics::ICustomBody *rigidBody JumpPad(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) ,ObjectSpecialType type, int objectID,Oyster::Math::Float3 pushForce);
,OBJECT_TYPE type, Oyster::Math::Float3 pushForce);
~JumpPad(void); ~JumpPad(void);

View File

@ -1,7 +1,9 @@
#include "Level.h" #include "Level.h"
#include "CollisionManager.h" #include "CollisionManager.h"
#include "Game.h" #include "Game.h"
#include "JumpPad.h"
#include "ExplosiveCrate.h"
#include "Portal.h"
using namespace GameLogic; using namespace GameLogic;
using namespace Utility::DynamicMemory; using namespace Utility::DynamicMemory;
using namespace Oyster::Physics; using namespace Oyster::Physics;
@ -9,50 +11,203 @@ using namespace Oyster::Physics;
Level::Level(void) Level::Level(void)
{ {
objID = 100;
} }
Level::~Level(void) Level::~Level(void)
{ {
delete this->levelObj; delete this->levelObj;
this->levelObj = NULL; this->levelObj = NULL;
} }
void Level::parseObjectType(ObjectTypeHeader* obj) Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
{ {
/*switch (obj->objectTypeID) Object* gameObj = NULL;
switch ((ObjectSpecialType)obj->specialTypeID)
{ {
case skySphere: case ObjectSpecialType_None:
// save the skysphere to be able to rotate it {
break; gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
case jumppad:
// save direction
break;
case portal:
// save portal destination
break;
case world:
// add gravitation well here
// add outer limit of the world
case spawn:
// save spawnpoint pos
break;
default: }
break; break;
}*/ case ObjectSpecialType_Sky:
{
float skySize = ((SkyAttributes*)obj)->skySize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_World:
{
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200); // could balance gravitation with the world size
float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Building:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
case ObjectSpecialType_Stone:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_StandardBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_RedExplosiveBox:
{
int dmg = 50;
Oyster::Math::Float force = 50;
int radie = 50;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
}
break;
//case ObjectSpecialType_BlueExplosiveBox:
// int dmg = 70;
// gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox);
// break;
case ObjectSpecialType_SpikeBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Spike:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_CrystalFormation:
{
int dmg = 50;
//gameObj = new Crystal(rigidBody);
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_CrystalShard:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_JumpPad:
{
float power = ((JumpPadAttributes*)obj)->power;
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
Oyster::Math::Float3 pushForce = dir * power;
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce);
}
break;
case ObjectSpecialType_Portal:
{
Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination);
}
break;
case ObjectSpecialType_SpawnPoint:
{
// save
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Player:
{
// should not be read from the lvl format
//gameObj = new Player(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++);
}
break;
case ObjectSpecialType_Generic:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
default:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
}
return gameObj;
} }
void Level::parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj)
ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj)
{ {
// offset physObj med modelObj ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
Oyster::Math::Float3 rigidBodySize;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass;
//size scaled
rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale;
//create the rigid body
rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic);
return rigidBody;
}
ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
{
ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
//Radius scaled
//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
return rigidBody;
} }
void Level::InitiateLevel(std::string levelPath) void Level::InitiateLevel(std::string levelPath)
{ {
LevelLoader ll; LevelLoader ll;
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects; std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
objects = ll.LoadLevel(levelPath); objects = ll.LoadLevel(levelPath);
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200);
int objCount = objects.size(); int objCount = objects.size();
int modelCount = 0; int modelCount = 100;
int staticObjCount = 0;
int dynamicObjCount = 0;
for (int i = 0; i < objCount; i++) for (int i = 0; i < objCount; i++)
{ {
ObjectTypeHeader* obj = objects.at(i); ObjectTypeHeader* obj = objects.at(i);
@ -70,36 +225,82 @@ void Level::InitiateLevel(std::string levelPath)
{ {
ObjectHeader* staticObjData = ((ObjectHeader*)obj); ObjectHeader* staticObjData = ((ObjectHeader*)obj);
//LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj);
staticObjData->ModelFile; staticObjData->ModelFile;
ICustomBody* rigidBody_Static; ICustomBody* rigidBody_Static = NULL;
// collision shape
// radius, rotation in world, position in world, mass, restitution, static and dynamic friction
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
// add rigidbody to the logical obj // collision shape
// Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
// set object_type to objID {
this->staticObjects.Push(new StaticObject(rigidBody, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_Static = InitRigidBodySphere(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box)
{
rigidBody_Static = InitRigidBodyCube(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
{
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
}
if(rigidBody_Static != NULL)
{
// create game object
Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
//Object* staticGameObj = new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID);
if(staticGameObj != NULL)
{
this->staticObjects.Push((StaticObject*)staticGameObj);
//this->staticObjects[this->staticObjects.Size()-1]->objectID = modelCount++;
//rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
}
//this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID, 0));
//this->staticObjects[staticObjCount]->objectID = modelCount++;
}
this->staticObjects[staticObjCount]->objectID = modelCount++;
rigidBody->SetCustomTag(this->staticObjects[staticObjCount]);
} }
break; break;
case ObjectType::ObjectType_Dynamic: case ObjectType::ObjectType_Dynamic:
{ {
ObjectHeader* staticObjData = ((ObjectHeader*)obj); ObjectHeader* dynamicObjData = ((ObjectHeader*)obj);
staticObjData->ModelFile; dynamicObjData->ModelFile;
ICustomBody* rigidBody_Dynamic; ICustomBody* rigidBody_Dynamic = NULL;
rigidBody_Dynamic = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f); // collision shape
if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData);
}
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box)
this->dynamicObjects[dynamicObjCount]->objectID = modelCount++; {
rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[dynamicObjCount]); rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData);
}
else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
{
//rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData);
}
if(rigidBody_Dynamic != NULL)
{
// create game object
Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
//Object* dynamicGameObj =new DynamicObject(rigidBody_Dynamic, Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID);
if (dynamicGameObj != NULL)
{
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
//this->dynamicObjects[this->dynamicObjects.Size()-1]->objectID = modelCount++;
//rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
}
}
} }
break; break;
case ObjectType::ObjectType_Light: case ObjectType::ObjectType_Light:
@ -117,8 +318,10 @@ void Level::InitiateLevel(float radius)
int idCount = 100; int idCount = 100;
// add level sphere // add level sphere
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
this->levelObj->objectID = idCount++; levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++);
//this->levelObj->objectID = idCount++;
rigidBody->SetCustomTag(levelObj); rigidBody->SetCustomTag(levelObj);
@ -130,8 +333,9 @@ void 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(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f); rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
this->dynamicObjects[i]->objectID = idCount++;
//this->dynamicObjects[i]->objectID = idCount++;
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
} }
/*offset += nrOfBoxex; /*offset += nrOfBoxex;
@ -168,24 +372,24 @@ void Level::InitiateLevel(float radius)
// add crystal // add crystal
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 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, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]); rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
this->dynamicObjects[nrOfBoxex]->objectID = idCount++; //this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
// add house // add house
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC)); this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
rigidBody_House->SetCustomTag(this->staticObjects[0]); rigidBody_House->SetCustomTag(this->staticObjects[0]);
this->staticObjects[0]->objectID = idCount++; //this->staticObjects[0]->objectID = idCount++;
// add jumppad // add jumppad
ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 0, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 0, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, OBJECT_TYPE::OBJECT_TYPE_JUMPPAD, Oyster::Math::Float3(0,2000,0))); this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]); rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
this->staticObjects[1]->objectID = idCount++; //this->staticObjects[1]->objectID = idCount++;
} }
void Level::AddPlayerToTeam(Player *player, int teamID) void Level::AddPlayerToTeam(Player *player, int teamID)
@ -209,7 +413,7 @@ int Level::getNrOfDynamicObj()
} }
Object* Level::GetObj( int ID) const Object* Level::GetObj( int ID) const
{ {
for (int i = 0; i< this->dynamicObjects.Size(); i++) for (int i = 0; i < this->dynamicObjects.Size(); i++)
{ {
if(this->dynamicObjects[i]->GetID() == ID) if(this->dynamicObjects[i]->GetID() == ID)
return this->dynamicObjects[i]; return this->dynamicObjects[i];

View File

@ -9,7 +9,7 @@
#include "StaticObject.h" #include "StaticObject.h"
#include "DynamicObject.h" #include "DynamicObject.h"
#include "GameModeType.h" #include "GameModeType.h"
#include "JumpPad.h"
#include "Player.h" #include "Player.h"
#include "PhysicsAPI.h" #include "PhysicsAPI.h"
#include "TeamManager.h" #include "TeamManager.h"
@ -32,9 +32,10 @@ namespace GameLogic
********************************************************/ ********************************************************/
void InitiateLevel(std::string levelPath); void InitiateLevel(std::string levelPath);
void InitiateLevel(float radius); void InitiateLevel(float radius);
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
void parseObjectType(ObjectTypeHeader* obj); Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
void parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj);
/******************************************************** /********************************************************
* Creates a team in the level * Creates a team in the level
* @param teamSize: The size of the team you want to create * @param teamSize: The size of the team you want to create
@ -75,6 +76,7 @@ namespace GameLogic
GameModeType gameMode; GameModeType gameMode;
Utility::DynamicMemory::SmartPointer<Oyster::Physics::ICustomBody> rigidBodyLevel; Utility::DynamicMemory::SmartPointer<Oyster::Physics::ICustomBody> rigidBodyLevel;
StaticObject *levelObj; StaticObject *levelObj;
int objID;
}; };

View File

@ -25,6 +25,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
{ {
int bufferSize = 0; int bufferSize = 0;
int counter = 0; int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects; std::vector<SmartPointer<ObjectTypeHeader>> objects;
@ -38,14 +39,13 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
counter += sizeof(levelFormatVersion); counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion) if(this->formatVersion != levelFormatVersion)
{ {
//Do something if it's not the same version
//Returns an empty vector, because it will most likely fail to read the level format. //Returns an empty vector, because it will most likely fail to read the level format.
return objects; return objects;
} }
while(counter < bufferSize) while(counter < bufferSize)
{ {
loadCgf = true;
//Get typeID //Get typeID
ObjectType typeID; ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID)); ParseObject(&buffer[counter], &typeID, sizeof(typeID));
@ -69,45 +69,43 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
switch(specialType) switch(specialType)
{ {
//These three does not have any specail variables at this time. //there is no difference when parsing these specialTypes.
//There for they are using the same 'parser'. case ObjectSpecialType_CrystalShard:
case ObjectSpecialType_CrystalFormation:
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandardBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building: case ObjectSpecialType_Building:
case ObjectSpecialType_Damaging:
case ObjectSpecialType_Explosive:
{ {
ObjectHeader* header = new ObjectHeader; ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter); ParseObject(&buffer[counter], *header, counter, loadCgf);
objects.push_back(header); objects.push_back(header);
break; break;
} }
case ObjectSpecialType_JumpPad: case ObjectSpecialType_JumpPad:
{ {
JumpPadAttributes* header = new JumpPadAttributes; JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter); ParseObject(&buffer[counter], *header, counter, loadCgf);
//Read the spec //Read the spec
ParseObject(&buffer[counter], header->direction, 16); ParseObject(&buffer[counter], header->direction, 16);
counter += 16;
objects.push_back(header); objects.push_back(header);
break; break;
} }
case ObjectSpecialType_BoostPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], header->direction, 16);
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal: case ObjectSpecialType_Portal:
{ {
PortalAttributes* header = new PortalAttributes; PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter); ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], header->destination, 12); ParseObject(&buffer[counter], header->destination, 12);
counter += 12;
objects.push_back(header); objects.push_back(header);
break; break;
@ -116,22 +114,33 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectSpecialType_World: case ObjectSpecialType_World:
{ {
WorldAttributes* header = new WorldAttributes; WorldAttributes* header = new WorldAttributes;
ParseObject(&buffer[counter], *header, counter); ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->worldSize, 8); ParseObject(&buffer[counter], &header->worldSize, 8);
counter += 8;
objects.push_back(header); objects.push_back(header);
break; break;
} }
case ObjectSpecialType_Sky: case ObjectSpecialType_Sky:
{ {
loadCgf = false;
SkyAttributes* header = new SkyAttributes; SkyAttributes* header = new SkyAttributes;
ParseObject(&buffer[counter], *header, counter); ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->skySize, 4); ParseObject(&buffer[counter], &header->skySize, 4);
counter += 4;
objects.push_back(header); objects.push_back(header);
break; break;
} }
case ObjectSpecialType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
}
default: default:
//Couldn't find specialType //Couldn't find specialType
break; break;
@ -235,16 +244,13 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
case ObjectType_Static: case ObjectType_Dynamic: case ObjectType_Static: case ObjectType_Dynamic:
{ {
ObjectHeader header; ObjectHeader header;
ParseObject(&buffer[counter], header, counter); ParseObject(&buffer[counter], &header, counter);
switch(header.specialTypeID) switch(header.specialTypeID)
{ {
case ObjectSpecialType_JumpPad: case ObjectSpecialType_JumpPad:
counter += sizeof(16); counter += sizeof(16);
break; break;
case ObjectSpecialType_BoostPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal: case ObjectSpecialType_Portal:
counter += sizeof(12); counter += sizeof(12);
break; break;

View File

@ -25,30 +25,28 @@ namespace GameLogic
enum ObjectSpecialType enum ObjectSpecialType
{ {
ObjectSpecialType_None,
ObjectSpecialType_Sky,
ObjectSpecialType_World, //Always the main celestial body ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building, ObjectSpecialType_Building,
ObjectSpecialType_Damaging, ObjectSpecialType_Stone,
ObjectSpecialType_Explosive, ObjectSpecialType_StandardBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,
ObjectSpecialType_CrystalFormation,
ObjectSpecialType_CrystalShard,
ObjectSpecialType_JumpPad, ObjectSpecialType_JumpPad,
ObjectSpecialType_BoostPad,
ObjectSpecialType_Portal, ObjectSpecialType_Portal,
ObjectSpecialType_Sky, ObjectSpecialType_SpawnPoint,
ObjectSpecialType_Player,
ObjectSpecialType_Generic,
ObjectSpecialType_Count, ObjectSpecialType_Count,
ObjectSpecialType_Unknown = -1 ObjectSpecialType_Unknown = -1
}; };
enum UsePhysics
{
UsePhysics_UseFullPhysics,
UsePhysics_IgnoreGravity,
UsePhysics_IgnorePhysics,
UsePhysics_IgnoreCollision,
UsePhysics_Count,
UsePhysics_Unknown = -1
};
enum CollisionGeometryType enum CollisionGeometryType
{ {
CollisionGeometryType_Box, CollisionGeometryType_Box,

View File

@ -16,13 +16,13 @@ namespace GameLogic
{ {
namespace LevelFileLoader namespace LevelFileLoader
{ {
//can parse any struct without strings or char[] //can parse any struct if the struct doesnt contain strings or char[]
void ParseObject(char* buffer, void *header, int size) void ParseObject(char* buffer, void *header, int size)
{ {
memcpy(header, buffer, size); memcpy(header, buffer, size);
} }
void ParseObject(char* buffer, ObjectHeader& header, int& size) void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{ {
char tempName[128]; char tempName[128];
unsigned int tempSize = 0; unsigned int tempSize = 0;
@ -46,8 +46,24 @@ namespace GameLogic
memcpy(&header.position, &buffer[start], 40); memcpy(&header.position, &buffer[start], 40);
start += 40; start += 40;
//Read path for bounding volume //if loadCgf : Read path for bounding volume
ParseBoundingVolume(&buffer[start], header.boundingVolume, start); 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; size += start;
} }
@ -133,15 +149,14 @@ namespace GameLogic
//Läs in filen. //Läs in filen.
int fileLength = 0; int fileLength = 0;
Loader loader; Loader loader;
char* buf = loader.LoadFile("E:\\Dropbox\\Programming\\Github\\Danbias\\Bin\\Content\\Worlds\\cgf\\"+ fileName, fileLength); char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
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

@ -17,9 +17,8 @@ namespace GameLogic
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. 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, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size); void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size); void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
} }

View File

@ -18,60 +18,37 @@ 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 = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN; this->type = ObjectSpecialType_Unknown;
this->objectID = GID(); this->objectID = -1;
} }
Object::Object(OBJECT_TYPE type) Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
{
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 = type;
this->objectID = GID();
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
{
this->rigidBody = rigidBody;
this->type = type;
this->objectID = GID();
}
Object::Object( void* collisionFuncAfter, OBJECT_TYPE type)
{
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 = type;
this->objectID = GID();
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type)
{ {
this->rigidBody = rigidBody; this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = objectID;
this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this);
} }
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
{ {
this->rigidBody = rigidBody; this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = objectID;
this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this);
} }
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{
}
Object::~Object(void) Object::~Object(void)
{ {
} }
OBJECT_TYPE Object::GetObjectType() const ObjectSpecialType Object::GetObjectType() const
{ {
return this->type; return this->type;
} }
@ -128,4 +105,10 @@ 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

@ -18,24 +18,26 @@ namespace GameLogic
{ {
public: public:
Object(); Object();
Object(OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
Object(void* collisionFuncAfter, OBJECT_TYPE type); 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, void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
~Object(void); ~Object(void);
OBJECT_TYPE GetObjectType() const override; ObjectSpecialType GetObjectType() const override;
int GetID() const override; int GetID() const override;
void setID(int id);
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;
void setID(int id); Oyster::Math::Float getExtraDamageOnCollision();
// API overrides
Oyster::Physics::ICustomBody* GetRigidBody(); Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
virtual void BeginFrame(); virtual void BeginFrame();
virtual void EndFrame(); virtual void EndFrame();
@ -45,9 +47,9 @@ namespace GameLogic
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
public: //HACK: This should be private when level is dynamic
OBJECT_TYPE type; public: //TODO: Hax This should be private when level is dynamic
int objectID;
protected: protected:
Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody *rigidBody;
@ -55,6 +57,11 @@ namespace GameLogic
static const Game* gameInstance; static const Game* gameInstance;
Oyster::Math::Float3 currLook; Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook; Oyster::Math::Float3 newLook;
ObjectSpecialType type;
int objectID;
Oyster::Math::Float extraDamageOnCollision;
}; };
} }

View File

@ -6,40 +6,16 @@
using namespace GameLogic; using namespace GameLogic;
using namespace Oyster::Physics; using namespace Oyster::Physics;
const int MOVE_FORCE = 30; const float MOVE_FORCE = 30;
const float KEY_TIMER = 0.03f; const float KEY_TIMER = 0.03f;
Player::Player() Player::Player()
:DynamicObject() :DynamicObject()
{ {
} }
Player::Player(OBJECT_TYPE type)
:DynamicObject(type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:DynamicObject(rigidBody,type)
{
InitPlayer();
}
Player::Player( void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(collisionFuncAfter,type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
void Player::InitPlayer() Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{ {
weapon = new Weapon(2,this); weapon = new Weapon(2,this);
@ -47,6 +23,36 @@ void Player::InitPlayer()
this->teamID = -1; this->teamID = -1;
this->playerState = PLAYER_STATE_IDLE; this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1); this->lookDir = Oyster::Math::Float3(0,0,-1);
this->moveDir = Oyster::Math::Float3(0,0,0);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 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)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
this->rigidBody = rigidBody;
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5;
Oyster::Math::Float frictionCoeff_Static = 0.4;
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
this->rigidBody->SetAngularFactor(0.0f);
weapon = new Weapon(2,this);
this->life = 100;
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
key_forward = 0; key_forward = 0;
key_backward = 0; key_backward = 0;
key_strafeRight = 0; key_strafeRight = 0;
@ -202,8 +208,7 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
} }
void Player::Respawn(Oyster::Math::Float3 spawnPoint) void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{ {
key_jump =
this->life = 100; this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0); this->lookDir = Oyster::Math::Float4(1,0,0);
@ -221,12 +226,18 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
void Player::Jump() void Player::Jump()
{ {
<<<<<<< HEAD
if(this->rigidBody->GetLamda() < 1.0f) if(this->rigidBody->GetLamda() < 1.0f)
{ {
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized(); Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
this->rigidBody->ApplyImpulse(up *1500); this->rigidBody->ApplyImpulse(up *1500);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
} }
=======
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
this->rigidBody->ApplyImpulse(up *1500);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
>>>>>>> origin/GameLogic
} }
bool Player::IsWalking() bool Player::IsWalking()
@ -274,4 +285,4 @@ void Player::DamageLife(int damage)
playerState = PLAYER_STATE_DEAD; playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this, 0.0f); this->gameInstance->onDisableFnc(this, 0.0f);
} }
} }

View File

@ -16,14 +16,12 @@ namespace GameLogic
{ {
public: public:
Player(void); Player(void);
Player(OBJECT_TYPE type);
Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
Player( void* collisionFuncAfter, OBJECT_TYPE type); 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(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type);
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
~Player(void); ~Player(void);
void InitPlayer();
/******************************************************** /********************************************************
* Moves the player based on input * Moves the player based on input
* @param movement: enum value on what kind of action is to be taken * @param movement: enum value on what kind of action is to be taken
@ -79,7 +77,7 @@ namespace GameLogic
void Jump(); void Jump();
private: private:
int life; Oyster::Math::Float life;
int teamID; int teamID;
Weapon *weapon; Weapon *weapon;
PLAYER_STATE playerState; PLAYER_STATE playerState;

View File

@ -0,0 +1,23 @@
#include "Portal.h"
using namespace GameLogic;
using namespace Oyster::Math;
Portal::Portal(void)
:StaticObject()
{
this->portalExit = Float3(0,0,0);
}
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit)
:StaticObject(rigidBody, Portal::PortalActivated, type, objectID)
{
this->portalExit = portalExit;
}
Portal::~Portal(void)
{
}

View File

@ -0,0 +1,22 @@
#ifndef PORTAL_H
#define PORTAL_H
#include "StaticObject.h"
namespace GameLogic
{
class Portal : public StaticObject
{
public:
Portal(void);
Portal(Oyster::Physics::ICustomBody *rigidBody
,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit);
~Portal(void);
static void PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
Oyster::Math::Float3 portalExit;
};
}
#endif

View File

@ -10,34 +10,30 @@ StaticObject::StaticObject()
{ {
} }
StaticObject::StaticObject(OBJECT_TYPE type)
:Object(type)
{
} StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) :Object(rigidBody, EventOnCollision, type, objectID)
:Object(rigidBody,type)
{ {
//this->rigidBody->SetGravity(true); //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
} }
StaticObject::StaticObject( void* collisionFuncAfter, OBJECT_TYPE type) StaticObject::StaticObject(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)
:Object(collisionFuncAfter,type) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
} }
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
{
this->extraDamageOnCollision = extraDamageOnCollision;
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::StaticObject(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, Oyster::Math::Float extraDamageOnCollision)
{
this->extraDamageOnCollision = extraDamageOnCollision;
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::~StaticObject(void) StaticObject::~StaticObject(void)
{ {

View File

@ -8,6 +8,7 @@
#include "Object.h" #include "Object.h"
namespace GameLogic namespace GameLogic
{ {
@ -16,11 +17,12 @@ namespace GameLogic
public: public:
StaticObject(); StaticObject();
StaticObject(OBJECT_TYPE type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
StaticObject( void* collisionFuncAfter, OBJECT_TYPE type); StaticObject(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);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type); StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision);
StaticObject(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, Oyster::Math::Float extraDamageOnCollision);
~StaticObject(void); ~StaticObject(void);

View File

@ -19,7 +19,11 @@ Weapon::Weapon()
Weapon::Weapon(int MaxNrOfSockets,Player *owner) Weapon::Weapon(int MaxNrOfSockets,Player *owner)
{ {
attatchmentSockets.Resize(MaxNrOfSockets); attatchmentSockets.Resize(MaxNrOfSockets);
attatchmentSockets[0] = new AttatchmentSocket(); for(int i = 0; i < MaxNrOfSockets; i++)
{
attatchmentSockets[i] = new AttatchmentSocket();
}
weaponState = WEAPON_STATE_IDLE; weaponState = WEAPON_STATE_IDLE;
currentNrOfAttatchments = 0; currentNrOfAttatchments = 0;
@ -38,8 +42,12 @@ Weapon::~Weapon(void)
{ {
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++) for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
{ {
delete this->attatchmentSockets[i]; if(this->attatchmentSockets[i])
this->attatchmentSockets[i] = 0; {
delete this->attatchmentSockets[i];
this->attatchmentSockets[i] = 0;
}
} }
} }

View File

@ -46,7 +46,7 @@ namespace Oyster
private: private:
//Implement this in the inherited classes for collision against that shape. //Implement this in the inherited classes for collision against that shape.
virtual bool Collision(InputClass *input) = 0; virtual bool Collision(MouseInput& input) = 0;
public: public:
EventButton(); EventButton();
@ -56,7 +56,7 @@ namespace Oyster
EventButton(EventFunc func, Owner owner, void* userData); EventButton(EventFunc func, Owner owner, void* userData);
virtual ~EventButton(); virtual ~EventButton();
void Update(InputClass *input); void Update(MouseInput& input);
//Send event to callback function //Send event to callback function
void SendEvent(ButtonState state); void SendEvent(ButtonState state);
@ -135,16 +135,18 @@ namespace Oyster
//Checks for collision and //Checks for collision and
template <typename Owner> template <typename Owner>
void EventButton<Owner>::Update(InputClass *input) void EventButton<Owner>::Update(MouseInput& input)
{ {
if(this->privData.enabled) if(this->privData.enabled)
{ {
ButtonState currentState = ButtonState_None; ButtonState currentState = ButtonState_None;
static bool outside = false; static bool outside = false;
static bool clicked = false; static bool clicked = false;
//Check for collision against the button.
if(Collision(input)) if(Collision(input))
{ {
if(input->IsMousePressed()) if(input.mouseButtonPressed)
{ {
//Change state when the mouse button is pressed //Change state when the mouse button is pressed
switch(this->privData.previousState) switch(this->privData.previousState)

View File

@ -15,11 +15,12 @@ EventButtonCollection::EventButtonCollection(EventCollectionState state)
EventButtonCollection::~EventButtonCollection() EventButtonCollection::~EventButtonCollection()
{ {
for(int i = 0; i < EventHandler::Instance().collections.size(); i++) for(int i = 0; i < (int)EventHandler::Instance().collections.size(); i++)
{ {
if(EventHandler::Instance().collections.at(i) == this) if(EventHandler::Instance().collections.at(i) == this)
{ {
EventHandler::Instance().collections.erase(EventHandler::Instance().collections.begin() + i); EventHandler::Instance().collections.erase(EventHandler::Instance().collections.begin() + i);
break;
} }
} }
@ -31,24 +32,35 @@ EventButtonCollection::~EventButtonCollection()
} }
} }
void EventButtonCollection::Update(InputClass* inputObject) void EventButtonCollection::Update(MouseInput& input)
{ {
if(this->collectionState == EventCollectionState_Enabled) if(this->collectionState == EventCollectionState_Enabled)
{ {
for(int i = 0; i < (int)buttons.size(); i++) for(int i = 0; i < (int)buttons.size(); i++)
{ {
buttons[i]->Update(inputObject); buttons[i]->Update(input);
} }
} }
} }
void EventButtonCollection::Render() void EventButtonCollection::RenderTexture()
{ {
if(this->collectionState == EventCollectionState_Enabled) if(this->collectionState == EventCollectionState_Enabled)
{ {
for(int i = 0; i < (int)buttons.size(); i++) for(int i = 0; i < (int)buttons.size(); i++)
{ {
buttons[i]->Render(); buttons[i]->RenderTexture();
}
}
}
void EventButtonCollection::RenderText()
{
if(this->collectionState == EventCollectionState_Enabled)
{
for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->RenderText();
} }
} }
} }

View File

@ -36,8 +36,9 @@ namespace Oyster
EventButtonCollection(EventCollectionState state = EventCollectionState_Enabled); EventButtonCollection(EventCollectionState state = EventCollectionState_Enabled);
~EventButtonCollection(); ~EventButtonCollection();
void Update(InputClass* inputObject); void Update(MouseInput& input);
void Render(); void RenderTexture();
void RenderText();
/*Add a button to the collection when a button is added to the collection you are not allowed to delete it. /*Add a button to the collection when a button is added to the collection you are not allowed to delete it.
*/ */

View File

@ -19,44 +19,41 @@ EventHandler::EventHandler()
EventHandler::~EventHandler() EventHandler::~EventHandler()
{ {
int size = collections.size(); Clean();
for(int i = 0; i < size; i++)
{
delete collections[i];
collections[i] = NULL;
}
} }
void EventHandler::Clean() void EventHandler::Clean()
{ {
int size = collections.size();
for(int i = 0; i < size; i++)
{
delete collections[i];
collections[i] = NULL;
}
collections.clear(); collections.clear();
} }
void EventHandler::Update(InputClass* inputObject) void EventHandler::Update(MouseInput& input)
{ {
for(int i = 0; i < (int)collections.size(); i++) for(int i = 0; i < (int)collections.size(); i++)
{ {
collections.at(i)->Update(inputObject); collections.at(i)->Update(input);
} }
} }
void EventHandler::Render() void EventHandler::RenderTexture()
{ {
for(int i = 0; i < (int)collections.size(); i++) for(int i = 0; i < (int)collections.size(); i++)
{ {
collections.at(i)->Render(); collections.at(i)->RenderTexture();
}
}
void EventHandler::RenderText()
{
for(int i = 0; i < (int)collections.size(); i++)
{
collections.at(i)->RenderText();
} }
} }
void EventHandler::AddCollection(EventButtonCollection* collection) void EventHandler::AddCollection(EventButtonCollection* collection)
{ {
for(int i = 0; i < collections.size(); i++) for(int i = 0; i < (int)collections.size(); i++)
{ {
//Do not add the collection if it's already in the list. //Do not add the collection if it's already in the list.
if(collections.at(i) == collection) if(collections.at(i) == collection)
@ -65,14 +62,12 @@ void EventHandler::AddCollection(EventButtonCollection* collection)
collections.push_back(collection); collections.push_back(collection);
} }
void EventHandler::DeleteCollection(EventButtonCollection* collection) void EventHandler::ReleaseCollection(EventButtonCollection* collection)
{ {
for(int i = 0; i < collections.size(); i++) for(int i = 0; i < (int)collections.size(); i++)
{ {
if(collections.at(i) == collection) if(collections.at(i) == collection)
{ {
delete collection;
collection = NULL;
collections.erase(collections.begin() + i); collections.erase(collections.begin() + i);
break; break;
} }

View File

@ -26,14 +26,16 @@ namespace Oyster
void Clean(); void Clean();
void Update(InputClass* inputObject); void Update(MouseInput& input);
void Render(); void RenderTexture();
void RenderText();
/*Add a collection to the EventHandler will only add collections not already present in the list. /*Add a collection to the EventHandler will only add collections not already present in the list.
*/ */
void AddCollection(EventButtonCollection* collection); void AddCollection(EventButtonCollection* collection);
void DeleteCollection(EventButtonCollection* collection);
void ReleaseCollection(EventButtonCollection* collection);
private: private:
//Can't copy this class. //Can't copy this class.
@ -43,7 +45,7 @@ namespace Oyster
private: private:
std::vector<EventButtonCollection*> collections; std::vector<EventButtonCollection*> collections;
//EventButtonCollection is a firend so it can delete it self. //EventButtonCollection is a friend so it can delete it self.
friend class EventButtonCollection; friend class EventButtonCollection;
}; };
} }

View File

@ -19,14 +19,24 @@ namespace Oyster
ButtonState_Down, ButtonState_Down,
ButtonState_Released, ButtonState_Released,
}; };
//Takes normalized device coordinates
struct MouseInput
{
//Normalized device coordinates
float x, y;
bool mouseButtonPressed;
};
class IEventButton class IEventButton
{ {
public: public:
virtual ~IEventButton(){} virtual ~IEventButton(){}
virtual void Render() = 0; virtual void RenderTexture() = 0;
virtual void Update(InputClass *input) = 0; virtual void RenderText() = 0;
virtual void Update(MouseInput& input) = 0;
virtual void SendEvent(ButtonState state) = 0; virtual void SendEvent(ButtonState state) = 0;

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@ -21,6 +21,9 @@
#include <queue> #include <queue>
#include <WinSock2.h> #include <WinSock2.h>
//For conversion from wstring to string
#include <codecvt>
using namespace Oyster::Network; using namespace Oyster::Network;
using namespace Oyster::Thread; using namespace Oyster::Thread;
using namespace Utility::DynamicMemory; using namespace Utility::DynamicMemory;
@ -293,6 +296,17 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
return true; return true;
} }
bool NetworkClient::Connect(unsigned short port, std::wstring serverIP)
{
//Convert from wstring to string.
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
std::string ip = converterX.to_bytes(serverIP);
return this->Connect(port, ip.c_str());
}
void NetworkClient::Disconnect() void NetworkClient::Disconnect()
{ {
if(!privateData) return; if(!privateData) return;

View File

@ -88,6 +88,11 @@ namespace Oyster
*/ */
bool Connect(unsigned short port, const char serverIP[]); bool Connect(unsigned short port, const char serverIP[]);
/**
*
*/
bool Connect(unsigned short port, std::wstring serverIP);
/** /**
* *
*/ */

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@ -73,6 +73,15 @@ namespace Oyster
int offset; int offset;
float coff; float coff;
}; };
struct BlurrData
{
unsigned int StartX;
unsigned int StartY;
unsigned int StopX;
unsigned int StopY;
Math::Float4 BlurMask;
};
} }
} }
} }

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@ -87,6 +87,7 @@ namespace Oyster
m->WorldMatrix = Oyster::Math::Float4x4::identity; m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true; m->Visible = true;
m->Animation.AnimationPlaying = NULL; m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1);
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN); m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
Model::ModelInfo* mi = (Model::ModelInfo*)m->info; Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
@ -158,7 +159,7 @@ namespace Oyster
Render::Gui::Begin2DRender(); Render::Gui::Begin2DRender();
} }
void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size, Math::Float3 color) void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color)
{ {
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color); Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
} }
@ -191,9 +192,9 @@ namespace Oyster
Render::Gui::Begin2DTextRender(); Render::Gui::Begin2DTextRender();
} }
void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size, Math::Float3 color) void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color)
{ {
Render::Gui::RenderText(text,Pos,Size,color); Render::Gui::RenderText(text, Pos, Size, FontSize, color);
} }
} }
} }

View File

@ -57,13 +57,13 @@ namespace Oyster
static void StartGuiRender(); static void StartGuiRender();
//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system //! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1)); static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame() //! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
static void StartTextRender(); static void StartTextRender();
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system //! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1)); static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1));
//! @brief Performs light calculations, post effects and presents the scene //! @brief Performs light calculations, post effects and presents the scene
static void EndFrame(); static void EndFrame();

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@ -23,6 +23,7 @@ namespace Oyster
{ {
ModelInfo* info; ModelInfo* info;
Oyster::Math::Float4x4 WorldMatrix; Oyster::Math::Float4x4 WorldMatrix;
Oyster::Math::Float3 Tint;
bool Visible; bool Visible;
AnimationData Animation; AnimationData Animation;
}; };

View File

@ -138,6 +138,10 @@ namespace Oyster
memcpy(data,&(pm),sizeof(pm)); memcpy(data,&(pm),sizeof(pm));
Resources::Gather::ModelData.Unmap(); Resources::Gather::ModelData.Unmap();
data = Render::Resources::Color.Map();
memcpy(data,&models[i].Tint,sizeof(Math::Float3));
Render::Resources::Color.Unmap();
if(info->Material.size()) if(info->Material.size())
{ {
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0])); Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
@ -158,6 +162,46 @@ namespace Oyster
} }
} }
void BlurGlow()
{
Definitions::BlurrData bd;
bd.BlurMask = Math::Float4(1,1,1,1);
bd.StopX = Core::resolution.x/2;
bd.StopY = Core::resolution.y;
bd.StartX = 0;
bd.StartY = Core::resolution.y/2;
void* data = Resources::Blur::Data.Map();
memcpy(data,&bd,sizeof(Definitions::BlurrData));
Resources::Blur::Data.Unmap();
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
}
void BlurSSAO()
{
Definitions::BlurrData bd;
bd.BlurMask = Math::Float4(0,0,0,1);
bd.StopX = Core::resolution.x/2;
bd.StopY = Core::resolution.y/2;
bd.StartX = 0;
bd.StartY = 0;
void* data = Resources::Blur::Data.Map();
memcpy(data,&bd,sizeof(Definitions::BlurrData));
Resources::Blur::Data.Unmap();
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
}
void DefaultRenderer::EndFrame() void DefaultRenderer::EndFrame()
{ {
@ -165,11 +209,9 @@ namespace Oyster
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
//Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); BlurGlow();
//Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
//Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); BlurSSAO();
//Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::PipelineManager::SetRenderPass(Resources::Post::Pass); Core::PipelineManager::SetRenderPass(Resources::Post::Pass);

View File

@ -16,7 +16,7 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass); Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
} }
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size, Math::Float3 color) void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color)
{ {
Core::deviceContext->PSSetShaderResources(0,1,&tex); Core::deviceContext->PSSetShaderResources(0,1,&tex);
@ -28,6 +28,7 @@ namespace Oyster
gd.Translation = Math::Matrix::identity; gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = pos.x; gd.Translation.m41 = pos.x;
gd.Translation.m42 = pos.y; gd.Translation.m42 = pos.y;
gd.Translation.m43 = pos.z;
gd.Translation.m11 = size.x; gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y; gd.Translation.m22 = size.y;
@ -35,9 +36,9 @@ namespace Oyster
memcpy(data,&gd,sizeof(Definitions::GuiData)); memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap(); Render::Resources::Gui::Data.Unmap();
data = Render::Resources::Gui::Color.Map(); data = Render::Resources::Color.Map();
memcpy(data,&color,sizeof(Math::Float3)); memcpy(data,&color,sizeof(Math::Float3));
Render::Resources::Gui::Color.Unmap(); Render::Resources::Color.Unmap();
Core::deviceContext->Draw(1,0); Core::deviceContext->Draw(1,0);
@ -49,10 +50,10 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass); Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
} }
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 color) void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color)
{ {
size.x = size.x / (text.length() * TEXT_SPACING /2); //size.x = size.x / (text.length() * TEXT_SPACING /2);
pos *= 2; pos *= 2;
@ -60,15 +61,18 @@ namespace Oyster
pos.y *= -1; pos.y *= -1;
pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2); //pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2);
pos.x = pos.x + size.x/ (text.length() * TEXT_SPACING/2);
pos.y = pos.y - size.y/2;
Definitions::GuiData gd; Definitions::GuiData gd;
gd.Translation = Math::Matrix::identity; gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = pos.x; gd.Translation.m41 = pos.x;
gd.Translation.m42 = pos.y; gd.Translation.m42 = pos.y;
gd.Translation.m11 = size.x; gd.Translation.m43 = pos.z;
gd.Translation.m22 = size.y; gd.Translation.m11 = FontSize * 0.8f;
gd.Translation.m22 = FontSize;
void* data = Render::Resources::Gui::Data.Map(); void* data = Render::Resources::Gui::Data.Map();
@ -76,25 +80,26 @@ namespace Oyster
Render::Resources::Gui::Data.Unmap(); Render::Resources::Gui::Data.Unmap();
Definitions::Text2D tmpInst; Definitions::Text2D tmpInst;
data = Render::Resources::Gui::Color.Map(); data = Render::Resources::Color.Map();
memcpy(data,&color,sizeof(Math::Float3)); memcpy(data,&color,sizeof(Math::Float3));
Render::Resources::Gui::Color.Unmap(); Render::Resources::Color.Unmap();
void* dest = Resources::Gui::Text::Vertex.Map(); void* dest = Resources::Gui::Text::Vertex.Map();
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest); Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
//tmpInst.charOffset=_pos;
for (unsigned int i=0; i<text.length(); i++) for (unsigned int i=0; i<text.length(); i++)
{ {
tmpInst.coff=(1.0f/TEXT_NR_LETTERS); tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
tmpInst.offset=text[i]-32; tmpInst.offset=text[i]-32;
tmpInst.pos=i*(size.x * TEXT_SPACING); tmpInst.pos=i*(FontSize * 0.8f * TEXT_SPACING);
//float tst=getCharID(_str[i]); if(tmpInst.pos > size.x)
//tmpInst.offset=tst; {
//tmpInst.charOffset.x=_pos.x-i*TEXT_SIZE; text = text.substr(0,i-1);
//tmpInst.data=tst; break;
}
dataView[i]=tmpInst; dataView[i]=tmpInst;
} }
//TextInstances[_id].NumLetters=instances;
Resources::Gui::Text::Vertex.Unmap(); Resources::Gui::Text::Vertex.Unmap();

View File

@ -12,9 +12,9 @@ namespace Oyster
{ {
public: public:
static void Begin2DRender(); static void Begin2DRender();
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1)); static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
static void Begin2DTextRender(); static void Begin2DTextRender();
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1)); static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1));
}; };
} }
} }

View File

@ -23,8 +23,8 @@ namespace Oyster
{ {
namespace Render namespace Render
{ {
#pragma region Declare Static
ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0}; ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0};
ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0}; ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0};
ID3D11UnorderedAccessView* Resources::LBufferUAV[Resources::LBufferSize] = {0}; ID3D11UnorderedAccessView* Resources::LBufferUAV[Resources::LBufferSize] = {0};
@ -45,9 +45,10 @@ namespace Oyster
Buffer Resources::Gather::AnimationData = Buffer(); Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer(); Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer(); Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Gui::Color = Buffer(); Buffer Resources::Color = Buffer();
Buffer Resources::Gui::Text::Vertex = Buffer(); Buffer Resources::Gui::Text::Vertex = Buffer();
Buffer Resources::Post::Data = Buffer(); Buffer Resources::Post::Data = Buffer();
Buffer Resources::Blur::Data = Buffer();
Buffer Resources::Light::PointLightsData = Buffer(); Buffer Resources::Light::PointLightsData = Buffer();
ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL; ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL;
@ -61,6 +62,7 @@ namespace Oyster
ID3D11BlendState* Resources::RenderStates::bs = NULL; ID3D11BlendState* Resources::RenderStates::bs = NULL;
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL; ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
#pragma endregion
Core::Init::State Resources::InitShaders() Core::Init::State Resources::InitShaders()
@ -121,7 +123,7 @@ namespace Oyster
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS; desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
desc.ElementSize = sizeof(Math::Float3); desc.ElementSize = sizeof(Math::Float3);
Gui::Color.Init(desc); Color.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS; desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
desc.NumElements = 1; desc.NumElements = 1;
@ -135,6 +137,9 @@ namespace Oyster
desc.ElementSize = sizeof(Definitions::LightConstants); desc.ElementSize = sizeof(Definitions::LightConstants);
Light::LightConstantsData.Init(desc); Light::LightConstantsData.Init(desc);
desc.ElementSize = sizeof(Definitions::BlurrData);
Blur::Data.Init(desc);
desc.ElementSize = sizeof(Definitions::Pointlight); desc.ElementSize = sizeof(Definitions::Pointlight);
desc.NumElements = MaxLightSize; desc.NumElements = MaxLightSize;
desc.Type = Buffer::STRUCTURED_BUFFER; desc.Type = Buffer::STRUCTURED_BUFFER;
@ -235,6 +240,9 @@ namespace Oyster
Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]); Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]);
} }
//Blur
Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&Blur::BufferSRV,&Blur::BufferUAV);
Buffer* b = &Light::PointLightsData; Buffer* b = &Light::PointLightsData;
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL); Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL);
@ -342,6 +350,7 @@ namespace Oyster
Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData); Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData); Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::Pass.CBuffers.Pixel.push_back(Color);
Gather::Pass.RenderStates.Rasterizer = RenderStates::rs; Gather::Pass.RenderStates.Rasterizer = RenderStates::rs;
Gather::Pass.RenderStates.SampleCount = 1; Gather::Pass.RenderStates.SampleCount = 1;
Gather::Pass.RenderStates.SampleState = RenderStates::ss; Gather::Pass.RenderStates.SampleState = RenderStates::ss;
@ -376,6 +385,8 @@ namespace Oyster
} }
Post::Pass.UAV.Compute.push_back(Core::backBufferUAV); Post::Pass.UAV.Compute.push_back(Core::backBufferUAV);
Post::Pass.CBuffers.Compute.push_back(Post::Data); Post::Pass.CBuffers.Compute.push_back(Post::Data);
Post::Pass.RenderStates.SampleCount = 1;
Post::Pass.RenderStates.SampleState = RenderStates::ss;
////---------------- GUI Pass Setup ---------------------------- ////---------------- GUI Pass Setup ----------------------------
Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D"); Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
@ -383,7 +394,7 @@ namespace Oyster
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D"); Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
Gui::Pass.RTV.push_back(GBufferRTV[2]); Gui::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data); Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Pass.CBuffers.Pixel.push_back(Gui::Color); Gui::Pass.CBuffers.Pixel.push_back(Color);
D3D11_INPUT_ELEMENT_DESC indesc2D[] = D3D11_INPUT_ELEMENT_DESC indesc2D[] =
{ {
@ -411,6 +422,9 @@ namespace Oyster
//And the Ambient UAV is now the output texture //And the Ambient UAV is now the output texture
Blur::VertPass.UAV.Compute.push_back(LBufferUAV[2]); Blur::VertPass.UAV.Compute.push_back(LBufferUAV[2]);
Blur::HorPass.CBuffers.Compute.push_back(Blur::Data);
Blur::VertPass.CBuffers.Compute.push_back(Blur::Data);
////---------------- 2DText Pass Setup ---------------------------- ////---------------- 2DText Pass Setup ----------------------------
Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText"); Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText");
Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText"); Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText");
@ -427,7 +441,7 @@ namespace Oyster
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout); Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data); Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Text::Pass.CBuffers.Pixel.push_back(Gui::Color); Gui::Text::Pass.CBuffers.Pixel.push_back(Color);
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font); Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]); Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Text::Pass.RenderStates.SampleCount = 1; Gui::Text::Pass.RenderStates.SampleCount = 1;
@ -455,9 +469,10 @@ namespace Oyster
Light::LightConstantsData.~Buffer(); Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer(); Light::PointLightsData.~Buffer();
Gui::Data.~Buffer(); Gui::Data.~Buffer();
Gui::Color.~Buffer(); Color.~Buffer();
Gui::Text::Vertex.~Buffer(); Gui::Text::Vertex.~Buffer();
Post::Data.~Buffer(); Post::Data.~Buffer();
Blur::Data.~Buffer();
SAFE_RELEASE(Light::PointLightView); SAFE_RELEASE(Light::PointLightView);
SAFE_RELEASE(Light::SSAOKernel); SAFE_RELEASE(Light::SSAOKernel);
SAFE_RELEASE(Light::SSAORandom); SAFE_RELEASE(Light::SSAORandom);

View File

@ -30,6 +30,9 @@ namespace Oyster
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize]; static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize]; static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
static Core::Buffer Color;
struct RenderStates struct RenderStates
{ {
@ -61,7 +64,6 @@ namespace Oyster
{ {
static Core::PipelineManager::RenderPass Pass; static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data; static Core::Buffer Data;
static Core::Buffer Color;
struct Text struct Text
{ {
static Core::PipelineManager::RenderPass Pass; static Core::PipelineManager::RenderPass Pass;
@ -79,6 +81,8 @@ namespace Oyster
//Blur UAV and SRV //Blur UAV and SRV
static ID3D11UnorderedAccessView* BufferUAV; static ID3D11UnorderedAccessView* BufferUAV;
static ID3D11ShaderResourceView* BufferSRV; static ID3D11ShaderResourceView* BufferSRV;
static Core::Buffer Data;
}; };
struct Post struct Post

View File

@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
if(gThreadID.x < blurRadius) if(gThreadID.x < blurRadius)
{ {
int x = max(ThreadID.x-blurRadius,0); int x = max(ThreadID.x-blurRadius,0);
gCache[gThreadID.x] = inTex[int2(x,ThreadID.y)]; gCache[gThreadID.x] = inTex[min(int2(x,ThreadID.y) + Start, Stop-1)];
} }
if(gThreadID.x >= N-blurRadius) if(gThreadID.x >= N-blurRadius)
{ {
int x = min(ThreadID.x+blurRadius,inTex.Length.x-1); int x = min(ThreadID.x+blurRadius,Stop.x-1);
gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y)]; gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y) + Start];
} }
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)]; gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)];
GroupMemoryBarrierWithGroupSync(); GroupMemoryBarrierWithGroupSync();
@ -27,7 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k]; blurCol +=Weights[i + blurRadius] * gCache[k];
} }
outTex[ThreadID.xy] = blurCol; outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
} }

View File

@ -3,12 +3,26 @@
static const float Weights[9] = cbuffer BlurrData : register(b1)
{ {
0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f //static const int blurRadius = 0;
//static const float Weights[1] =
//{
// 1.0f
//};
/*static const int blurRadius = 4;
static const float Weights[9] =
{
0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f
};*/
static const int blurRadius = 5;
static const float Weights[11] =
{
0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f
};
}; };
static const int blurRadius = 4;
#define N 128 #define N 128
#define gSize (N+2*blurRadius) #define gSize (N+2*blurRadius)
@ -17,14 +31,13 @@ groupshared float4 gCache[gSize];
Texture2D inTex : register(t0); Texture2D inTex : register(t0);
RWTexture2D<float4> outTex : register(u0); RWTexture2D<float4> outTex : register(u0);
//cbuffer BlurrData : register(c0) cbuffer BlurrData : register(b0)
//{ {
// static const int blurRadius = 5; uint2 Start;
// static const float Weights[11] = uint2 Stop;
// { float4 BlurMask;
// 0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f };
// };
//};
//[numthreads(16,16,1)] //[numthreads(16,16,1)]
//void TryCompute(uint3 ThreadID : SV_DispatchThreadID) //void TryCompute(uint3 ThreadID : SV_DispatchThreadID)

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@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
if(gThreadID.y < blurRadius) if(gThreadID.y < blurRadius)
{ {
int y = max(ThreadID.y-blurRadius,0); int y = max(ThreadID.y-blurRadius,0);
gCache[gThreadID.y] = inTex[int2(ThreadID.x,y)]; gCache[gThreadID.y] = inTex[min(int2(ThreadID.x,y) + Start, Stop-1)];
} }
if(gThreadID.y >= N-blurRadius) if(gThreadID.y >= N-blurRadius)
{ {
int y = min(ThreadID.y+blurRadius,inTex.Length.y-1); int y = min(ThreadID.y+blurRadius, Stop.y-1);
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y)]; gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start];
} }
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)]; gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)];
GroupMemoryBarrierWithGroupSync(); GroupMemoryBarrierWithGroupSync();
@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k]; blurCol +=Weights[i + blurRadius] * gCache[k];
} }
outTex[ThreadID.xy] = blurCol; outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);;
//Output[ThreadID.xy] = inTex[((ThreadID.xy))]; //outTex[ThreadID.xy] = inTex[ThreadID.xy];
} }

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@ -1,9 +1,51 @@
#include "Header.hlsli" #include "Header.hlsli"
float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
{
// get edge vectors of the pixel triangle
float3 dp1 = ddx( p );
float3 dp2 = ddy( p );
float2 duv1 = ddx( uv );
float2 duv2 = ddy( uv );
// solve the linear system
float3 dp2perp = cross( dp2, N );
float3 dp1perp = cross( N, dp1 );
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = 1/sqrt( max( dot(T,T), dot(B,B) ) );
return float3x3( T * invmax, B * invmax, N );
}
float3 perturb_normal( float3 N, float3 V, float2 texcoord )
{
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
float3 map = Normal.Sample(S1,texcoord).xyz;
map = map * 255./127. - 128./127.;
#ifdef WITH_NORMALMAP_2CHANNEL
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
#endif
#ifdef WITH_NORMALMAP_GREEN_UP
map.y = -map.y;
#endif
float3x3 TBN = cotangent_frame( N, -V, texcoord );
return normalize( mul(transpose(TBN), map) );
}
PixelOut main(VertexOut input) PixelOut main(VertexOut input)
{ {
PixelOut output; PixelOut output;
output.DiffuseGlow = Diffuse.Sample(S1, input.UV); output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
output.NormalSpec = float4(normalize(input.normal), Normal.Sample(S1,input.UV).w); float3 normal = normalize(input.normal);
normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
//output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0);
return output; return output;
} }

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@ -14,6 +14,7 @@ VertexOut main( VertexIn input )
input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated); input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated);
output.pos = mul(WVP, float4(input.pos,1)); output.pos = mul(WVP, float4(input.pos,1));
output.ViewPos = mul(WV, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz; output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV; output.UV = input.UV;
return output; return output;

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@ -12,7 +12,7 @@ struct VertexIn
struct VertexOut struct VertexOut
{ {
float4 pos : SV_POSITION; float4 pos : SV_POSITION;
//float4 ViewPos : POSITION; float4 ViewPos : POSITION;
float2 UV : TEXCOORD; float2 UV : TEXCOORD;
float3 normal : NORMAL; float3 normal : NORMAL;
//float3 tangent : TANGENT; //float3 tangent : TANGENT;
@ -41,4 +41,9 @@ cbuffer PerModel : register(b1)
matrix WVP; matrix WVP;
int Animated; int Animated;
float3 Pad; float3 Pad;
}
cbuffer Tint : register(b0)
{
float3 Color;
} }

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@ -24,5 +24,7 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
output.Diffuse = float3(0,0,0); output.Diffuse = float3(0,0,0);
output.Specular = float3(0,0,0); output.Specular = float3(0,0,0);
} }
float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f;
output.Specular = output.Specular * SpecCo;
return output; return output;
} }

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@ -36,7 +36,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2); float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue); Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue);
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy]; Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
//Ambient[DTid.xy] = GUI[DTid.xy]; Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffuseGlow[DTid.xy].xyz * DiffuseGlow[DTid.xy].w*10,1);
} }
} }

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@ -4,6 +4,8 @@ Texture2D Ambient : register(t2);
RWTexture2D<float4> Output; RWTexture2D<float4> Output;
SamplerState S1 : register(s0);
cbuffer Size : register(b0) cbuffer Size : register(b0)
{ {
int2 Pixels; int2 Pixels;
@ -11,16 +13,40 @@ cbuffer Size : register(b0)
#define AmbFactor 0.8f; #define AmbFactor 0.8f;
float4 SuperSample(float4 Glow, uint3 DTid)
{
// Line X
float2 index = (float2)(DTid.xy/2);
index += float2(0,Output.Length.y/2);
index = index / Output.Length;
Glow = Ambient.SampleLevel(S1, index,1);
//Line Y+1
//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)+1)];
//Line Y-1
//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)-1)];
//Glow = Glow/9;
return Glow;
}
[numthreads(16, 16, 1)] [numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID ) void main( uint3 DTid : SV_DispatchThreadID )
{ {
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0); float4 Amb = float4(Ambient[DTid.xy/2].xyz/* * Ambient[DTid.xy/2].w */, 0);
//float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
Glow = SuperSample(Glow,DTid);
float4 GUI; float4 GUI;
uint2 index = DTid.xy/2 + uint2(Pixels.x/2,0); uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
float3 PostLight = Amb.xyz * AmbFactor; float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz; PostLight = PostLight + Light.xyz; // + Glow;
GUI = float4(Ambient[index]); GUI = float4(Ambient[index]);
PostLight = PostLight * (1 - GUI.w); PostLight = PostLight * (1 - GUI.w);
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
//Output[DTid.xy] = Glow;
} }

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@ -171,13 +171,16 @@ HRESULT InitDirect3D()
} }
m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan"); m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
m->WorldMatrix.m[0][0] = 50; //m->WorldMatrix.m[0][0] = 50;
m->WorldMatrix.m[1][1] = 50; //m->WorldMatrix.m[1][1] = 50;
m->WorldMatrix.m[2][2] = 0.00000005f; //m->WorldMatrix.m[2][2] = 0.00000005f;
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan"); m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
m3 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null); m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
Oyster::Graphics::API::PlayAnimation(m2, L"movement",false); Oyster::Graphics::API::PlayAnimation(m2, L"movement", true);
Oyster::Graphics::API::PlayAnimation(m3, L"movement", true);
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png"); t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png"); t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png");
@ -189,22 +192,22 @@ HRESULT InitDirect3D()
pl.Color = Oyster::Math::Float3(1,0,0); pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 1; pl.Bright = 0.5f;
pl.Pos = Oyster::Math::Float3(-20,0,0); pl.Pos = Oyster::Math::Float3(-20,0,0);
pl.Radius = 90; pl.Radius = 90;
Oyster::Graphics::API::AddLight(pl); Oyster::Graphics::API::AddLight(pl);
pl.Color = Oyster::Math::Float3(0,1,0); pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 1; pl.Bright = 0.5f;
pl.Pos = Oyster::Math::Float3(0,20,0); pl.Pos = Oyster::Math::Float3(0,20,0);
pl.Radius = 90; pl.Radius = 90;
Oyster::Graphics::API::AddLight(pl); Oyster::Graphics::API::AddLight(pl);
pl.Color = Oyster::Math::Float3(0,0,1); pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 1; pl.Bright = 0.5f;
pl.Pos = Oyster::Math::Float3(0,0,20); pl.Pos = Oyster::Math::Float3(0,0,20);
pl.Radius = 90; pl.Radius = 90;
@ -217,7 +220,9 @@ float angle = 0;
HRESULT Update(float deltaTime) HRESULT Update(float deltaTime)
{ {
//angle += Oyster::Math::pi/16 * deltaTime; //angle += Oyster::Math::pi/16 * deltaTime;
m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null); m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
//Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity; //Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
Oyster::Graphics::API::Update(deltaTime); Oyster::Graphics::API::Update(deltaTime);
//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f; //m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
@ -231,16 +236,17 @@ HRESULT Render(float deltaTime)
Oyster::Graphics::API::RenderModel(m); Oyster::Graphics::API::RenderModel(m);
Oyster::Graphics::API::RenderModel(m2); Oyster::Graphics::API::RenderModel(m2);
Oyster::Graphics::API::RenderModel(m3);
Oyster::Graphics::API::StartGuiRender(); Oyster::Graphics::API::StartGuiRender();
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1)); //Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1), Oyster::Math::Float3(0,0,1));
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(1,0,0)); //Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1),Oyster::Math::Float3(1,0,0));
Oyster::Graphics::API::StartTextRender(); Oyster::Graphics::API::StartTextRender();
std::wstring fps; std::wstring fps;
float f = 1/deltaTime; float f = 1/deltaTime;
fps = std::to_wstring(f); fps = std::to_wstring(f);
//Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f)); //Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
//Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f)); //Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(0,1,0)); Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float3(0.5f,0.1f,1.0f),Oyster::Math::Float2(0.5f,0.1f), 0.08f, Oyster::Math::Float3(0,1,0));
Oyster::Graphics::API::EndFrame(); Oyster::Graphics::API::EndFrame();
return S_OK; return S_OK;