From da5b9c73065ad8335bc89d18cef913956e204c60 Mon Sep 17 00:00:00 2001 From: lanariel Date: Wed, 12 Feb 2014 12:05:27 +0100 Subject: [PATCH 01/14] Nomal Mapping For TA --- .../Shader/Passes/Gather/GatherPixel.hlsl | 43 ++++++++++++++++++- .../Shader/Passes/Gather/GatherVertex.hlsl | 1 + .../Shader/Passes/Gather/Header.hlsli | 2 +- .../Shader/Passes/Post/PostPass.hlsl | 2 +- Code/Tester/MainTest.cpp | 4 +- 5 files changed, 47 insertions(+), 5 deletions(-) diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl index b0a2f40f..0fbf0b92 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl @@ -1,9 +1,50 @@ #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 output; output.DiffuseGlow = Diffuse.Sample(S1, input.UV); - 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); return output; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl index 4042c224..fd3da6b1 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl @@ -14,6 +14,7 @@ VertexOut main( VertexIn input ) input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated); 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.UV = input.UV; return output; diff --git a/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli b/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli index a313a649..14e0db5a 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli @@ -12,7 +12,7 @@ struct VertexIn struct VertexOut { float4 pos : SV_POSITION; - //float4 ViewPos : POSITION; + float4 ViewPos : POSITION; float2 UV : TEXCOORD; float3 normal : NORMAL; //float3 tangent : TANGENT; diff --git a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl index 247efb42..53cfabb2 100644 --- a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl @@ -17,7 +17,7 @@ void main( uint3 DTid : SV_DispatchThreadID ) float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0); 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; PostLight = PostLight + Light.xyz; GUI = float4(Ambient[index]); diff --git a/Code/Tester/MainTest.cpp b/Code/Tester/MainTest.cpp index 4462f060..baf63cb3 100644 --- a/Code/Tester/MainTest.cpp +++ b/Code/Tester/MainTest.cpp @@ -176,7 +176,7 @@ HRESULT InitDirect3D() m->WorldMatrix.m[2][2] = 0.00000005f; m2 = 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); - Oyster::Graphics::API::PlayAnimation(m2, L"movement",false); + Oyster::Graphics::API::PlayAnimation(m2, L"movement"); t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png"); t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png"); @@ -233,7 +233,7 @@ HRESULT Render(float deltaTime) Oyster::Graphics::API::RenderModel(m2); 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(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,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(1,0,0)); Oyster::Graphics::API::StartTextRender(); std::wstring fps; float f = 1/deltaTime; From 11b6f6eddc983726a02bf4eb86540f8f9d93ebc6 Mon Sep 17 00:00:00 2001 From: lanariel Date: Wed, 12 Feb 2014 13:53:52 +0100 Subject: [PATCH 02/14] Fixed Spec coefficient --- Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl | 2 +- Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli | 2 ++ Code/Tester/MainTest.cpp | 6 +++--- 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl index 0fbf0b92..464da702 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl @@ -45,6 +45,6 @@ PixelOut main(VertexOut input) normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV ); - output.NormalSpec = float4(normal, Normal.Sample(S1,input.UV).w); + output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255); return output; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli b/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli index 8a1ff05a..3dc2b45e 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli @@ -24,5 +24,7 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord) output.Diffuse = 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; } \ No newline at end of file diff --git a/Code/Tester/MainTest.cpp b/Code/Tester/MainTest.cpp index baf63cb3..3813d3e9 100644 --- a/Code/Tester/MainTest.cpp +++ b/Code/Tester/MainTest.cpp @@ -229,11 +229,11 @@ HRESULT Render(float deltaTime) Oyster::Graphics::API::SetView(V); Oyster::Graphics::API::NewFrame(); - Oyster::Graphics::API::RenderModel(m); + //Oyster::Graphics::API::RenderModel(m); Oyster::Graphics::API::RenderModel(m2); 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(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(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1)); + //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(); std::wstring fps; float f = 1/deltaTime; From 5fbb901c6971f14bbb81bf4c4f524a8d6f0857b6 Mon Sep 17 00:00:00 2001 From: lanariel Date: Wed, 12 Feb 2014 16:21:46 +0100 Subject: [PATCH 03/14] Model Tint added --- Code/OysterGraphics/DllInterfaces/GFXAPI.cpp | 1 + Code/OysterGraphics/Model/Model.h | 1 + .../OysterGraphics/Render/DefaultRenderer.cpp | 4 ++++ Code/OysterGraphics/Render/GuiRenderer.cpp | 8 ++++---- Code/OysterGraphics/Render/Resources.cpp | 11 ++++++----- Code/OysterGraphics/Render/Resources.h | 4 +++- .../Shader/Passes/Gather/GatherPixel.hlsl | 2 +- .../Shader/Passes/Gather/Header.hlsli | 5 +++++ Code/Tester/MainTest.cpp | 19 ++++++++++++------- 9 files changed, 37 insertions(+), 18 deletions(-) diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index b8d8bbae..8cb80fe2 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -87,6 +87,7 @@ namespace Oyster m->WorldMatrix = Oyster::Math::Float4x4::identity; m->Visible = true; 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); Model::ModelInfo* mi = (Model::ModelInfo*)m->info; diff --git a/Code/OysterGraphics/Model/Model.h b/Code/OysterGraphics/Model/Model.h index 590d7d6a..b264cf50 100644 --- a/Code/OysterGraphics/Model/Model.h +++ b/Code/OysterGraphics/Model/Model.h @@ -23,6 +23,7 @@ namespace Oyster { ModelInfo* info; Oyster::Math::Float4x4 WorldMatrix; + Oyster::Math::Float3 Tint; bool Visible; AnimationData Animation; }; diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp index a92c54d6..8058cd60 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.cpp +++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp @@ -138,6 +138,10 @@ namespace Oyster memcpy(data,&(pm),sizeof(pm)); 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()) { Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0])); diff --git a/Code/OysterGraphics/Render/GuiRenderer.cpp b/Code/OysterGraphics/Render/GuiRenderer.cpp index fbdfa37c..7f3285e1 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.cpp +++ b/Code/OysterGraphics/Render/GuiRenderer.cpp @@ -35,9 +35,9 @@ namespace Oyster memcpy(data,&gd,sizeof(Definitions::GuiData)); Render::Resources::Gui::Data.Unmap(); - data = Render::Resources::Gui::Color.Map(); + data = Render::Resources::Color.Map(); memcpy(data,&color,sizeof(Math::Float3)); - Render::Resources::Gui::Color.Unmap(); + Render::Resources::Color.Unmap(); Core::deviceContext->Draw(1,0); @@ -76,9 +76,9 @@ namespace Oyster Render::Resources::Gui::Data.Unmap(); Definitions::Text2D tmpInst; - data = Render::Resources::Gui::Color.Map(); + data = Render::Resources::Color.Map(); memcpy(data,&color,sizeof(Math::Float3)); - Render::Resources::Gui::Color.Unmap(); + Render::Resources::Color.Unmap(); void* dest = Resources::Gui::Text::Vertex.Map(); Definitions::Text2D* dataView = reinterpret_cast(dest); diff --git a/Code/OysterGraphics/Render/Resources.cpp b/Code/OysterGraphics/Render/Resources.cpp index 73834071..77988417 100644 --- a/Code/OysterGraphics/Render/Resources.cpp +++ b/Code/OysterGraphics/Render/Resources.cpp @@ -45,7 +45,7 @@ namespace Oyster Buffer Resources::Gather::AnimationData = Buffer(); Buffer Resources::Light::LightConstantsData = Buffer(); Buffer Resources::Gui::Data = Buffer(); - Buffer Resources::Gui::Color = Buffer(); + Buffer Resources::Color = Buffer(); Buffer Resources::Gui::Text::Vertex = Buffer(); Buffer Resources::Post::Data = Buffer(); @@ -121,7 +121,7 @@ namespace Oyster desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS; desc.ElementSize = sizeof(Math::Float3); - Gui::Color.Init(desc); + Color.Init(desc); desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS; desc.NumElements = 1; @@ -342,6 +342,7 @@ namespace Oyster Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData); Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData); + Gather::Pass.CBuffers.Pixel.push_back(Color); Gather::Pass.RenderStates.Rasterizer = RenderStates::rs; Gather::Pass.RenderStates.SampleCount = 1; Gather::Pass.RenderStates.SampleState = RenderStates::ss; @@ -383,7 +384,7 @@ namespace Oyster Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D"); Gui::Pass.RTV.push_back(GBufferRTV[2]); 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[] = { @@ -427,7 +428,7 @@ namespace Oyster 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.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.RTV.push_back(GBufferRTV[2]); Gui::Text::Pass.RenderStates.SampleCount = 1; @@ -455,7 +456,7 @@ namespace Oyster Light::LightConstantsData.~Buffer(); Light::PointLightsData.~Buffer(); Gui::Data.~Buffer(); - Gui::Color.~Buffer(); + Color.~Buffer(); Gui::Text::Vertex.~Buffer(); Post::Data.~Buffer(); SAFE_RELEASE(Light::PointLightView); diff --git a/Code/OysterGraphics/Render/Resources.h b/Code/OysterGraphics/Render/Resources.h index d43b5756..684762fd 100644 --- a/Code/OysterGraphics/Render/Resources.h +++ b/Code/OysterGraphics/Render/Resources.h @@ -30,6 +30,9 @@ namespace Oyster static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize]; static ID3D11ShaderResourceView* LBufferSRV[LBufferSize]; + + static Core::Buffer Color; + struct RenderStates { @@ -61,7 +64,6 @@ namespace Oyster { static Core::PipelineManager::RenderPass Pass; static Core::Buffer Data; - static Core::Buffer Color; struct Text { static Core::PipelineManager::RenderPass Pass; diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl index 464da702..542d8c54 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl @@ -40,7 +40,7 @@ float3 perturb_normal( float3 N, float3 V, float2 texcoord ) PixelOut main(VertexOut input) { PixelOut output; - output.DiffuseGlow = Diffuse.Sample(S1, input.UV); + output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1); float3 normal = normalize(input.normal); normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV ); diff --git a/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli b/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli index 14e0db5a..ea144417 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli @@ -41,4 +41,9 @@ cbuffer PerModel : register(b1) matrix WVP; int Animated; float3 Pad; +} + +cbuffer Tint : register(b0) +{ + float3 Color; } \ No newline at end of file diff --git a/Code/Tester/MainTest.cpp b/Code/Tester/MainTest.cpp index 3813d3e9..2915d62e 100644 --- a/Code/Tester/MainTest.cpp +++ b/Code/Tester/MainTest.cpp @@ -175,9 +175,12 @@ HRESULT InitDirect3D() m->WorldMatrix.m[1][1] = 50; m->WorldMatrix.m[2][2] = 0.00000005f; m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan"); + m2->Tint = Oyster::Math::Float3(0.8f,0.8f,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); - Oyster::Graphics::API::PlayAnimation(m2, L"movement"); - + 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"); t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png"); @@ -189,21 +192,21 @@ HRESULT InitDirect3D() - pl.Color = Oyster::Math::Float3(1,0,0); + pl.Color = Oyster::Math::Float3(1,1,1); pl.Bright = 1; pl.Pos = Oyster::Math::Float3(-20,0,0); pl.Radius = 90; 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.Pos = Oyster::Math::Float3(0,20,0); pl.Radius = 90; 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.Pos = Oyster::Math::Float3(0,0,20); pl.Radius = 90; @@ -218,6 +221,7 @@ HRESULT Update(float deltaTime) { //angle += Oyster::Math::pi/16 * deltaTime; 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::Graphics::API::Update(deltaTime); //m2->Animation.data.AnimationTime += deltaTime;// * 0.5f; @@ -231,8 +235,9 @@ HRESULT Render(float deltaTime) //Oyster::Graphics::API::RenderModel(m); Oyster::Graphics::API::RenderModel(m2); - Oyster::Graphics::API::StartGuiRender(); - //Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1)); + Oyster::Graphics::API::RenderModel(m3); + //Oyster::Graphics::API::StartGuiRender(); + //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,0.5f),Oyster::Math::Float2(1,1),Oyster::Math::Float3(1,0,0)); Oyster::Graphics::API::StartTextRender(); std::wstring fps; From 491dc88bd1b440cdd49dca82b5f35dfa22ed40b3 Mon Sep 17 00:00:00 2001 From: lanariel Date: Thu, 13 Feb 2014 15:24:19 +0100 Subject: [PATCH 04/14] Fixed Glow Mapping --- .../Definitions/GraphicalDefinition.h | 9 ++++ .../OysterGraphics/Render/DefaultRenderer.cpp | 46 +++++++++++++++++-- Code/OysterGraphics/Render/Resources.cpp | 18 +++++++- Code/OysterGraphics/Render/Resources.h | 2 + .../Shader/Passes/Blur/BlurHor.hlsl | 11 ++--- .../Shader/Passes/Blur/BlurSharedData.hlsli | 35 +++++++++----- .../Shader/Passes/Blur/BlurVert.hlsl | 12 ++--- .../Shader/Passes/Gather/GatherPixel.hlsl | 3 +- .../Shader/Passes/Light/LightPass.hlsl | 2 +- .../Shader/Passes/Post/PostPass.hlsl | 30 +++++++++++- Code/Tester/MainTest.cpp | 19 ++++---- 11 files changed, 145 insertions(+), 42 deletions(-) diff --git a/Code/OysterGraphics/Definitions/GraphicalDefinition.h b/Code/OysterGraphics/Definitions/GraphicalDefinition.h index 0b30ee76..958904a8 100644 --- a/Code/OysterGraphics/Definitions/GraphicalDefinition.h +++ b/Code/OysterGraphics/Definitions/GraphicalDefinition.h @@ -73,6 +73,15 @@ namespace Oyster int offset; float coff; }; + + struct BlurrData + { + unsigned int StartX; + unsigned int StartY; + unsigned int StopX; + unsigned int StopY; + Math::Float4 BlurMask; + }; } } } \ No newline at end of file diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp index 8058cd60..c0c2990e 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.cpp +++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp @@ -162,6 +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() { @@ -169,11 +209,9 @@ namespace Oyster Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); - //Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); - //Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); + BlurGlow(); - //Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); - //Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); + BlurSSAO(); Core::PipelineManager::SetRenderPass(Resources::Post::Pass); diff --git a/Code/OysterGraphics/Render/Resources.cpp b/Code/OysterGraphics/Render/Resources.cpp index 77988417..450a075b 100644 --- a/Code/OysterGraphics/Render/Resources.cpp +++ b/Code/OysterGraphics/Render/Resources.cpp @@ -23,8 +23,8 @@ namespace Oyster { namespace Render { - - ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0}; + #pragma region Declare Static + ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0}; ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0}; ID3D11UnorderedAccessView* Resources::LBufferUAV[Resources::LBufferSize] = {0}; @@ -48,6 +48,7 @@ namespace Oyster Buffer Resources::Color = Buffer(); Buffer Resources::Gui::Text::Vertex = Buffer(); Buffer Resources::Post::Data = Buffer(); + Buffer Resources::Blur::Data = Buffer(); Buffer Resources::Light::PointLightsData = Buffer(); ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL; @@ -61,6 +62,7 @@ namespace Oyster ID3D11BlendState* Resources::RenderStates::bs = NULL; ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL; +#pragma endregion Core::Init::State Resources::InitShaders() @@ -135,6 +137,9 @@ namespace Oyster desc.ElementSize = sizeof(Definitions::LightConstants); Light::LightConstantsData.Init(desc); + desc.ElementSize = sizeof(Definitions::BlurrData); + Blur::Data.Init(desc); + desc.ElementSize = sizeof(Definitions::Pointlight); desc.NumElements = MaxLightSize; desc.Type = Buffer::STRUCTURED_BUFFER; @@ -235,6 +240,9 @@ namespace Oyster Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]); } + //Blur + Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&Blur::BufferSRV,&Blur::BufferUAV); + Buffer* b = &Light::PointLightsData; Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL); @@ -377,6 +385,8 @@ namespace Oyster } Post::Pass.UAV.Compute.push_back(Core::backBufferUAV); Post::Pass.CBuffers.Compute.push_back(Post::Data); + Post::Pass.RenderStates.SampleCount = 1; + Post::Pass.RenderStates.SampleState = RenderStates::ss; ////---------------- GUI Pass Setup ---------------------------- Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D"); @@ -412,6 +422,9 @@ namespace Oyster //And the Ambient UAV is now the output texture 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 ---------------------------- Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText"); Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText"); @@ -459,6 +472,7 @@ namespace Oyster Color.~Buffer(); Gui::Text::Vertex.~Buffer(); Post::Data.~Buffer(); + Blur::Data.~Buffer(); SAFE_RELEASE(Light::PointLightView); SAFE_RELEASE(Light::SSAOKernel); SAFE_RELEASE(Light::SSAORandom); diff --git a/Code/OysterGraphics/Render/Resources.h b/Code/OysterGraphics/Render/Resources.h index 684762fd..6b4e140e 100644 --- a/Code/OysterGraphics/Render/Resources.h +++ b/Code/OysterGraphics/Render/Resources.h @@ -81,6 +81,8 @@ namespace Oyster //Blur UAV and SRV static ID3D11UnorderedAccessView* BufferUAV; static ID3D11ShaderResourceView* BufferSRV; + + static Core::Buffer Data; }; struct Post diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl index 7489cd41..1383514a 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl @@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID if(gThreadID.x < blurRadius) { 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) { - int x = min(ThreadID.x+blurRadius,inTex.Length.x-1); - gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y)]; + int x = min(ThreadID.x+blurRadius,Stop.x-1); + 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(); @@ -27,7 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID blurCol +=Weights[i + blurRadius] * gCache[k]; } - outTex[ThreadID.xy] = blurCol; - //Output[ThreadID.xy] = Diffuse[((ThreadID.xy))]; + outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask); } diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli b/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli index 8a7b5fd1..a9377560 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli @@ -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 gSize (N+2*blurRadius) @@ -17,14 +31,13 @@ groupshared float4 gCache[gSize]; Texture2D inTex : register(t0); RWTexture2D outTex : register(u0); -//cbuffer BlurrData : register(c0) -//{ -// 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 -// }; -//}; +cbuffer BlurrData : register(b0) +{ + uint2 Start; + uint2 Stop; + float4 BlurMask; +}; + //[numthreads(16,16,1)] //void TryCompute(uint3 ThreadID : SV_DispatchThreadID) diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl index aa5e4a27..3d6afae9 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl @@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID if(gThreadID.y < blurRadius) { 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) { - int y = min(ThreadID.y+blurRadius,inTex.Length.y-1); - gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y)]; + int y = min(ThreadID.y+blurRadius, Stop.y-1); + 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(); @@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID blurCol +=Weights[i + blurRadius] * gCache[k]; } - outTex[ThreadID.xy] = blurCol; - //Output[ThreadID.xy] = inTex[((ThreadID.xy))]; + outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);; + //outTex[ThreadID.xy] = inTex[ThreadID.xy]; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl index 542d8c54..2a6f3972 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl @@ -45,6 +45,7 @@ PixelOut main(VertexOut input) 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*255); + output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0); return output; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl index dc54187e..8e303455 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl @@ -36,7 +36,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID ) float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2); 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] = GUI[DTid.xy]; + Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffuseGlow[DTid.xy].xyz * DiffuseGlow[DTid.xy].w*10,1); } } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl index 53cfabb2..85c74fb7 100644 --- a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl @@ -4,23 +4,49 @@ Texture2D Ambient : register(t2); RWTexture2D Output; +SamplerState S1 : register(s0); + cbuffer Size : register(b0) { int2 Pixels; } -#define AmbFactor 0.3f; +#define AmbFactor 0.1f; + +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)] void main( uint3 DTid : SV_DispatchThreadID ) { float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); 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; uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0); float3 PostLight = Amb.xyz * AmbFactor; - PostLight = PostLight + Light.xyz; + PostLight = PostLight + Light.xyz + Glow; GUI = float4(Ambient[index]); PostLight = PostLight * (1 - GUI.w); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); + + //Output[DTid.xy] = Glow; } \ No newline at end of file diff --git a/Code/Tester/MainTest.cpp b/Code/Tester/MainTest.cpp index 2915d62e..f0d440d6 100644 --- a/Code/Tester/MainTest.cpp +++ b/Code/Tester/MainTest.cpp @@ -171,11 +171,11 @@ HRESULT InitDirect3D() } m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan"); - m->WorldMatrix.m[0][0] = 50; - m->WorldMatrix.m[1][1] = 50; - m->WorldMatrix.m[2][2] = 0.00000005f; + //m->WorldMatrix.m[0][0] = 50; + //m->WorldMatrix.m[1][1] = 50; + //m->WorldMatrix.m[2][2] = 0.00000005f; m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan"); - m2->Tint = Oyster::Math::Float3(0.8f,0.8f,1); + 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); Oyster::Graphics::API::PlayAnimation(m2, L"movement", true); @@ -193,21 +193,21 @@ HRESULT InitDirect3D() pl.Color = Oyster::Math::Float3(1,1,1); - pl.Bright = 1; + pl.Bright = 0.5f; pl.Pos = Oyster::Math::Float3(-20,0,0); pl.Radius = 90; Oyster::Graphics::API::AddLight(pl); pl.Color = Oyster::Math::Float3(1,1,1); - pl.Bright = 1; + pl.Bright = 0.5f; pl.Pos = Oyster::Math::Float3(0,20,0); pl.Radius = 90; Oyster::Graphics::API::AddLight(pl); pl.Color = Oyster::Math::Float3(1,1,1); - pl.Bright = 1; + pl.Bright = 0.5f; pl.Pos = Oyster::Math::Float3(0,0,20); pl.Radius = 90; @@ -220,6 +220,7 @@ float angle = 0; HRESULT Update(float 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); 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; @@ -233,10 +234,10 @@ HRESULT Render(float deltaTime) Oyster::Graphics::API::SetView(V); Oyster::Graphics::API::NewFrame(); - //Oyster::Graphics::API::RenderModel(m); + Oyster::Graphics::API::RenderModel(m); 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::Math::Float3(0,0,1)); //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(); From e71264b8062fd46dbc52d6ecd9a5252d1e6cb3b9 Mon Sep 17 00:00:00 2001 From: lanariel Date: Thu, 13 Feb 2014 16:27:53 +0100 Subject: [PATCH 05/14] New text render --- Code/OysterGraphics/DllInterfaces/GFXAPI.cpp | 6 ++-- Code/OysterGraphics/DllInterfaces/GFXAPI.h | 4 +-- Code/OysterGraphics/Render/GuiRenderer.cpp | 31 ++++++++++++-------- Code/OysterGraphics/Render/GuiRenderer.h | 4 +-- Code/Tester/MainTest.cpp | 2 +- 5 files changed, 26 insertions(+), 21 deletions(-) diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index 8cb80fe2..381b12cf 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -159,7 +159,7 @@ namespace Oyster 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); } @@ -192,9 +192,9 @@ namespace Oyster 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); } } } \ No newline at end of file diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.h b/Code/OysterGraphics/DllInterfaces/GFXAPI.h index bdf70072..e2cea318 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.h +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.h @@ -57,13 +57,13 @@ namespace Oyster static void StartGuiRender(); //! @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() static void StartTextRender(); //! @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 static void EndFrame(); diff --git a/Code/OysterGraphics/Render/GuiRenderer.cpp b/Code/OysterGraphics/Render/GuiRenderer.cpp index 7f3285e1..78b2f771 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.cpp +++ b/Code/OysterGraphics/Render/GuiRenderer.cpp @@ -16,7 +16,7 @@ namespace Oyster 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); @@ -28,6 +28,7 @@ namespace Oyster gd.Translation = Math::Matrix::identity; gd.Translation.m41 = pos.x; gd.Translation.m42 = pos.y; + gd.Translation.m43 = pos.z; gd.Translation.m11 = size.x; gd.Translation.m22 = size.y; @@ -49,10 +50,10 @@ namespace Oyster 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; @@ -60,15 +61,18 @@ namespace Oyster 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; gd.Translation = Math::Matrix::identity; gd.Translation.m41 = pos.x; gd.Translation.m42 = pos.y; - gd.Translation.m11 = size.x; - gd.Translation.m22 = size.y; + gd.Translation.m43 = pos.z; + gd.Translation.m11 = FontSize * 0.8f; + gd.Translation.m22 = FontSize; void* data = Render::Resources::Gui::Data.Map(); @@ -82,19 +86,20 @@ namespace Oyster void* dest = Resources::Gui::Text::Vertex.Map(); Definitions::Text2D* dataView = reinterpret_cast(dest); - //tmpInst.charOffset=_pos; + for (unsigned int i=0; i size.x) + { + text = text.substr(0,i-1); + break; + } dataView[i]=tmpInst; } - //TextInstances[_id].NumLetters=instances; + Resources::Gui::Text::Vertex.Unmap(); diff --git a/Code/OysterGraphics/Render/GuiRenderer.h b/Code/OysterGraphics/Render/GuiRenderer.h index f5513d2f..3e4a8de0 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.h +++ b/Code/OysterGraphics/Render/GuiRenderer.h @@ -12,9 +12,9 @@ namespace Oyster { public: 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 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)); }; } } diff --git a/Code/Tester/MainTest.cpp b/Code/Tester/MainTest.cpp index f0d440d6..ad71dabb 100644 --- a/Code/Tester/MainTest.cpp +++ b/Code/Tester/MainTest.cpp @@ -246,7 +246,7 @@ HRESULT Render(float deltaTime) 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 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(); return S_OK; From ff951d21834e938978b8e8aff13da45314b71890 Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Thu, 13 Feb 2014 19:49:33 +0100 Subject: [PATCH 06/14] Moving fixed Jumping and waiting for camera is next --- Code/Game/GameLogic/Level.cpp | 2 +- Code/Game/GameLogic/Player.cpp | 62 +++-- Code/Game/GameLogic/Player.h | 9 +- Code/GamePhysics/GamePhysics.vcxproj | 6 - Code/GamePhysics/GamePhysics.vcxproj.filters | 18 -- Code/GamePhysics/Implementation/Octree.cpp | 226 ------------------ Code/GamePhysics/Implementation/Octree.h | 85 ------- .../Implementation/PhysicsAPI_Impl.cpp | 52 +++- .../Implementation/PhysicsAPI_Impl.h | 3 +- .../Implementation/SimpleRigidBody.cpp | 77 +++++- .../Implementation/SimpleRigidBody.h | 15 +- .../Implementation/SphericalRigidBody.cpp | 0 .../Implementation/SphericalRigidBody.h | 0 Code/GamePhysics/PhysicsAPI.h | 12 +- Code/GamePhysics/PhysicsFormula-Impl.h | 82 ------- Code/GamePhysics/PhysicsFormula.h | 35 --- 16 files changed, 188 insertions(+), 496 deletions(-) delete mode 100644 Code/GamePhysics/Implementation/Octree.cpp delete mode 100644 Code/GamePhysics/Implementation/Octree.h delete mode 100644 Code/GamePhysics/Implementation/SphericalRigidBody.cpp delete mode 100644 Code/GamePhysics/Implementation/SphericalRigidBody.h delete mode 100644 Code/GamePhysics/PhysicsFormula-Impl.h delete mode 100644 Code/GamePhysics/PhysicsFormula.h diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 15d855c3..2289b85b 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -181,7 +181,7 @@ void Level::InitiateLevel(float radius) this->staticObjects[0]->objectID = idCount++; // 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), 5, 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))); rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 90f2c66b..19a0bb9c 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -47,11 +47,15 @@ void Player::InitPlayer() this->teamID = -1; this->playerState = PLAYER_STATE_IDLE; 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; + + this->moveDir = Oyster::Math::Float3(0,0,0); + this->moveSpeed = 100; + this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); + } Player::~Player(void) @@ -67,48 +71,60 @@ void Player::BeginFrame() { //weapon->Update(0.002f); Object::BeginFrame(); - Oyster::Math::Float3 forward(0,0,0); - Oyster::Math::Float3 back(0,0,0); - Oyster::Math::Float3 right(0,0,0); - Oyster::Math::Float3 left(0,0,0); - Oyster::Math::Float3 moveDirection(0,0,0); + + if(this->moveDir != Oyster::Math::Float3::null) + { + Oyster::Math::Float3 velocity = this->rigidBody->GetLinearVelocity(); + Oyster::Math::Float3 lostVelocity = (this->previousMoveSpeed - velocity).GetMagnitude()*this->moveDir; + this->rigidBody->SetLinearVelocity(velocity + lostVelocity - this->moveDir*this->moveSpeed ); + } + + this->moveDir = Oyster::Math::Float3::null; + if (key_forward > 0.001) { key_forward -= gameInstance->GetFrameTime(); // fixed timer - forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); + this->moveDir += this->rigidBody->GetState().GetOrientation().v[2].GetNormalized().xyz; } if (key_backward > 0.001) { key_backward -= gameInstance->GetFrameTime(); - back = -this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); + this->moveDir -= this->rigidBody->GetState().GetOrientation().v[2].GetNormalized().xyz; } if (key_strafeRight > 0.001) { - key_strafeRight -= gameInstance->GetFrameTime(); - Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); - Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.Normalize(); - right = -((up).Cross(forward).Normalize()); - right.Normalize(); + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; + Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos; + this->moveDir -= (up).Cross(forward).GetNormalized(); } if (key_strafeLeft > 0.001) { key_strafeLeft -= gameInstance->GetFrameTime(); - Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); - Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.Normalize(); - left = (up).Cross(forward).Normalize(); - left.Normalize(); + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; + Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos; + this->moveDir += (up).Cross(forward).GetNormalized(); } - moveDirection = forward + back + left + right; - //moveDirection.Normalize(); - rigidBody->SetLinearVelocity( MOVE_FORCE * moveDirection ); - weapon->Update(0.01f); + if(this->moveDir != Oyster::Math::Float3::null) + { + this->moveDir.Normalize(); + this->rigidBody->SetLinearVelocity(this->moveDir*this->moveSpeed + this->rigidBody->GetLinearVelocity()); + this->previousMoveSpeed = this->rigidBody->GetLinearVelocity(); + } + + + this->weapon->Update(0.01f); } void Player::EndFrame() { // snap to axis + Oyster::Math::Float4 rotation; + + this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); + + Object::EndFrame(); } @@ -176,7 +192,6 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D:: Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; this->rigidBody->SetUpAndRight(up, right); - this->rigidBody->SetUpAndRight(this->rigidBody->GetState().centerPos.GetNormalized(), this->rigidBody->GetState().GetOrientation().v[0].xyz.GetNormalized()); } void Player::Jump() @@ -231,5 +246,4 @@ void Player::DamageLife(int damage) playerState = PLAYER_STATE_DEAD; this->gameInstance->onDisableFnc(this, 0.0f); } -} - +} \ No newline at end of file diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index d2adb4be..bdd83f41 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -75,7 +75,6 @@ namespace GameLogic void EndFrame(); static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); - private: void Jump(); @@ -84,7 +83,6 @@ namespace GameLogic int teamID; Weapon *weapon; PLAYER_STATE playerState; - Oyster::Math::Float3 moveDir; Oyster::Math::Float3 lookDir; float key_forward; float key_backward; @@ -92,9 +90,14 @@ namespace GameLogic float key_strafeLeft; float key_jump; + + Oyster::Math::Float3 moveDir; + Oyster::Math::Float moveSpeed; + Oyster::Math::Float3 previousMoveSpeed; + + bool hasTakenDamage; float invincibleCooldown; - }; } #endif \ No newline at end of file diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index 9b883bb3..475a05f9 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -165,22 +165,16 @@ - - - - - - diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index aa3cbd73..5a3c6fb2 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -30,24 +30,12 @@ Header Files\Implementation - - Header Files\Implementation - - - Header Files\Implementation - Header Files\Include Header Files\Include - - Header Files\Include - - - Header Files\Include - @@ -59,11 +47,5 @@ Source Files - - Source Files - - - Source Files - \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp deleted file mode 100644 index 4778e5f1..00000000 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ /dev/null @@ -1,226 +0,0 @@ -#include "Octree.h" - -using namespace Oyster; -using namespace Physics; -using namespace ::Utility::DynamicMemory; - -const unsigned int Octree::invalid_ref = ::Utility::Value::numeric_limits::max(); - -Octree::Octree(unsigned int bufferSize, unsigned char numLayers, Math::Float3 worldSize) -{ - this->worldNode.dataPtr = NULL; - - this->worldNode.container.maxVertex = worldSize*0.5f; - this->worldNode.container.minVertex = -worldSize*0.5f; -} - -Octree::~Octree() -{ - -} - -Octree& Octree::operator=(const Octree& orig) -{ - this->leafData = orig.leafData; - this->updateQueue = orig.updateQueue; - this->worldNode = orig.worldNode; - this->mapReferences = orig.mapReferences; - - return *this; -} - -void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef) -{ - //customBodyRef->SetScene( this ); - Data data; - //Data* tempPtr = this->worldNode.dataPtr; - - //data.container = customBodyRef->GetBoundingSphere(); - data.queueRef = -1; - data.next = NULL; - data.prev = NULL; - data.customBodyRef = customBodyRef; - data.limbo = false; - this->mapReferences.insert(std::pair (data.customBodyRef, this->leafData.size())); - this->leafData.push_back(data); - - /*if(tempPtr != NULL) - { - tempPtr->prev->next = &this->leafData[this->leafData.size() - 1]; - this->leafData[this->leafData.size() - 1].prev = tempPtr->prev; - tempPtr->prev = &this->leafData[this->leafData.size() - 1]; - this->leafData[this->leafData.size() - 1].next = tempPtr; - } - else - { - this->worldNode.dataPtr = &this->leafData[this->leafData.size() - 1]; - this->worldNode.dataPtr->next = this->worldNode.dataPtr; - this->worldNode.dataPtr->prev = this->worldNode.dataPtr; - }*/ -} - -void Octree::MoveToUpdateQueue(UniquePointer< ICustomBody > customBodyRef) -{ - /*this->leafData[this->mapReferences[customBodyRef]].queueRef = this->updateQueue.size(); - this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/ -} - -void Octree::MoveToLimbo(const ICustomBody* customBodyRef) -{ - auto object = this->mapReferences.find(customBodyRef); - - unsigned int tempRef = object->second; - - this->leafData[tempRef].limbo = true; -} - -bool Octree::IsInLimbo(const ICustomBody* customBodyRef) -{ - auto object = this->mapReferences.find(customBodyRef); - - unsigned int tempRef = object->second; - - return this->leafData[tempRef].limbo; -} - -void Octree::ReleaseFromLimbo(const ICustomBody* customBodyRef) -{ - auto object = this->mapReferences.find(customBodyRef); - - unsigned int tempRef = object->second; - - this->leafData[tempRef].limbo = false; -} - -void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef) -{ - std::map::iterator it = this->mapReferences.find(customBodyRef); - - this->mapReferences.erase(it); - - this->leafData.erase(this->leafData.begin() + this->leafData[this->mapReferences[customBodyRef]].queueRef); -} - -std::vector& Octree::Sample(ICustomBody* customBodyRef, std::vector& updateList) -{ - auto object = this->mapReferences.find(customBodyRef); - - if(object == this->mapReferences.end()) - { - return updateList; - } - - unsigned int tempRef = object->second; - - for(unsigned int i = 0; ileafData.size(); i++) - { - if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) - { - updateList.push_back(this->leafData[i].customBodyRef); - } - } - - return updateList; -} - -std::vector& Octree::Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector& updateList) -{ - for(unsigned int i = 0; ileafData.size(); i++) - { - if(!this->leafData[i].limbo && this->leafData[i].container.Intersects(collideable)) - { - updateList.push_back(this->leafData[i].customBodyRef); - } - } - - return updateList; -} - -void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction ) -{ - auto object = this->mapReferences.find(customBodyRef); - - // If rigid body is not found - if(object == this->mapReferences.end()) - { - return; - } - - unsigned int tempRef = object->second; - - // Go through all object and test for intersection - for(unsigned int i = 0; ileafData.size(); i++) - { - // If objects intersect call collision response function - if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) - { - hitAction(*this, tempRef, i); - } - } -} - -void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, void* args, VisitorActionCollideable hitAction) -{ - for(unsigned int i = 0; ileafData.size(); i++) - { - if(!this->leafData[i].limbo && collideable.Intersects(this->leafData[i].container)) - { - hitAction( this->GetCustomBody(i), args ); - } - } -} - -ICustomBody* Octree::GetCustomBody(const unsigned int tempRef) -{ - return this->leafData[tempRef].customBodyRef; -} - -UniquePointer Octree::Extract( const ICustomBody* objRef ) -{ // Dan Andersson - auto iter = this->mapReferences.find( objRef ); - if( iter != this->mapReferences.end() ) - { - return this->Extract( iter->second ); - } - else - { - return NULL; - } -} - -UniquePointer Octree::Extract( unsigned int tempRef ) -{ - if( tempRef != Octree::invalid_ref ) - { - //! @todo TODO: implement stub - return NULL; - } - else - { - return NULL; - } -} - -unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const -{ // Dan Andersson - auto iter = this->mapReferences.find( objRef ); - if( iter != this->mapReferences.end() ) - { - return iter->second; - } - else - { - return Octree::invalid_ref; - } -} - -void Octree::SetAsAltered( unsigned int tempRef ) -{ - //this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere(); - //! @todo TODO: implement stub -} - -void Octree::EvaluatePosition( unsigned int tempRef ) -{ - //! @todo TODO: implement stub -} \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/Octree.h b/Code/GamePhysics/Implementation/Octree.h deleted file mode 100644 index 573738f2..00000000 --- a/Code/GamePhysics/Implementation/Octree.h +++ /dev/null @@ -1,85 +0,0 @@ -#ifndef OCTREE_H -#define OCTREE_H - -#include -#include -#include "Sphere.h" -#include "BoxAxisAligned.h" -#include "Utilities.h" -#include "../PhysicsAPI.h" - -namespace Oyster -{ - namespace Physics - { - class Octree - { - public: - static const unsigned int invalid_ref; - - typedef void(*VisitorAction)(Octree&, unsigned int, unsigned int); - typedef void(*VisitorActionCollideable)(ICustomBody*, void*); - - struct Data - { - Data* prev; - Data* next; - - Collision3D::Sphere container; - - ::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef; - - bool limbo; - - unsigned int queueRef; - }; - - struct OctreeNode - { - OctreeNode* children[8]; - Data* dataPtr; - Collision3D::BoxAxisAligned container; - }; - - Octree(unsigned int bufferSize = 0, unsigned char numLayers = 0, Math::Float3 worldSize = Math::Float3::null); - virtual ~Octree(); - - Octree& operator=(const Octree& orig); - - void AddObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); - - void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); - - void MoveToLimbo(const ICustomBody* customBodyRef); - bool IsInLimbo(const ICustomBody* customBodyRef); - void ReleaseFromLimbo(const ICustomBody* customBodyRef); - - void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); - - std::vector& Sample(ICustomBody* customBodyRef, std::vector& updateList); - std::vector& Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector& updateList); - void Visit(ICustomBody* customBodyRef, VisitorAction hitAction ); - void Visit(const Oyster::Collision3D::ICollideable& collideable, void* args, VisitorActionCollideable hitAction ); - - ICustomBody* GetCustomBody(const unsigned int tempRef); - - ::Utility::DynamicMemory::UniquePointer Extract( const ICustomBody* objRef ); - ::Utility::DynamicMemory::UniquePointer Extract( unsigned int tempRef ); // Dan vill ha - unsigned int GetTemporaryReferenceOf( const ICustomBody* objRef ) const; // Dan vill ha - void SetAsAltered( unsigned int tempRef ); // Dan vill ha - void EvaluatePosition( unsigned int tempRef ); // Dan vill ha - - private: - std::vector < Data > leafData; - std::vector < Data* > updateQueue; - std::vector < Data* > limbo; - - std::map< const ICustomBody*, unsigned int > mapReferences; - - OctreeNode worldNode; - }; - } - -} - -#endif \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 26da0998..b3ad6777 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -1,7 +1,6 @@ #include "PhysicsAPI_Impl.h" #include "OysterPhysics3D.h" #include "SimpleRigidBody.h" -#include "SphericalRigidBody.h" using namespace ::Oyster; using namespace ::Oyster::Physics; @@ -181,6 +180,47 @@ ICustomBody* API_Impl::AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::O return body; } +ICustomBody* API_Impl::AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) +{ + SimpleRigidBody* body = new SimpleRigidBody; + SimpleRigidBody::State state; + + // Add collision shape + btCapsuleShape* collisionShape = new btCapsuleShape(radius, height); + body->SetCollisionShape(collisionShape); + + // Add motion state + btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w),btVector3(position.x, position.y, position.z))); + body->SetMotionState(motionState); + + // Add rigid body + btVector3 fallInertia(0, 0, 0); + collisionShape->calculateLocalInertia(mass, fallInertia); + btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia); + btRigidBody* rigidBody = new btRigidBody(rigidBodyCI); + rigidBody->setFriction(staticFriction); + rigidBody->setRestitution(restitution); + rigidBody->setUserPointer(body); + rigidBody->setAngularFactor(0); + rigidBody->setSleepingThresholds(0, 0); + body->SetRigidBody(rigidBody); + + // Add rigid body to world + this->dynamicsWorld->addRigidBody(rigidBody); + this->customBodies.push_back(body); + + state.centerPos = position; + state.reach = Float3(radius, height*0.5f, radius); + state.dynamicFrictionCoeff = 0.5f; + state.staticFrictionCoeff = 0.5f; + state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w); + state.mass = mass; + + body->SetState(state); + + return body; +} + void API_Impl::SetTimeStep(float timeStep) { this->timeStep = timeStep; @@ -204,11 +244,11 @@ void API_Impl::UpdateWorld() trans = simpleBody->GetRigidBody()->getWorldTransform(); this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z())); this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w())); - + if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG) { - simpleBody->CallSubscription_Move(); - } + this->customBodies[i]->CallSubscription_Move(); + } } int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds(); @@ -221,8 +261,8 @@ void API_Impl::UpdateWorld() ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer(); ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer(); - dynamic_cast(bodyA)->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); - dynamic_cast(bodyB)->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); + bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); + bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); } } diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h index 422e82ef..002cb039 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h @@ -2,7 +2,6 @@ #define PHYSICS_API_IMPL_H #include "../PhysicsAPI.h" -#include "Octree.h" #include namespace Oyster @@ -65,6 +64,8 @@ namespace Oyster ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); + ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); + void SetTimeStep(float timeStep); void UpdateWorld(); diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 5670d32b..81d58f5b 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -139,6 +139,46 @@ void SimpleRigidBody::SetRotation(Float3 eulerAngles) this->state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()); } +void SimpleRigidBody::SetRotation(::Oyster::Math::Float4x4 rotation) +{ + btTransform trans; + btMatrix3x3 newRotation; + btVector3 rightVector(rotation.v[0].x, rotation.v[0].y, rotation.v[0].z); + btVector3 upVector(rotation.v[1].x, rotation.v[1].y, rotation.v[1].z); + btVector3 forwardVector(rotation.v[2].x, rotation.v[2].y, rotation.v[2].z); + + + newRotation[0] = rightVector; + newRotation[1] = upVector; + newRotation[2] = forwardVector; + + trans = this->rigidBody->getWorldTransform(); + trans.setBasis(newRotation); + this->rigidBody->setWorldTransform(trans); + + btQuaternion quaternion; + quaternion = trans.getRotation(); + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + +void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) +{ + if(angularAxis.xyz.GetMagnitude() == 0) + { + return; + } + + btTransform trans; + btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z); + btQuaternion quaternion(vector, angularAxis.w); + + trans = this->rigidBody->getWorldTransform(); + trans.setRotation(quaternion); + this->rigidBody->setWorldTransform(trans); + + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + void SimpleRigidBody::SetAngularFactor(Float factor) { this->rigidBody->setAngularFactor(factor); @@ -177,7 +217,7 @@ void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math: btVector3 forwardVector(forward.x, forward.y, forward.z); rotation[1] = upVector.normalized(); rotation[2] = forwardVector.normalized(); - rotation[0] = forwardVector.cross(upVector).normalized(); + rotation[0] = upVector.cross(forwardVector).normalized(); trans = this->rigidBody->getWorldTransform(); trans.setBasis(rotation); this->rigidBody->setWorldTransform(trans); @@ -187,6 +227,27 @@ void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math: this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); } +void SimpleRigidBody::SetUp(::Oyster::Math::Float3 up) +{ + Float3 vector = Float3(0, 1, 0).Cross(up); + + if(vector == Float3::null) + { + return; + } + + Float sine = vector.GetLength(); + Float cosine = acos(Float3(0, 1, 0).Dot(up)); + + btQuaternion quaternion(btVector3(vector.x, vector.y, vector.z),cosine); + + btTransform trans; + trans = this->rigidBody->getWorldTransform(); + trans.setRotation(quaternion); + this->rigidBody->setWorldTransform(trans); + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + Float4x4 SimpleRigidBody::GetRotation() const { return this->state.GetRotation(); @@ -229,6 +290,16 @@ Float4x4 SimpleRigidBody::GetView( const ::Oyster::Math::Float3 &offset ) const return this->state.GetView(offset); } +Float3 SimpleRigidBody::GetGravity() const +{ + return this->rigidBody->getGravity(); +} +Float3 SimpleRigidBody::GetLinearVelocity() const +{ + return this->rigidBody->getLinearVelocity(); +} + + void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss) { if(this->afterCollision) @@ -265,6 +336,4 @@ void * SimpleRigidBody::GetCustomTag() const void SimpleRigidBody::SetCustomTag( void *ref ) { this->customTag = ref; -} - - +} \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index 3663c45c..ec162860 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -19,10 +19,6 @@ namespace Oyster void SetState( const State &state ); void ApplyImpulse(Math::Float3 impulse); - - void SetCollisionShape(btCollisionShape* shape); - void SetMotionState(btDefaultMotionState* motionState); - void SetRigidBody(btRigidBody* rigidBody); void SetSubscription(EventAction_AfterCollisionResponse function); void SetSubscription(EventAction_Move function); @@ -32,12 +28,15 @@ namespace Oyster void SetRotation(Math::Float4 quaternion); void SetRotation(Math::Quaternion quaternion); void SetRotation(Math::Float3 eulerAngles); + void SetRotation(::Oyster::Math::Float4x4 rotation); + void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis); void SetAngularFactor(Math::Float factor); void SetGravity(Math::Float3 gravity); void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right); void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward); + void SetUp(::Oyster::Math::Float3 up); Math::Float4x4 GetRotation() const; Math::Float4 GetRotationAsAngularAxis(); @@ -45,6 +44,9 @@ namespace Oyster Math::Float4x4 GetView() const; Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const; + Math::Float3 GetGravity() const; + ::Oyster::Math::Float3 GetLinearVelocity() const; + void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss); void CallSubscription_Move(); @@ -55,6 +57,11 @@ namespace Oyster void SetCustomTag( void *ref ); void* GetCustomTag() const; + // Class specific + void SetCollisionShape(btCollisionShape* shape); + void SetMotionState(btDefaultMotionState* motionState); + void SetRigidBody(btRigidBody* rigidBody); + private: btCollisionShape* collisionShape; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp deleted file mode 100644 index e69de29b..00000000 diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h deleted file mode 100644 index e69de29b..00000000 diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 9fd3722e..25cb7610 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -87,6 +87,8 @@ namespace Oyster virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; + virtual ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; + virtual void SetTimeStep(float timeStep) = 0; virtual void UpdateWorld() = 0; @@ -142,12 +144,15 @@ namespace Oyster virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0; virtual void SetRotation(::Oyster::Math::Quaternion quaternion) = 0; virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0; + virtual void SetRotation(::Oyster::Math::Float4x4 rotation) = 0; + virtual void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) = 0; virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0; virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0; virtual void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) = 0; virtual void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) = 0; + virtual void SetUp(::Oyster::Math::Float3 up) = 0; virtual ::Oyster::Math::Float4x4 GetRotation() const = 0; virtual ::Oyster::Math::Float4 GetRotationAsAngularAxis() = 0; @@ -155,6 +160,12 @@ namespace Oyster virtual ::Oyster::Math::Float4x4 GetView() const = 0; virtual ::Oyster::Math::Float4x4 GetView(const ::Oyster::Math::Float3 &offset) const = 0; + virtual ::Oyster::Math::Float3 GetGravity() const = 0; + virtual ::Oyster::Math::Float3 GetLinearVelocity() const = 0; + + virtual void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss) = 0; + virtual void CallSubscription_Move() = 0; + /******************************************************** * @return the void pointer set by SetCustomTag. * nullptr if none is set. @@ -172,6 +183,5 @@ namespace Oyster } #include "PhysicsStructs.h" -#include "PhysicsFormula.h" #endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsFormula-Impl.h b/Code/GamePhysics/PhysicsFormula-Impl.h deleted file mode 100644 index 189691f6..00000000 --- a/Code/GamePhysics/PhysicsFormula-Impl.h +++ /dev/null @@ -1,82 +0,0 @@ -#ifndef PHYSICS_FORMULA_IMPL_H -#define PHYSICS_FORMULA_IMPL_H - -#include "PhysicsFormula.h" -#include "OysterPhysics3D.h" - -namespace Oyster { namespace Physics { namespace Formula -{ - namespace MomentOfInertia - { - inline ::Oyster::Math::Float4x4 CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius); - } - - inline ::Oyster::Math::Float4x4 CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius); - } - - inline ::Oyster::Math::Float4x4 CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth); - } - - inline ::Oyster::Math::Float4x4 CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius); - } - - inline ::Oyster::Math::Float4x4 CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length); - } - } - - namespace CollisionResponse - { - inline ::Oyster::Math::Float Bounce( ::Oyster::Math::Float e, ::Oyster::Math::Float mA, ::Oyster::Math::Float gA, ::Oyster::Math::Float mB, ::Oyster::Math::Float gB ) - { - //return (e + 1) * (mB*gA - mA*gB) / (mA + mB); - return (e + 1) * (mA*gB - mB*gA) / (mA + mB); - } - - inline ::Oyster::Math::Float4 Friction( ::Oyster::Math::Float i, ::Oyster::Math::Float4 iN, ::Oyster::Math::Float4 momA, ::Oyster::Math::Float sFA, ::Oyster::Math::Float dFA, ::Oyster::Math::Float mA, ::Oyster::Math::Float4 momB, ::Oyster::Math::Float sFB, ::Oyster::Math::Float dFB, ::Oyster::Math::Float mB ) - { - // FRICTION - // Relative momentum after normal impulse - ::Oyster::Math::Float4 relativeMomentum = momB - momA; - - ::Oyster::Math::Float4 tanFriction = relativeMomentum - relativeMomentum.Dot( iN ) * iN; - - if( tanFriction.Dot(tanFriction) > 0.0f ) - { // no friction if moving directly into surface, or not at all. - tanFriction.Normalize(); - - ::Oyster::Math::Float magnitudeFriction = -relativeMomentum.Dot( tanFriction ); - magnitudeFriction = magnitudeFriction * mA * mB / ( mA + mB ); - - ::Oyster::Math::Float mu = 0.5f * ( sFA + sFB ); - - ::Oyster::Math::Float4 frictionImpulse; - if( abs(magnitudeFriction) < i * mu ) - { - frictionImpulse = magnitudeFriction * tanFriction; - } - else - { - ::Oyster::Math::Float dynamicFriction = 0.5f * ( dFA + dFB ); - frictionImpulse = ( -i * dynamicFriction ) * tanFriction; - } - - return ( 1 / mA ) * frictionImpulse; - } - else - return ::Oyster::Math::Float4::null; - } - } - -} } } - -#endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsFormula.h b/Code/GamePhysics/PhysicsFormula.h deleted file mode 100644 index fe91ae3a..00000000 --- a/Code/GamePhysics/PhysicsFormula.h +++ /dev/null @@ -1,35 +0,0 @@ -#ifndef PHYSICS_FORMULA_H -#define PHYSICS_FORMULA_H - -#include "OysterMath.h" -#include "OysterPhysics3D.h" - -namespace Oyster { namespace Physics { namespace Formula -{ - namespace MomentOfInertia - { - ::Oyster::Math::Float4x4 CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ); - ::Oyster::Math::Float4x4 CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ); - ::Oyster::Math::Float4x4 CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); - ::Oyster::Math::Float4x4 CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); - ::Oyster::Math::Float4x4 CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); - } - - namespace CollisionResponse - { - ::Oyster::Math::Float Bounce( ::Oyster::Math::Float coeffOfRestitution, - ::Oyster::Math::Float massA, ::Oyster::Math::Float momentumA, - ::Oyster::Math::Float massB, ::Oyster::Math::Float momentumB ); - - ::Oyster::Math::Float4 Friction( ::Oyster::Math::Float impulse, ::Oyster::Math::Float4 impulseNormal, - ::Oyster::Math::Float4 momentumA, ::Oyster::Math::Float staticFrictionA, - ::Oyster::Math::Float dynamicFrictionA, ::Oyster::Math::Float massA, - ::Oyster::Math::Float4 momentumB, ::Oyster::Math::Float staticFrictionB, - ::Oyster::Math::Float dynamicFrictionB, ::Oyster::Math::Float massB ); - - } -} } } - -#include "PhysicsFormula-Impl.h" - -#endif \ No newline at end of file From 063f57133f40c15d8644b6536d0ba0d4f656db0e Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Fri, 14 Feb 2014 08:29:49 +0100 Subject: [PATCH 07/14] Set mass added --- Code/GamePhysics/Implementation/SimpleRigidBody.cpp | 8 ++++++++ Code/GamePhysics/Implementation/SimpleRigidBody.h | 11 ++++++----- Code/GamePhysics/PhysicsAPI.h | 1 + 3 files changed, 15 insertions(+), 5 deletions(-) diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 81d58f5b..3d9fbc4f 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -184,6 +184,14 @@ void SimpleRigidBody::SetAngularFactor(Float factor) this->rigidBody->setAngularFactor(factor); } +void SimpleRigidBody::SetMass(Float mass) +{ + btVector3 fallInertia(0, 0, 0); + collisionShape->calculateLocalInertia(mass, fallInertia); + this->rigidBody->setMassProps(mass, fallInertia); + this->state.mass = mass; +} + void SimpleRigidBody::SetGravity(Float3 gravity) { this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z)); diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index ec162860..d08fd886 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -29,20 +29,21 @@ namespace Oyster void SetRotation(Math::Quaternion quaternion); void SetRotation(Math::Float3 eulerAngles); void SetRotation(::Oyster::Math::Float4x4 rotation); - void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis); + void SetRotationAsAngularAxis(Math::Float4 angularAxis); void SetAngularFactor(Math::Float factor); + void SetMass(Math::Float mass); void SetGravity(Math::Float3 gravity); - void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right); - void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward); - void SetUp(::Oyster::Math::Float3 up); + void SetUpAndRight(Math::Float3 up, Math::Float3 right); + void SetUpAndForward(Math::Float3 up, Math::Float3 forward); + void SetUp(Math::Float3 up); Math::Float4x4 GetRotation() const; Math::Float4 GetRotationAsAngularAxis(); Math::Float4x4 GetOrientation() const; Math::Float4x4 GetView() const; - Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const; + Math::Float4x4 GetView( const Math::Float3 &offset ) const; Math::Float3 GetGravity() const; ::Oyster::Math::Float3 GetLinearVelocity() const; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 25cb7610..1c220d3e 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -147,6 +147,7 @@ namespace Oyster virtual void SetRotation(::Oyster::Math::Float4x4 rotation) = 0; virtual void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) = 0; virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0; + virtual void SetMass(::Oyster::Math::Float mass) = 0; virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0; From 1fc6f16409c38806efbdaaf883398c83b1a304b2 Mon Sep 17 00:00:00 2001 From: lindaandersson Date: Fri, 14 Feb 2014 10:09:03 +0100 Subject: [PATCH 08/14] GL - rotation testing --- .../DanBiasGame/GameClientState/GameState.cpp | 74 +++++++++++-------- Code/Game/GameLogic/AttatchmentMassDriver.cpp | 2 +- Code/Game/GameLogic/Game_PlayerData.cpp | 7 +- Code/Game/GameLogic/Level.cpp | 11 ++- Code/Game/GameLogic/Player.cpp | 7 +- 5 files changed, 58 insertions(+), 43 deletions(-) diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index 0a732062..6dc53c47 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -60,22 +60,7 @@ GameState::gameStateState GameState::LoadGame() plight.Radius = 300; plight.Bright = 0.5f; 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 LoadModels("../Content/Worlds/ccc.bias"); @@ -143,7 +128,7 @@ bool GameState::LoadModels() this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); // 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.id = id++; // load models @@ -244,24 +229,51 @@ bool GameState::LoadModels(std::string mapFile) break; } } - //myId += modelId++; - // add player model - //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); + + Oyster::Math::Quaternion first = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536); + Oyster::Math::Quaternion second = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536); + Oyster::Math::Quaternion result = first * second; + Oyster::Math::Quaternion total = Oyster::Math::Quaternion(Float3(0.5,0.5,-0.5), 0.5); + 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.id = myId; + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); - //modelData.visible = true; - //modelData.modelPath = L"char_still_sizeref.dan"; - //modelData.id = myId; - //// load models - //this->dynamicObjects.Push(new C_DynamicObj()); - //this->dynamicObjects[this->dynamicObjects.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); - /*C_Player* obj = new C_Player(); - privData->object.push_back(obj); - privData->object[privData->object.size() -1 ]->Init(modelData); - */ return true; } diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index 86560164..3102b9f2 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -61,7 +61,7 @@ void AttatchmentMassDriver::Update(float dt) Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; - up *= -0.3; + up *= -0.3f; Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); //state.centerPos = pos; diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index acdcd2f3..914dd52b 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -11,9 +11,9 @@ Game::PlayerData::PlayerData() Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,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; + Oyster::Math::Float restitutionCoeff = 0.5f; + Oyster::Math::Float frictionCoeff_Static = 0.4f; + Oyster::Math::Float frictionCoeff_Dynamic = 0.3f; //sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0); //create rigid body @@ -28,6 +28,7 @@ Game::PlayerData::PlayerData() Game::PlayerData::PlayerData(int playerID,int teamID) { this->player = new Player(); + } Game::PlayerData::~PlayerData() { diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 9a91744e..50b8ba9e 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -137,6 +137,7 @@ ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj) //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; @@ -182,7 +183,7 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) 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 = (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 @@ -230,7 +231,7 @@ void Level::InitiateLevel(std::string levelPath) else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box) { - rigidBody_Static = InitRigidBodySphere(staticObjData); + rigidBody_Static = InitRigidBodyCube(staticObjData); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) @@ -241,7 +242,8 @@ void Level::InitiateLevel(std::string levelPath) if(rigidBody_Static != NULL) { // create game object - Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static); + //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); @@ -278,7 +280,8 @@ void Level::InitiateLevel(std::string levelPath) if(rigidBody_Dynamic != NULL) { // create game object - Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic); + //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); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index f6dddb85..12a655da 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -6,7 +6,7 @@ using namespace GameLogic; using namespace Oyster::Physics; -const int MOVE_FORCE = 30; +const float MOVE_FORCE = 30; const float KEY_TIMER = 0.03f; Player::Player() :DynamicObject() @@ -162,8 +162,7 @@ void Player::UseWeapon(const WEAPON_FIRE &usage) } void Player::Respawn(Oyster::Math::Float3 spawnPoint) -{ - key_jump = +{ this->life = 100; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float4(1,0,0); @@ -184,7 +183,7 @@ void Player::Jump() { Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized(); this->rigidBody->ApplyImpulse(up *1500); - this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING; + this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; } bool Player::IsWalking() From f14a83aef2d8cc20250c1b41d8bbae737ef237bb Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Fri, 14 Feb 2014 10:56:38 +0100 Subject: [PATCH 09/14] GL - Explosivebox now takes a float forceMagnitude instead of a vector --- Code/Game/GameLogic/CollisionManager.cpp | 13 ++++++------ Code/Game/GameLogic/CrystalFormation.cpp | 25 ------------------------ Code/Game/GameLogic/CrystalFormation.h | 22 --------------------- Code/Game/GameLogic/ExplosiveCrate.cpp | 9 ++++----- Code/Game/GameLogic/ExplosiveCrate.h | 7 ++++--- Code/Game/GameLogic/GameLogic.vcxproj | 2 -- Code/Game/GameLogic/GameLogicStates.h | 6 ------ Code/Game/GameLogic/Object.cpp | 8 ++++++++ Code/Game/GameLogic/Object.h | 4 ++++ 9 files changed, 27 insertions(+), 69 deletions(-) delete mode 100644 Code/Game/GameLogic/CrystalFormation.cpp delete mode 100644 Code/Game/GameLogic/CrystalFormation.h diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index e254b93b..80562b2c 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -8,7 +8,6 @@ #include "CollisionManager.h" #include "JumpPad.h" #include "Portal.h" -#include "CrystalFormation.h" #include "ExplosiveCrate.h" using namespace Oyster; @@ -47,7 +46,7 @@ using namespace GameLogic; break; case ObjectSpecialType::ObjectSpecialType_CrystalFormation: - PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,((CrystalFormation*)realObj)->getShreddingDamage()); + PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision()); //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; break; } @@ -97,7 +96,6 @@ using namespace GameLogic; int forceThreashHold = 200000; //how much force for the box to explode of the impact - if(kineticEnergyLoss > forceThreashHold) { ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag()); @@ -117,16 +115,19 @@ using namespace GameLogic; 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->shreddingDamage); + hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision()); //do shredding damage } - realObj->GetRigidBody()->ApplyImpulse(ExplosionSource->pushForce); + realObj->GetRigidBody()->ApplyImpulse(force); } diff --git a/Code/Game/GameLogic/CrystalFormation.cpp b/Code/Game/GameLogic/CrystalFormation.cpp deleted file mode 100644 index e9c6dd73..00000000 --- a/Code/Game/GameLogic/CrystalFormation.cpp +++ /dev/null @@ -1,25 +0,0 @@ -#include "CrystalFormation.h" - -using namespace GameLogic; - -CrystalFormation::CrystalFormation(void) - :StaticObject() -{ - this->shreddingDamage = 0; -} - -CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, int objectID,Oyster::Math::Float shreddingDamage) - :StaticObject(rigidBody, CrystalFormation::DefaultCollisionAfter, ObjectSpecialType::ObjectSpecialType_CrystalFormation, objectID) -{ - this->shreddingDamage = shreddingDamage; -} - - -CrystalFormation::~CrystalFormation(void) -{ -} - -Oyster::Math::Float CrystalFormation::getShreddingDamage() -{ - return this->shreddingDamage; -} diff --git a/Code/Game/GameLogic/CrystalFormation.h b/Code/Game/GameLogic/CrystalFormation.h deleted file mode 100644 index 6e07942b..00000000 --- a/Code/Game/GameLogic/CrystalFormation.h +++ /dev/null @@ -1,22 +0,0 @@ -#ifndef CRYSTALFORMATION_H -#define CRYSTALFORMATION_H -#include "StaticObject.h" -namespace GameLogic -{ - class CrystalFormation : public StaticObject - { - public: - CrystalFormation(void); - - CrystalFormation(Oyster::Physics::ICustomBody *rigidBody - ,int objectID,Oyster::Math::Float shreddingDamage); - - ~CrystalFormation(void); - - Oyster::Math::Float getShreddingDamage(); - - private: - Oyster::Math::Float shreddingDamage; - }; -} -#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/ExplosiveCrate.cpp b/Code/Game/GameLogic/ExplosiveCrate.cpp index 534fd6bb..d236d400 100644 --- a/Code/Game/GameLogic/ExplosiveCrate.cpp +++ b/Code/Game/GameLogic/ExplosiveCrate.cpp @@ -5,16 +5,15 @@ using namespace GameLogic; ExplosiveCrate::ExplosiveCrate(void) :DynamicObject() { - this->shreddingDamage = 0; - this->pushForce = 0; + this->pushForceMagnitude = 0; this->ExplosionRadius = 0; } -ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius) +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->shreddingDamage = shreddingDamage; - this->pushForce = pushForce; + this->extraDamageOnCollision = extraDamageOnCollision; + this->pushForceMagnitude = pushForceMagnitude; this->ExplosionRadius = ExplosionRadius; } diff --git a/Code/Game/GameLogic/ExplosiveCrate.h b/Code/Game/GameLogic/ExplosiveCrate.h index 3cf0c9a4..75afdc4a 100644 --- a/Code/Game/GameLogic/ExplosiveCrate.h +++ b/Code/Game/GameLogic/ExplosiveCrate.h @@ -8,7 +8,7 @@ namespace GameLogic public: ExplosiveCrate(void); - ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius); + ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius); ~ExplosiveCrate(void); @@ -16,9 +16,10 @@ namespace GameLogic static void Explode(Oyster::Physics::ICustomBody *obj, void* args); private: - Oyster::Math::Float shreddingDamage; - Oyster::Math::Float3 pushForce; + Oyster::Math::Float pushForceMagnitude; Oyster::Math::Float ExplosionRadius; }; + + } #endif \ No newline at end of file diff --git a/Code/Game/GameLogic/GameLogic.vcxproj b/Code/Game/GameLogic/GameLogic.vcxproj index 48af6d60..6c026917 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj +++ b/Code/Game/GameLogic/GameLogic.vcxproj @@ -176,7 +176,6 @@ - @@ -204,7 +203,6 @@ - diff --git a/Code/Game/GameLogic/GameLogicStates.h b/Code/Game/GameLogic/GameLogicStates.h index 3e9bcdf5..9ae0d482 100644 --- a/Code/Game/GameLogic/GameLogicStates.h +++ b/Code/Game/GameLogic/GameLogicStates.h @@ -43,12 +43,6 @@ namespace GameLogic Oyster::Math::Float3 pushForce; }; - struct ExplosionData - { - Oyster::Math::Float3 pushForce; - Oyster::Math::Float3 ShreddingDamage; - }; - }; diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index cfd2d255..751dc454 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -28,6 +28,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfte this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; this->objectID = objectID; + this->extraDamageOnCollision = 0; this->rigidBody->SetCustomTag(this); } @@ -38,6 +39,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICusto this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; this->objectID = objectID; + this->extraDamageOnCollision = 0; this->rigidBody->SetCustomTag(this); } @@ -103,4 +105,10 @@ Oyster::Math::Float4x4 Object::GetOrientation() Oyster::Physics::ICustomBody::State state; state = this->rigidBody->GetState(); return state.GetOrientation(); +} + + +Oyster::Math::Float Object::getExtraDamageOnCollision() +{ + return this->extraDamageOnCollision; } \ No newline at end of file diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h index 7e7e3f08..73853bd8 100644 --- a/Code/Game/GameLogic/Object.h +++ b/Code/Game/GameLogic/Object.h @@ -31,6 +31,8 @@ namespace GameLogic Oyster::Math::Float3 GetScale() override; Oyster::Math::Float4x4 GetOrientation() override; + Oyster::Math::Float getExtraDamageOnCollision(); + // API overrides @@ -58,6 +60,8 @@ namespace GameLogic ObjectSpecialType type; int objectID; + + Oyster::Math::Float extraDamageOnCollision; }; } From c5e4580ada525af9aac93c1af3e54db12a7e41f2 Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Fri, 14 Feb 2014 10:59:33 +0100 Subject: [PATCH 10/14] GL - include error fixed --- Code/Game/GameLogic/Level.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 1b0a0e8f..51dd6401 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -2,7 +2,6 @@ #include "CollisionManager.h" #include "Game.h" #include "JumpPad.h" -#include "CrystalFormation.h" #include "ExplosiveCrate.h" #include "Portal.h" using namespace GameLogic; From 8d8fa78da0aa979b7799dae6f4eb949611b6fb64 Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Fri, 14 Feb 2014 11:04:01 +0100 Subject: [PATCH 11/14] GL - fixed portal constructor --- Code/Game/GameLogic/Portal.cpp | 4 ++-- Code/Game/GameLogic/Portal.h | 3 +-- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/Code/Game/GameLogic/Portal.cpp b/Code/Game/GameLogic/Portal.cpp index 1edd1717..61229256 100644 --- a/Code/Game/GameLogic/Portal.cpp +++ b/Code/Game/GameLogic/Portal.cpp @@ -10,8 +10,8 @@ Portal::Portal(void) } -Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit) - :StaticObject(rigidBody, EventOnCollision, type, objectID) +Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit) + :StaticObject(rigidBody, Portal::PortalActivated, type, objectID) { this->portalExit = portalExit; } diff --git a/Code/Game/GameLogic/Portal.h b/Code/Game/GameLogic/Portal.h index ab88d934..0f228c21 100644 --- a/Code/Game/GameLogic/Portal.h +++ b/Code/Game/GameLogic/Portal.h @@ -8,8 +8,7 @@ namespace GameLogic public: Portal(void); - Portal(Oyster::Physics::ICustomBody *rigidBody - ,void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) + Portal(Oyster::Physics::ICustomBody *rigidBody ,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit); ~Portal(void); From 1a01dbd7609b4384de0a70d3d083964dd9f4068e Mon Sep 17 00:00:00 2001 From: lindaandersson Date: Fri, 14 Feb 2014 11:07:03 +0100 Subject: [PATCH 12/14] GL - initiating objects --- Code/Game/GameLogic/Level.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 1b0a0e8f..718ef84a 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -21,7 +21,7 @@ Level::~Level(void) } Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { - Object* gameObj =NULL; + Object* gameObj = NULL; switch ((ObjectSpecialType)obj->specialTypeID) { @@ -64,8 +64,9 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) case ObjectSpecialType_RedExplosiveBox: { int dmg = 50; - //gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_RedExplosiveBox); - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + Oyster::Math::Float3 force(50, 50,50); + int radie = 50; + gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID,objID++, dmg, force, radie); } break; //case ObjectSpecialType_BlueExplosiveBox: @@ -98,14 +99,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { float power = ((JumpPadAttributes*)obj)->power; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; - //gameObj = JumpPad(rigidBody, ); - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + 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 DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new Portal(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++, destination); } break; case ObjectSpecialType_SpawnPoint: From 975894b0376ae00d4e92260b8037f4d2b7d0ae4a Mon Sep 17 00:00:00 2001 From: lindaandersson Date: Fri, 14 Feb 2014 11:11:49 +0100 Subject: [PATCH 13/14] GL - init objects --- Code/Game/GameLogic/Level.cpp | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 31c04e19..6d3de52c 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -26,14 +26,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { case ObjectSpecialType_None: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Sky: { float skySize = ((SkyAttributes*)obj)->skySize; - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_World: @@ -43,29 +43,29 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) float worldSize = ((WorldAttributes*)obj)->worldSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Building: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } case ObjectSpecialType_Stone: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_StandardBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_RedExplosiveBox: { int dmg = 50; - Oyster::Math::Float3 force(50, 50,50); + Oyster::Math::Float force = 50; int radie = 50; - gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID,objID++, dmg, force, radie); + gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); } break; //case ObjectSpecialType_BlueExplosiveBox: @@ -74,24 +74,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) // break; case ObjectSpecialType_SpikeBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Spike: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + 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++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_CrystalShard: { - gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_JumpPad: @@ -99,19 +99,19 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) 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); + gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce); } break; case ObjectSpecialType_Portal: { Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; - gameObj = new Portal(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++, 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++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; case ObjectSpecialType_Player: @@ -122,12 +122,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) break; case ObjectSpecialType_Generic: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; default: { - gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); } break; } From 7791dc076eddb5ca868807162ff139834d0f1316 Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Fri, 14 Feb 2014 11:16:02 +0100 Subject: [PATCH 14/14] GL - static and dynamic objects can now set extraDamageOnCollision in constructor --- Code/Game/GameLogic/DynamicObject.cpp | 11 +++++++++++ Code/Game/GameLogic/DynamicObject.h | 4 +++- Code/Game/GameLogic/StaticObject.cpp | 11 +++++++++++ Code/Game/GameLogic/StaticObject.h | 3 +++ 4 files changed, 28 insertions(+), 1 deletion(-) diff --git a/Code/Game/GameLogic/DynamicObject.cpp b/Code/Game/GameLogic/DynamicObject.cpp index 8096b4aa..6df5bef0 100644 --- a/Code/Game/GameLogic/DynamicObject.cpp +++ b/Code/Game/GameLogic/DynamicObject.cpp @@ -21,6 +21,17 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::P } +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(rigidBody, EventOnCollision, type, objectID) +{ + this->extraDamageOnCollision = extraDamageOnCollision; +} + +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) { diff --git a/Code/Game/GameLogic/DynamicObject.h b/Code/Game/GameLogic/DynamicObject.h index 3341e94d..2d5fa617 100644 --- a/Code/Game/GameLogic/DynamicObject.h +++ b/Code/Game/GameLogic/DynamicObject.h @@ -14,9 +14,11 @@ namespace GameLogic public: DynamicObject(); - DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + 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 , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + 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 (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision); ~DynamicObject(void); diff --git a/Code/Game/GameLogic/StaticObject.cpp b/Code/Game/GameLogic/StaticObject.cpp index 68140cbe..158ee87e 100644 --- a/Code/Game/GameLogic/StaticObject.cpp +++ b/Code/Game/GameLogic/StaticObject.cpp @@ -23,6 +23,17 @@ StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Phy //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 (*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) { diff --git a/Code/Game/GameLogic/StaticObject.h b/Code/Game/GameLogic/StaticObject.h index a7b9fbff..90b4fc06 100644 --- a/Code/Game/GameLogic/StaticObject.h +++ b/Code/Game/GameLogic/StaticObject.h @@ -21,6 +21,9 @@ namespace GameLogic StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); 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 (*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); private: