Merge remote-tracking branch 'origin/GameLogic' into Graphics

Conflicts:
	Code/OysterGraphics/Shader/HLSL/Deffered Shaders/PostPass.hlsl
	Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl
This commit is contained in:
lanariel 2014-02-10 14:41:04 +01:00
commit 7167d042ac
94 changed files with 2596 additions and 492 deletions

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@ -204,6 +204,7 @@
<ClCompile Include="DLLMain.cpp" />
<ClCompile Include="GameClientState\GameClientState.cpp" />
<ClCompile Include="GameClientState\GameState.cpp" />
<ClCompile Include="GameClientState\LanMenuState.cpp" />
<ClCompile Include="GameClientState\LobbyState.cpp" />
<ClCompile Include="GameClientState\C_Object.cpp" />
<ClCompile Include="GameClientState\LoginState.cpp" />
@ -217,6 +218,7 @@
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
<ClInclude Include="GameClientState\GameClientState.h" />
<ClInclude Include="GameClientState\GameState.h" />
<ClInclude Include="GameClientState\LanMenuState.h" />
<ClInclude Include="GameClientState\LoginState.h" />
<ClInclude Include="Include\DanBiasGame.h" />
<ClInclude Include="GameClientState\LobbyState.h" />

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@ -6,8 +6,10 @@
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
#include "GameClientState\LoginState.h"
#include "GameClientState\LanMenuState.h"
#include <Protocols.h>
#include "NetworkClient.h"
#include <GameServerAPI.h>
#include "../WindowManager/WindowShell.h"
#include "L_inputClass.h"
@ -36,8 +38,9 @@ namespace DanBias
public:
WindowShell* window;
InputClass* inputObj;
Utility::WinTimer* timer;
Utility::WinTimer timer;
GameRecieverObject* recieverObj;
bool serverOwner;
} data;
#pragma endregion
@ -63,20 +66,14 @@ namespace DanBias
return DanBiasClientReturn_Error;
m_data->recieverObj = new GameRecieverObject;
/*m_data->recieverObj->Connect(desc.port, desc.IP);
m_data->serverOwner = false;
if (!m_data->recieverObj->IsConnected())
{
// failed to connect
return DanBiasClientReturn_Error;
}*/
// Start in lobby state
m_data->recieverObj->gameClientState = new Client::LoginState();
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
return DanBiasClientReturn_Error;
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
m_data->timer->reset();
m_data->timer.reset();
return DanBiasClientReturn_Sucess;
}
@ -85,8 +82,11 @@ namespace DanBias
// Main message loop
while(m_data->window->Frame())
{
float dt = (float)m_data->timer->getElapsedSeconds();
m_data->timer->reset();
float dt = (float)m_data->timer.getElapsedSeconds();
m_data->timer.reset();
if(m_data->recieverObj->IsConnected())
m_data->recieverObj->Update();
capFrame += dt;
if(capFrame > 0.03)
@ -133,9 +133,14 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime)
{
m_data->recieverObj->Update();
m_data->inputObj->Update();
if(m_data->serverOwner)
{
DanBias::GameServerAPI::ServerUpdate();
}
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
@ -148,11 +153,19 @@ namespace DanBias
switch (state)
{
case Client::GameClientState::ClientState_LobbyCreated:
m_data->serverOwner = true;
case Client::GameClientState::ClientState_Lobby:
m_data->recieverObj->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
if(m_data->serverOwner)
DanBias::GameServerAPI::GameStart();
m_data->recieverObj->gameClientState = new Client::GameState();
if(m_data->serverOwner)
((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(0);
else
((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(1);
break;
default:
return E_FAIL;
@ -187,7 +200,6 @@ namespace DanBias
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->Disconnect();
delete m_data->recieverObj;
delete m_data->timer;
delete m_data->inputObj;
delete m_data;

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@ -2,6 +2,8 @@
#define DANBIAS_CLIENTRECIEVEROBJECT_H
//WTF!? No headers included???
#include "../DanBiasGame/Include/DanBiasGame.h"
#include "../GameProtocols/GeneralProtocols.h"
namespace DanBias
{
@ -100,6 +102,18 @@ namespace DanBias
((Client::GameState*)gameClientState)->Protocol(&protocolData);
}
break;
case protocol_Lobby_Start:
{
/*
if(dynamic_cast<Client::LobbyState*>(gameClientState))
{
gameClientState->Release();
delete gameClientState;
gameClientState = new Client::GameState();
gameClientState->Init(m_data->recieverObj);
}*/
}
break;
default:
break;
@ -128,8 +142,8 @@ namespace DanBias
break;
case protocol_Lobby_GameData: //this->LobbyGameData (Protocol_LobbyGameData (p), c);
{
GameLogic::Protocol_LobbyGameData temp(p);
printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
//GameLogic::Protocol_LobbyGameData temp(p);
//printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
}
break;
case protocol_Lobby_ClientData: //this->LobbyMainData (Protocol_LobbyClientData (p), c);

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@ -53,6 +53,8 @@ public:
{
ClientState_Login,
ClientState_Lobby,
ClientState_Lan,
ClientState_LobbyCreated,
ClientState_Game,
ClientState_Same,
};

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@ -43,21 +43,31 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
pitch = 0;
return true;
}
GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(0,15,5);
plight.Color = Oyster::Math::Float3(0,1,0);
plight.Radius = 50;
plight.Bright = 2;
plight.Pos = Oyster::Math::Float3(315, 0 ,5);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.2);
plight.Radius = 100;
plight.Bright = 0.9;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10,15,5);
plight.Color = Oyster::Math::Float3(1,0,0);
plight.Radius = 50;
plight.Bright = 2;
plight.Pos = Oyster::Math::Float3(10,350,5);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
plight.Radius = 200;
plight.Bright = 0.7;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(350,350,5);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
plight.Radius = 200;
plight.Bright = 0.7;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10,350,350);
plight.Color = Oyster::Math::Float3(0.9,0.7,0.3);
plight.Radius = 200;
plight.Bright = 0.7;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Oyster::Math::Float3(10,-15,5);
plight.Color = Oyster::Math::Float3(0,0,1);
@ -74,20 +84,18 @@ bool GameState::LoadModels(std::wstring mapFile)
// open file
// read file
// init models
privData->modelCount = 2;
int nrOfBoxex = 20;
privData->modelCount = 3+nrOfBoxex;
myId += privData->modelCount;
int id = 0;
// add world model
ModelInitData modelData;
Oyster::Math3D::Float4x4 translate;
C_Object* obj;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
scale.v[0].x = 8;
scale.v[1].y = 8;
scale.v[2].z = 8;
modelData.world = scale; //modelData.world * translate
modelData.modelPath = L"..\\Content\\Models\\ball.dan";
modelData.id = 0;
modelData.world = translate ;//modelData.world * translate
modelData.modelPath = L"world_earth.dan";
modelData.id = id++;
obj = new C_Player();
privData->object.push_back(obj);
@ -95,43 +103,116 @@ bool GameState::LoadModels(std::wstring mapFile)
// add box model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,15,0));
modelData.modelPath = L"crate_colonists.dan";
for(int i =0; i< nrOfBoxex; i ++)
{
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
modelData.world = modelData.world * translate;
modelData.modelPath = L"..\\Content\\Models\\box.dan";
modelData.id = 1;
modelData.id = id++;
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
modelData.world = Oyster::Math3D::Float4x4::identity;
}
// add player model
// add crystal model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 15, 0));
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
modelData.id = 2;
modelData.modelPath = L"crystalformation_b.dan";
modelData.id = id++;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add house model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-50, 290, 0));
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
modelData.world = modelData.world * translate * rot;
modelData.visible = true;
modelData.modelPath = L"building_corporation.dan";
modelData.id = id++;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add player model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add player model 2
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = id++;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add jumppad
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0));
//Oyster::Math3D::RotationMatrix_AxisZ()
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"jumppad_round.dan";
modelData.id = id++;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add sky sphere
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 0, 0));
//Oyster::Math3D::RotationMatrix_AxisZ()
modelData.world = modelData.world * translate;
modelData.world.v[0].x = 800;
modelData.world.v[1].y = 800;
modelData.world.v[2].z = 800;
modelData.visible = true;
modelData.modelPath = L"skysphere.dan";
modelData.id = id++;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
return true;
}
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
{
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,1);
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
camera->LookAt(pos, dir, up);
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
camera->UpdateViewMatrix();
@ -141,10 +222,12 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
void GameState::setClientId(int id)
{
myId = id;
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
DanBias::GameServerAPI::ServerUpdate();
switch (privData->state)
{
case gameStateState_loading:
@ -272,14 +355,17 @@ void GameState::readKeyInput(InputClass* KeyInput)
//send delta mouse movement
if (KeyInput->IsMousePressed())
{
camera->Yaw(KeyInput->GetYaw());
camera->Yaw(-KeyInput->GetYaw());
camera->Pitch(KeyInput->GetPitch());
pitch = KeyInput->GetPitch();
camera->UpdateViewMatrix();
GameLogic::Protocol_PlayerLook playerLookDir;
Oyster::Math::Float3 look = camera->GetLook();
Oyster::Math::Float4 look = camera->GetLook();
playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
privData->nwClient->Send(playerLookDir);
}
@ -289,7 +375,37 @@ void GameState::readKeyInput(InputClass* KeyInput)
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.hasShot = true;
playerShot.primaryPressed = true;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_X))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = true;
playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
}
else
key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_C))
{
if(!key_Shoot)
{
GameLogic::Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false;
playerShot.secondaryPressed = false;
playerShot.utilityPressed = true;
privData->nwClient->Send(playerShot);
key_Shoot = true;
}
@ -298,7 +414,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
key_Shoot = false;
// jump
if(KeyInput->IsKeyPressed(DIK_X))
if(KeyInput->IsKeyPressed(DIK_SPACE))
{
if(!key_Jump)
{
@ -340,18 +456,40 @@ void GameState::Protocol( ObjPos* pos )
{
world[i] = pos->worldPos[i];
}
//printf("pos for obj %d, ",pos->object_ID );
for (unsigned int i = 0; i < privData->object.size(); i++)
{
if(privData->object[i]->GetId() == pos->object_ID)
{
privData->object[i]->setPos(world);
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
if(i == 2) // playerobj
if(i == myId) // playerobj
{
camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
Oyster::Math::Float3 cameraLook = camera->GetLook();
Oyster::Math::Float3 cameraUp = camera->GetUp();
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
up *= newUp;
up.Normalize();
Oyster::Math::Float3 newLook = up.Cross(right);
newLook.Normalize();*/
camera->setRight(right);
camera->setUp(up);
camera->setLook(objForward);
up *= 1;
objForward *= -2;
Oyster::Math::Float3 cameraPos = up + pos + objForward;
camera->SetPosition(cameraPos);
camera->UpdateViewMatrix();
}
}

View File

@ -26,6 +26,8 @@ private:
bool key_Jump;
Camera* camera;
int myId;
float pitch;
struct myData;
myData* privData;
public:
@ -36,7 +38,7 @@ public:
bool LoadModels(std::wstring mapFile) ;
bool InitCamera(Oyster::Math::Float3 startPos) ;
gameStateState LoadGame();
void setClientId(int id);
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;

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@ -0,0 +1,215 @@
#include "LanMenuState.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_StaticObj.h"
#include "C_obj/C_DynamicObj.h"
#include "DllInterfaces/GFXAPI.h"
#include "LobbyState.h"
#include "GameState.h"
#include "../GameClientRecieverFunc.h"
#include <GameServerAPI.h>
using namespace DanBias::Client;
struct LanMenuState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object[2];
int modelCount;
GameRecieverObject* recieverObj;
bool serverOwner;
// UI object
// game client*
}privData;
LanMenuState::LanMenuState()
{
}
LanMenuState::~LanMenuState()
{
}
bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
{
privData = new myData();
this->nwClient = nwClient;
// load models
LoadModels(L"UImodels.txt");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return true;
}
bool LanMenuState::LoadModels(std::wstring file)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(-2,3,0);
plight.Color = Oyster::Math::Float3(0,1,0);
plight.Radius = 10;
plight.Bright = 1;
Oyster::Graphics::API::AddLight(plight);
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
// load models
privData->object[0] = new C_StaticObj();
privData->object[0]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
modelData.world = modelData.world * translate;
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
{
/*ChangeState(KeyInput);
if(privData->recieverObj->IsConnected())
privData->recieverObj->Update();
KeyInput->Update();
if(privData->serverOwner)
{
DanBias::GameServerAPI::ServerUpdate();
}
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput);
if(state != Client::GameClientState::ClientState_Same)
{
privData->recieverObj->gameClientState->Release();
delete privData->recieverObj->gameClientState;
privData->recieverObj->gameClientState = NULL;
switch (state)
{
case Client::GameClientState::ClientState_LobbyCreated:
privData->serverOwner = true;
case Client::GameClientState::ClientState_Lobby:
privData->recieverObj->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
privData->recieverObj->gameClientState = new Client::GameState();
break;
default:
//return E_FAIL;
break;
}
privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client
}*/
return ChangeState(KeyInput);
}
GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput)
{
// create game
if( KeyInput->IsKeyPressed(DIK_C))
{
DanBias::GameServerAPI::ServerInitDesc desc;
DanBias::GameServerAPI::ServerInitiate(desc);
DanBias::GameServerAPI::ServerStart();
// my ip
nwClient->Connect(15151, "127.0.0.1");
if (!nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
return ClientState_Lobby;
}
// join game
if( KeyInput->IsKeyPressed(DIK_J))
{
// game ip
nwClient->Connect(15151, "194.47.150.56");
if (!nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
return ClientState_Lobby;
}
return ClientState_Same;
}
bool LanMenuState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
// render objects
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
// render effects
// render lights
Oyster::Graphics::API::EndFrame();
return true;
}
bool LanMenuState::Release()
{
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;
}
void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
{
if((PlayerName*)protocolStruct)
PlayerJoinProtocol((PlayerName*)protocolStruct);
}
void LanMenuState::PlayerJoinProtocol(PlayerName* name)
{
}

View File

@ -0,0 +1,39 @@
#ifndef LAN_MENU_STATE_H
#define LAN_MENU_STATE_H
#include "GameClientState.h"
#include "OysterMath.h"
namespace DanBias
{
namespace Client
{
class LanMenuState : public GameClientState
{
public:
LanMenuState();
virtual ~LanMenuState();
virtual bool Init(Oyster::Network::NetworkClient* nwClient);
virtual ClientState Update(float deltaTime, InputClass* KeyInput);
ClientState ChangeState(InputClass* KeyInput);
bool LoadModels(std::wstring file);
bool InitCamera(Oyster::Math::Float3 startPos);
virtual bool Render();
virtual bool Release();
virtual void Protocol(ProtocolStruct* protocolStruct);
void PlayerJoinProtocol(PlayerName* name);
private:
Oyster::Network::NetworkClient* nwClient;
struct myData;
myData* privData;
};
}
}
#endif

View File

@ -87,12 +87,9 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
// update animation
// send data to server
// check data from server
DanBias::GameServerAPI::ServerUpdate();
if( KeyInput->IsKeyPressed(DIK_G))
{
if(!DanBias::GameServerAPI::GameStart())
return GameClientState::ClientState_Same;
return ClientState_Game;
}

View File

@ -36,6 +36,7 @@ public:
bool Release();
void Protocol(ProtocolStruct* protocol)override;
void PlayerJoinProtocol(PlayerName* name);
void GameStarted();
};};};
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H

View File

@ -41,9 +41,9 @@ bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
bool LoginState::LoadModels(std::wstring file)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(-2,3,0);
plight.Color = Oyster::Math::Float3(0,1,0);
plight.Radius = 10;
plight.Pos = Oyster::Math::Float3(0,0,5);
plight.Color = Oyster::Math::Float3(1,1,1);
plight.Radius = 100;
plight.Bright = 1;
Oyster::Graphics::API::AddLight(plight);
// open file
@ -55,13 +55,22 @@ bool LoginState::LoadModels(std::wstring file)
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
modelData.modelPath = L"identityPlane.dan";
// load models
privData->object[0] = new C_StaticObj();
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,-2));
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
int scaling = 2;
scale.v[0].x = scaling;
scale.v[1].y = scaling;
scale.v[2].z = scaling;
modelData.world = translate; //scale * translate * rot;
privData->object[0] = new C_DynamicObj();
privData->object[0]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
modelData.world = modelData.world * translate;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,-2));
modelData.world = translate ;//* rot;
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
@ -103,13 +112,13 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
// failed to connect
return ClientState_Same;
}
return ClientState_Lobby;
return ClientState_LobbyCreated;
}
// join game
if( KeyInput->IsKeyPressed(DIK_J))
{
// game ip
nwClient->Connect(15151, "194.47.150.56");
nwClient->Connect(15151, "127.0.0.1");
if (!nwClient->IsConnected())
{
@ -126,7 +135,6 @@ bool LoginState::Render()
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
// render objects
for (int i = 0; i < privData->modelCount; i++)

View File

@ -173,6 +173,11 @@
<ItemGroup>
<ClCompile Include="Launcher.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -1,5 +1,6 @@
#include "AttatchmentMassDriver.h"
#include "PhysicsAPI.h"
#include "GameLogicStates.h"
using namespace GameLogic;
@ -8,12 +9,16 @@ using namespace GameLogic;
AttatchmentMassDriver::AttatchmentMassDriver(void)
{
this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
this->owner = &owner;
this->heldObject = NULL;
this->hasObject = false;
}
@ -34,30 +39,81 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
ForcePush(usage,dt);
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(hasObject)
{
//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
break;
}
ForcePull(usage,dt);
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
break;
}
}
void AttatchmentMassDriver::Update(float dt)
{
//update position of heldObject if there is an object being held
if(hasObject)
{
Oyster::Physics::ICustomBody::State state;
state = heldObject->GetState();
Oyster::Math::Float3 ownerPos = owner->GetPosition();
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
Oyster::Math::Float3 up = -ownerState.GetGravityNormal();
up *= -0.3;
Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*5);
state.SetCenterPosition(pos);
heldObject->SetState(state);
}
}
/********************************************************
* Pushes objects in a cone in front of the weapon when fired
*alternativly it puts a large force on the currently held object
********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
{
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
int arg = 0;
//if the weapon has an object then it is only the object that will be shot away
Oyster::Math::Float4 pushForce;
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
if(hasObject)
{
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (700);
Oyster::Physics::ICustomBody::State state = heldObject->GetState();
state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
heldObject->SetState(state);
hasObject = false;
heldObject = NULL;
return;
}
Oyster::Math::Float3 up = owner->GetOrientation().v[1];
Oyster::Math::Float3 look = owner->GetLookDir();
Oyster::Math::Float3 pos = owner->GetPosition();
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (20000 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(look, up, pos);
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,50);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
forcePushData args;
args.pushForce = pushForce;
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
}
/********************************************************
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
********************************************************/
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
@ -68,3 +124,37 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
}
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
{
if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
PickUpObject(usage,dt); //first test if there is a nearby object to pickup
if(hasObject) return; //this test checks if the weapon has now picked up an object, if so then it shall not apply a force to suck in objects
//if no object has been picked up then suck objects towards you
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
forcePushData args;
args.pushForce = -pushForce;
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
}
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,20);
/*Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
*/
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
}

View File

@ -16,29 +16,42 @@ namespace GameLogic
void UseAttatchment(const WEAPON_FIRE &usage, float dt);
void Update(float dt);
private:
/********************************************************
* Pushes objects and players in a cone in front of the player
* @param fireInput: allows switching on different functionality in this specific function
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForcePush(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Pulls the player forward, this is a movement tool
* @param fireInput: allows switching on different functionality in this specific function
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForceZip(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForcePull(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param fireInput: allows switching on different functionality in this specific function
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForceSuck(const WEAPON_FIRE &usage, float dt);
void PickUpObject(const WEAPON_FIRE &usage, float dt);
static void ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args);
static void AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args);
private:
Oyster::Physics::ICustomBody *heldObject;
bool hasObject;
};
}

View File

@ -5,13 +5,15 @@
#include "Level.h"
#include "AttatchmentMassDriver.h"
#include "Game.h"
#include "CollisionManager.h"
#include "JumpPad.h"
using namespace Oyster;
using namespace GameLogic;
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
//Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
@ -20,7 +22,6 @@ using namespace GameLogic;
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
return;
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
@ -29,26 +30,48 @@ using namespace GameLogic;
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
int test = 5;
PlayerVObject(*player,*realObj, kineticEnergyLoss);
break;
}
//return Physics::ICustomBody::SubscriptMessage_none;
}
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
void JumpPad::JumpPadActivated(Oyster::Physics::ICustomBody *rigidBodyJumpPad, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
player.DamageLife(20);
JumpPad *jumpPad = (JumpPad*)(rigidBodyJumpPad->GetCustomTag());
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
break;
}
}
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force)
{
Oyster::Physics::ICustomBody::State state;
state = obj.GetState();
state.ApplyLinearImpulse(force);
obj.SetState(state);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{
@ -56,12 +79,12 @@ using namespace GameLogic;
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
int damageDone = 0;
int forceThreashHold = 200;
int forceThreashHold = 200000;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = kineticEnergyLoss * 0.10f;
player.DamageLife(damageDone);
//player.DamageLife(damageDone);
}
}
@ -69,11 +92,30 @@ using namespace GameLogic;
{
return Physics::ICustomBody::SubscriptMessage_none;
}
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_player_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
}
//Oyster::Physics::ICustomBody::SubscriptMessage
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
@ -81,10 +123,42 @@ using namespace GameLogic;
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
{
Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (1);
Oyster::Physics::ICustomBody::State state;
Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
return;
state = obj->GetState();
state.ApplyLinearImpulse(pushForce);
state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
obj->SetState(state);
//((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
}
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
{
AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args);
if(weapon->hasObject)
{
//do nothing
}
else
{
Object* realObj = (Object*)(obj->GetCustomTag());
//check so that it is an object that you can pickup
switch(realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_BOX:
//move obj to limbo in physics to make sure it wont collide with anything
Oyster::Physics::API::Instance().MoveToLimbo(obj);
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
break;
}
}
}

View File

@ -11,6 +11,7 @@ namespace GameLogic
{
public:
//put general collision functions here that are not part of a specific object
static Oyster::Physics::ICustomBody::SubscriptMessage IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj);
};

View File

@ -42,7 +42,7 @@ GameAPI& GameAPI::Instance()
Game::Game(void)
: initiated(false)
, onMoveFnc(0)
, onDeadFnc(0)
, onDisableFnc(0)
, frameTime(1.0f/120.0f)
{}
@ -129,6 +129,7 @@ bool Game::NewFrame()
}
gameInstance.onMoveFnc(this->level);
return true;
}
@ -150,7 +151,7 @@ void Game::SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::O
this->onMoveFnc = functionPointer;
break;
case GameLogic::GameEvent::ObjectEventFunctionType_OnDead:
this->onDeadFnc = functionPointer;
this->onDisableFnc = functionPointer;
break;
}
@ -182,6 +183,6 @@ void Game::PhysicsOnMove(const ICustomBody *object)
}
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
{
if(gameInstance.onDeadFnc) gameInstance.onDeadFnc(0);
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
}

View File

@ -39,7 +39,7 @@ namespace GameLogic
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
void Rotate(const Oyster::Math3D::Float4 lookDir) override;
Player *player;
};
@ -53,6 +53,7 @@ namespace GameLogic
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
Level *level;
};
@ -73,16 +74,14 @@ namespace GameLogic
float GetFrameTime() const;
private:
static void PhysicsOnMove(const Oyster::Physics::ICustomBody *object);
static void PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> proto);
private:
Utility::DynamicMemory::DynamicArray<PlayerData*> players;
LevelData* level;
float frameTime;
bool initiated;
GameEvent::ObjectEventFunction onDeadFnc;
GameEvent::ObjectEventFunction onDisableFnc;
GameEvent::ObjectEventFunction onMoveFnc;
};

View File

@ -79,7 +79,7 @@ namespace GameLogic
* @param x: The relative x axis
* @param y: The relative y axis
**/
virtual void Rotate(const Oyster::Math3D::Float3 lookDir) = 0;
virtual void Rotate(const Oyster::Math3D::Float4 lookDir) = 0;
/********************************************************
* Uses the chosen players weapon based on input
@ -100,6 +100,7 @@ namespace GameLogic
class ILevelData :public IObjectData
{
public:
virtual int getNrOfDynamicObj()const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
};

View File

@ -183,6 +183,7 @@
<ClInclude Include="GameLogicStates.h" />
<ClInclude Include="GameMode.h" />
<ClInclude Include="IAttatchment.h" />
<ClInclude Include="JumpPad.h" />
<ClInclude Include="Level.h" />
<ClInclude Include="LevelLoader\LevelLoader.h" />
<ClInclude Include="LevelLoader\Loader.h" />
@ -206,6 +207,7 @@
<ClCompile Include="Game_LevelData.cpp" />
<ClCompile Include="Game_PlayerData.cpp" />
<ClCompile Include="IAttatchment.cpp" />
<ClCompile Include="JumpPad.cpp" />
<ClCompile Include="Level.cpp" />
<ClCompile Include="LevelLoader\LevelLoader.cpp" />
<ClCompile Include="LevelLoader\Loader.cpp" />

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ShowAllFiles>true</ShowAllFiles>
<ShowAllFiles>false</ShowAllFiles>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>

View File

@ -1,5 +1,6 @@
#ifndef GAMELOGICSTATES_H
#define GAMELOGICSTATES_H
#include "OysterMath.h"
namespace GameLogic
{
@ -46,6 +47,12 @@ namespace GameLogic
WEAPON_STATE_RELOADING = 2,
};
struct forcePushData
{
Oyster::Math::Float3 pushForce;
};
};

View File

@ -35,7 +35,10 @@ OBJECT_TYPE Game::LevelData::GetObjectType() const
return ((IObjectData*)this->level)->GetObjectType();
//return OBJECT_TYPE_UNKNOWN;
}
int Game::LevelData::getNrOfDynamicObj()const
{
return this->level->getNrOfDynamicObj();
}
IObjectData* Game::LevelData::GetObjectAt(int ID) const
{
return this->level->GetObj(ID);

View File

@ -7,16 +7,25 @@ Game::PlayerData::PlayerData()
{
//set some stats that are appropriate to a player
Oyster::Physics::API::SimpleBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float3(0,165,0);
sbDesc.size = Oyster::Math::Float3(4,7,4);
sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
sbDesc.size = Oyster::Math::Float3(0.5f,2,1);
sbDesc.mass = 70;
sbDesc.restitutionCoeff = 0.5;
sbDesc.frictionCoeff_Static = 0.4;
sbDesc.frictionCoeff_Dynamic = 0.3;
sbDesc.rotation = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
//create rigid body
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
//create player with this rigid body
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
this->player = new Player(rigidBody,Player::PlayerCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
this->player->GetRigidBody()->SetCustomTag(this);
/*Oyster::Physics::ICustomBody::State state;
this->player->GetRigidBody()->GetState(state);
state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0));
this->player->GetRigidBody()->SetState(state);
player->EndFrame();*/
}
Game::PlayerData::PlayerData(int playerID,int teamID)
{
@ -60,7 +69,7 @@ OBJECT_TYPE Game::PlayerData::GetObjectType() const
{
return this->player->GetObjectType();
}
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
void Game::PlayerData::Rotate(const Oyster::Math3D::Float4 lookDir)
{
this->player->Rotate(lookDir);
}

View File

@ -20,6 +20,7 @@ namespace GameLogic
~IAttatchment(void);
virtual void UseAttatchment(const WEAPON_FIRE &usage, float dt) = 0;
virtual void Update(float dt) = 0;
private:

View File

@ -0,0 +1,21 @@
#include "JumpPad.h"
#include "PhysicsAPI.h"
using namespace GameLogic;
using namespace Oyster::Physics;
JumpPad::JumpPad(void)
{
}
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
{
}
JumpPad::~JumpPad(void)
{
}

View File

@ -0,0 +1,26 @@
#ifndef JUMPPAD_H
#define JUMPPAD_H
#include "StaticObject.h"
namespace GameLogic
{
class JumpPad : public StaticObject
{
public:
JumpPad(void);
JumpPad(Oyster::Physics::ICustomBody *rigidBody
,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)
,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float3 pushForce);
~JumpPad(void);
static void JumpPadActivated(Oyster::Physics::ICustomBody *rigidBodyJumpPad, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
Oyster::Math::Float3 pushForce;
};
}
#endif

View File

@ -20,46 +20,148 @@ void Level::InitiateLevel(std::string levelPath)
}
void Level::InitiateLevel(float radius)
{
float heading = Utility::Value::Radian(180.0f);
float attitude = Utility::Value::Radian(0.0f);
float bank = Utility::Value::Radian(0);
double c1 = cos(heading/2);
double s1 = sin(heading/2);
double c2 = cos(attitude/2);
double s2 = sin(attitude/2);
double c3 = cos(bank/2);
double s3 = sin(bank/2);
double c1c2 = c1*c2;
double s1s2 = s1*s2;
double w =c1c2*c3 - s1s2*s3;
double x =c1c2*s3 + s1s2*c3;
double y =s1*c2*c3 + c1*s2*s3;
double z =c1*s2*c3 - s1*c2*s3;
double angle = 2 * acos(w);
double norm = x*x+y*y+z*z;
if (norm < 0.001) { // when all euler angles are zero angle =0 so
// we can set axis to anything to avoid divide by zero
x=1;
y=z=0;
} else {
norm = sqrt(norm);
x /= norm;
y /= norm;
z /= norm;
}
// add level sphere
API::SphericalBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
sbDesc.ignoreGravity = true;
sbDesc.radius = 150;
sbDesc.radius = 300;
sbDesc.mass = 10e12f;
sbDesc.frictionCoeff_Static = 0;
sbDesc.frictionCoeff_Dynamic = 0;
//sbDesc.rotation =
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
ICustomBody::State state;
rigidBody->GetState(state);
state.SetRestitutionCoeff(0.01);
state.SetRestitutionCoeff(0.2);
rigidBody->SetState(state);
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
rigidBody->SetCustomTag(levelObj);
//this->dynamicObjects = new DynamicArray< DynamicObject>;
// add box
API::SimpleBodyDescription sbDesc_TestBox;
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-5,15,0,0);
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
sbDesc_TestBox.ignoreGravity = false;
sbDesc_TestBox.mass = 10;
sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
sbDesc_TestBox.mass = 50;
sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0);
ICustomBody* rigidBody_TestBox;
int nrOfBoxex = 5;
int offset = 0;
for(int i =0; i< nrOfBoxex; i ++)
{
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20 +( i*7) ,320,20,0);
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
rigidBody_TestBox->SetCustomTag(testBox);
rigidBody_TestBox->GetState(state);
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,4));
rigidBody_TestBox->SetState(state);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
}
offset += nrOfBoxex;
for(int i =0; i< nrOfBoxex; i ++)
{
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20,320, -20 +( i*7),0);
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
}
offset += nrOfBoxex;
for(int i =0; i< nrOfBoxex; i ++)
{
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(20,320,-20 + ( i*7),0);
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
}
offset += nrOfBoxex;
for(int i =0; i< nrOfBoxex; i ++)
{
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20 +( i*7) ,320,-20,0);
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
}
// add crystal
API::SimpleBodyDescription sbDesc_Crystal;
sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0);
sbDesc_Crystal.ignoreGravity = false;
sbDesc_Crystal.mass = 70;
sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0);
ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
// add house
API::SimpleBodyDescription sbDesc_House;
//sbDesc_House.centerPosition = Oyster::Math::Float4(212, 212, 0, 0);
sbDesc_House.centerPosition = Oyster::Math::Float4(-50, 290, 0, 0);
sbDesc_House.ignoreGravity = false;
sbDesc_House.rotation = Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
sbDesc_House.mass = 70;
sbDesc_House.size = Oyster::Math::Float4(40,40,40,0);
ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release();
rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
rigidBody_House->SetCustomTag(this->staticObjects[0]);
rigidBody_House->GetState(state);
Oyster::Math::Float4x4 world = state.GetOrientation();
// add gravitation
API::Gravity gravityWell;
gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 10e16f;
gravityWell.well.mass = 1e17f;
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell);
}
@ -79,12 +181,18 @@ void Level::RespawnPlayer(Player *player)
this->teamManager.RespawnPlayerRandom(player);
}
int Level::getNrOfDynamicObj()
{
return this->dynamicObjects.Size();
}
Object* Level::GetObj( int ID) const
{
if( ID == 0 )
return (Object*)levelObj;
else
return (Object*)testBox;
for (int i = 0; i< this->dynamicObjects.Size(); i++)
{
if(this->dynamicObjects[i]->GetID() == ID)
return this->dynamicObjects[i];
}
return NULL;
}
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
{

View File

@ -60,6 +60,7 @@ namespace GameLogic
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
int getNrOfDynamicObj();
Object* GetObj( int ID ) const;
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
@ -71,7 +72,6 @@ namespace GameLogic
GameMode gameMode;
Utility::DynamicMemory::SmartPointer<Oyster::Physics::ICustomBody> rigidBodyLevel;
StaticObject *levelObj;
DynamicObject *testBox;
};

View File

@ -3,16 +3,33 @@
//////////////////////////////////
#include "LevelLoader.h"
#include "LevelParser.h"
using namespace GameLogic;
using namespace GameLogic::LevelFileLoader;
std::vector<ObjectTypeHeader> LevelLoader::LoadLevel(std::string fileName)
struct LevelLoader::PrivData
{
return parser.Parse(fileName);
LevelParser parser;
std::string folderPath;
};
LevelLoader::LevelLoader()
: pData(new PrivData)
{
pData->folderPath = "Standard path";
}
LevelLoader::~LevelLoader()
{
}
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
{
return pData->parser.Parse(fileName);
}
LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
{
return parser.ParseHeader(fileName);
return pData->parser.ParseHeader(fileName);
}

View File

@ -7,9 +7,8 @@
#include <string>
#include <vector>
#include <Vector.h>
#include "../Misc/Utilities.h"
#include "ObjectDefines.h"
#include "LevelParser.h"
namespace GameLogic
{
@ -17,15 +16,15 @@ namespace GameLogic
{
public:
LevelLoader(){this->parser = GameLogic::LevelFileLoader::LevelParser(); }
~LevelLoader(){}
LevelLoader();
~LevelLoader();
/********************************************************
* Loads the level and objects from file.
* @param fileName: Path to the level-file that you want to load.
* @return: Returns all structs with objects and information about the level.
********************************************************/
std::vector<ObjectTypeHeader> LoadLevel(std::string fileName);
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LoadLevel(std::string fileName);
/********************************************************
* Just for fast access for the meta information about the level.
@ -35,7 +34,8 @@ namespace GameLogic
LevelMetaData LoadLevelHeader(std::string fileName); //.
private:
GameLogic::LevelFileLoader::LevelParser parser;
struct PrivData;
Utility::DynamicMemory::SmartPointer<PrivData> pData;
};
}

View File

@ -1,3 +1,7 @@
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "LevelParser.h"
#include "Loader.h"
@ -5,10 +9,11 @@
using namespace GameLogic;
using namespace ::LevelFileLoader;
using namespace Utility::DynamicMemory;
LevelParser::LevelParser()
{
formatVersion.formatVersionMajor = 1;
formatVersion.formatVersionMajor = 2;
formatVersion.formatVersionMinor = 0;
}
@ -16,49 +21,159 @@ LevelParser::~LevelParser()
{
}
std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filename)
{
int bufferSize = 0;
int counter = 0;
std::vector<ObjectTypeHeader> objects;
std::vector<SmartPointer<ObjectTypeHeader>> objects;
//Read entire level file.
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
FormatVersion levelFormatVersion;
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty vector, because it will most likely fail to read the level format.
return objects;
}
while(counter < bufferSize)
{
//Get typeID
ObjectTypeHeader typeID;
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch((int)typeID.typeID)
switch((int)typeID)
{
case ObjectType_LevelMetaData:
{
LevelMetaData header;
ParseLevelMetaData(&buffer[counter], header, counter);
SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
objects.push_back(header);
break;
}
case ObjectType_Dynamic:
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
//Unless they are changed to not be the same.
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], &header, sizeof(header));
//Get specialType.
ObjectSpecialType specialType;
ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
switch(specialType)
{
//These three does not have any specail variables at this time.
//There for they are using the same 'parser'.
case ObjectSpecialType_World:
case ObjectSpecialType_Building:
case ObjectSpecialType_Damaging:
case ObjectSpecialType_Explosive:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter);
objects.push_back(header);
counter += sizeof(header);
break;
}
case ObjectSpecialType_JumpPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter);
//Read the spec
ParseObject(&buffer[counter], header->direction, 16);
objects.push_back(header);
break;
}
case ObjectSpecialType_BoostPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], header->direction, 16);
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal:
{
PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], header->destination, 12);
objects.push_back(header);
break;
}
case ObjectSpecialType_SpawnPoint:
{
SpawnPointAttributes* header = new SpawnPointAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], header->spawnPosition, 12);
objects.push_back(header);
break;
}
default:
//Couldn't find specialType
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
{
PointLight* header = new PointLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_DirectionalLight:
{
DirectionalLight* header = new DirectionalLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
case LightType_SpotLight:
{
SpotLight* header = new SpotLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
break;
}
default:
//Undefined LightType.
break;
}
break;*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
break;
@ -82,30 +197,87 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
FormatVersion levelFormatVersion;
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty levelHeader with ObjectType_Unknown.
//Because it will not be able to read another version of the level format.
return levelHeader;
}
//Find the header in the returned string.
while(counter < bufferSize)
{
ObjectTypeHeader typeID;
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch(typeID.typeID)
switch(typeID)
{
case ObjectType_LevelMetaData:
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
return levelHeader;
break;
case ObjectType_Dynamic:
//Do not call parse this object, since we are only interested in the LevelMetaData
//Only increase the counter size
counter += sizeof(ObjectHeader);
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], header, counter);
switch(header.specialTypeID)
{
case ObjectSpecialType_JumpPad:
counter += sizeof(16);
break;
case ObjectSpecialType_BoostPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal:
counter += sizeof(12);
break;
case ObjectSpecialType_SpawnPoint:
counter += sizeof(12);
break;
default:
break;
}
break;
}
case ObjectType_Light:
{
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support pointlight for now.
counter += sizeof(BasicLight);
/*
switch(lightType)
{
case LightType_PointLight:
{
counter += sizeof(PointLight);
break;
}
case LightType_DirectionalLight:
{
counter += sizeof(DirectionalLight);
break;
}
case LightType_SpotLight:
{
counter += sizeof(SpotLight);
break;
}
default:
//Undefined LightType.
break;
}*/
}
default:
//Couldn't find typeID. FAIL!!!!!!

View File

@ -4,6 +4,7 @@
#include <string>
#include <vector>
#include "ObjectDefines.h"
#include "../Misc/Utilities.h"
namespace GameLogic
{
@ -16,13 +17,13 @@ namespace GameLogic
~LevelParser();
//
std::vector<ObjectTypeHeader> Parse(std::string filename);
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> Parse(std::string filename);
//
LevelMetaData ParseHeader(std::string filename);
private:
FormatVersion formatVersion;
LevelLoaderInternal::FormatVersion formatVersion;
};
}

View File

@ -15,11 +15,27 @@ namespace GameLogic
ObjectType_LevelMetaData,
ObjectType_Static,
ObjectType_Dynamic,
ObjectType_Light,
//Etc
ObjectType_NUM_OF_TYPES,
ObjectType_Unknown = -1,
ObjectType_Unknown = -1
};
enum ObjectSpecialType
{
ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building,
ObjectSpecialType_Damaging,
ObjectSpecialType_Explosive,
ObjectSpecialType_JumpPad,
ObjectSpecialType_BoostPad,
ObjectSpecialType_Portal,
ObjectSpecialType_SpawnPoint,
ObjectSpecialType_Count,
ObjectSpecialType_Unknown = -1
};
enum UsePhysics
@ -27,9 +43,31 @@ namespace GameLogic
UsePhysics_UseFullPhysics,
UsePhysics_IgnoreGravity,
UsePhysics_IgnorePhysics,
UsePhysics_IgnoreCollision,
UsePhysics_Count,
UsePhysics_Unknown = -1,
UsePhysics_Unknown = -1
};
enum CollisionGeometryType
{
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
};
//Only supports Pointlight right now.
enum LightType
{
LightType_PointLight,
//LightType_DirectionalLight,
//LightType_SpotLight,
LightType_Count,
LightType_Unknown = -1
};
//Should this be moved somewhere else?
@ -40,22 +78,43 @@ namespace GameLogic
//Etc
GameMode_Count,
GameMode_Unknown = -1,
GameMode_Unknown = -1
};
enum WorldSize
{
WorldSize_Tiny,
WorldSize_Small,
WorldSize_Medium,
WorldSize_Big,
WorldSize_Humongous,
WorldSize_Count,
WorldSize_Unknown = -1
};
/************************************
Structs
*************************************/
namespace LevelLoaderInternal
{
struct FormatVersion
{
int formatVersionMajor;
int formatVersionMinor;
unsigned int formatVersionMajor;
unsigned int formatVersionMinor;
FormatVersion()
: formatVersionMajor(0), formatVersionMinor(0)
{}
FormatVersion(unsigned int major, unsigned int minor)
: formatVersionMajor(major), formatVersionMinor(minor)
{}
bool operator ==(const FormatVersion& obj)
{
return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor);
return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor);
}
bool operator !=(const FormatVersion& obj)
@ -63,47 +122,150 @@ namespace GameLogic
return !(*this == obj);
}
};
}
struct ObjectTypeHeader
{
ObjectType typeID;
//Unless this is here the object destructor wont be called.
virtual ~ObjectTypeHeader(){}
};
namespace LevelLoaderInternal
{
const FormatVersion boundingVolumeVersion(1, 0);
struct BoundingVolumeBase
{
float position[3];
};
struct BoundingVolumeBox : public BoundingVolumeBase
{
float size[3];
float angularAxis[3];
float angle;
};
struct BoundingVolumeSphere : public BoundingVolumeBase
{
float radius;
};
struct BoundingVolumeCylinder : public BoundingVolumeBase
{
float length;
float angularAxis[3];
float angle;
float radius;
};
struct BoundingVolume
{
CollisionGeometryType geoType;
union
{
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
};
};
struct PhysicsObject
{
UsePhysics usePhysics;
float mass;
float elasticity;
float inertiaMagnitude[3];
float inertiaRotation[3];
float frictionCoeffStatic;
float frictionCoeffDynamic;
float inertiaTensor[16];
UsePhysics usePhysics;
float restitutionCoeff;
BoundingVolume boundingVolume;
};
}
struct LevelMetaData : ObjectTypeHeader
struct LevelMetaData : public ObjectTypeHeader
{
std::string levelName;
FormatVersion levelVersion;
unsigned int levelVersion;
std::string levelDescription;
std::string levelAuthor;
int maxNumberOfPlayer;
float worldSize;
int overviewPictureID;
unsigned int maxNumberOfPlayer;
WorldSize worldSize;
std::string overviewPicturePath;
std::vector<GameMode> gameModesSupported;
virtual ~LevelMetaData(){}
};
struct ObjectHeader : public ObjectTypeHeader
struct ObjectHeader : public ObjectTypeHeader, public LevelLoaderInternal::PhysicsObject
{
//Special type id for special objects: portal, jumppad, exploding objects, etc.
ObjectSpecialType specialTypeID;
//Model,
int ModelID;
//Texture
int TextureID;
std::string ModelFile;
//Position
float position[3];
//Rotation
float rotation[3];
float angle;
//Scale
float scale[3];
virtual ~ObjectHeader(){}
};
/************************************
Special objects
*************************************/
struct JumpPadAttributes : public ObjectHeader
{
float direction[3];
float power;
};
struct PortalAttributes : public ObjectHeader
{
float destination[3];
};
struct SpawnPointAttributes : public ObjectHeader
{
float spawnPosition[3];
};
/************************************
Lights
*************************************/
struct BasicLight : public ObjectTypeHeader
{
LightType lightType; //Is not used right now
float color[3];
float position[3];
float raduis;
float intensity;
};
/* We only support pointlight right now.
struct PointLight : public BasicLight
{
float position[3];
};
struct DirectionalLight : public BasicLight
{
float direction[3];
};
struct SpotLight : public BasicLight
{
float direction[3];
float range;
float attenuation[3];
};*/
}
#endif

View File

@ -4,6 +4,7 @@
#include "ParseFunctions.h"
#include "../../../Misc/Packing/Packing.h"
#include "Loader.h"
#include <string>
using namespace Oyster::Packing;
@ -20,11 +21,46 @@ namespace GameLogic
memcpy(header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size)
{
char tempName[128];
unsigned int tempSize = 0;
int start = 0;
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&header.specialTypeID, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
//The reset of the object struct
//3 float[3], 1 float
memcpy(&header.position, &buffer[start], 40);
start += 40;
//Physics struct
//2 float[3], 4 float, 1 uint
memcpy(&header.usePhysics, &buffer[start], 44);
start += 44;
//Read path for bounding volume
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
size += start;
}
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
{
int start = 0;
int tempSize;
char tempName[100];
unsigned int tempSize;
char tempName[128];
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
@ -36,8 +72,8 @@ namespace GameLogic
header.levelName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&header.levelVersion, &buffer[start], 8);
start += 8;
memcpy(&header.levelVersion, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start +=4;
@ -59,9 +95,13 @@ namespace GameLogic
memcpy(&header.worldSize, &buffer[start], 4);
start += 4;
memcpy(&header.overviewPictureID, &buffer[start], 4);
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
@ -76,5 +116,55 @@ namespace GameLogic
size += start;
}
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size)
{
int start = 0;
int tempSize = 0;
char tempName[128];
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
//Läs in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile("E:\\Dropbox\\Programming\\Github\\Danbias\\Bin\\Content\\Worlds\\cgf\\"+ fileName, fileLength);
LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buffer[0], sizeof(version));
memcpy(&volume.geoType, &buf[8], sizeof(volume.geoType));
//start += sizeof(volume.geoType);
switch(volume.geoType)
{
case CollisionGeometryType_Box:
memcpy(&volume.box, &buf[12], sizeof(volume.box));
//start += sizeof(volume.box);
break;
case CollisionGeometryType_Sphere:
memcpy(&volume.sphere, &buf[12], sizeof(volume.sphere));
//start += sizeof(volume.sphere);
break;
case CollisionGeometryType_Cylinder:
memcpy(&volume.cylinder, &buf[12], sizeof(volume.cylinder));
//start += sizeof(volume.cylinder);
break;
default:
break;
}
size += start;
}
}
}

View File

@ -10,8 +10,18 @@ namespace GameLogic
{
namespace LevelFileLoader
{
/*
These functions will copy data from where the buffer pointer points.
header is the destination where the data will be copied.
size is either the size of the data to be copied (if it is NOT sent by reference).
Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied.
*/
void ParseObject(char* buffer, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
}
}

View File

@ -22,8 +22,8 @@ Object::Object()
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(OBJECT_TYPE type)
@ -34,8 +34,8 @@ Object::Object(OBJECT_TYPE type)
Oyster::Physics::API::Instance().AddObject(rigidBody);
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
@ -44,8 +44,8 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
this->rigidBody = rigidBody;
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
@ -57,8 +57,8 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
@ -71,8 +71,8 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
@ -86,13 +86,13 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustom
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{
setState.ApplyLinearImpulse(force);
newPhysicsState.ApplyLinearImpulse(force);
}
@ -119,19 +119,80 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
void Object::BeginFrame()
{
this->rigidBody->SetState(this->setState);
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
{
//error
int i =0 ;
}
if(currPhysicsState.GetCenterPosition() !=currPhysicsState.GetCenterPosition())
{
//error
int i =0 ;
}
if(currPhysicsState.GetAngularAxis() !=currPhysicsState.GetAngularAxis())
{
//error
int i =0 ;
}
this->rigidBody->SetState(this->newPhysicsState);
}
// update physic
void Object::EndFrame()
{
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
{
//error
int i =0 ;
}
this->currPhysicsState = this->rigidBody->GetState();
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
{
//error
int i =0 ;
}
if(currPhysicsState.GetGravityNormal() !=currPhysicsState.GetGravityNormal())
{
//error
int i =0 ;
}
Oyster::Math::Float4x4 rotMatrix = setState.GetOrientation(); //Oyster::Math3D::RotationMatrix(rot, axis);
//Oyster::Math3D::SnapAxisYToNormal_UsingNlerp(rotMatrix, -setState.GetGravityNormal());
//setState.SetOrientation(rotMatrix);
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
if(currPhysicsState.GetGravityNormal()!= Float3::null)
{
Oyster::Math::Float4 axis;
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(currPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(currPhysicsState.GetGravityNormal()), axis);
if(axis !=axis)
{
//error
int i =0 ;
}
currPhysicsState.SetRotation(axis.xyz);
currPhysicsState.SetAngularMomentum(Float3::null);
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
debug += currPhysicsState.GetGravityNormal();
}
Oyster::Math::Float3 pos = currPhysicsState.GetCenterPosition();
Oyster::Math::Float3 up = -currPhysicsState.GetGravityNormal();
//300, 0,0,
//1,0,0
if( pos.GetLength() < 303.5f)
{
Oyster::Math::Float moveUp = 303.5 - pos.GetLength();
up *= moveUp;
currPhysicsState.SetCenterPosition(pos + up);
}
if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
{
//error
int i =0 ;
}
this->newPhysicsState = this->currPhysicsState;
}
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))

View File

@ -35,24 +35,26 @@ namespace GameLogic
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
void BeginFrame();
void EndFrame();
virtual void BeginFrame();
virtual void EndFrame();
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
OBJECT_TYPE type;
int objectID;
protected:
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Physics::ICustomBody::State setState;
Oyster::Physics::ICustomBody::State getState;
Oyster::Physics::ICustomBody::State newPhysicsState;
Oyster::Physics::ICustomBody::State currPhysicsState;
static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
};
}

View File

@ -6,7 +6,7 @@
using namespace GameLogic;
using namespace Oyster::Physics;
const int MOVE_FORCE = 500;
Player::Player()
:DynamicObject()
{
@ -58,6 +58,26 @@ Player::~Player(void)
}
}
void Player::BeginFrame()
{
weapon->Update(0.002f);
Object::BeginFrame();
}
void Player::EndFrame()
{
// snap to axis
Object::EndFrame();
// rotate
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
currPhysicsState.AddRotation(deltaAxis);
dx = 0;
this->newPhysicsState = this->currPhysicsState;
}
void Player::Move(const PLAYER_MOVEMENT &movement)
{
switch(movement)
@ -86,24 +106,32 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
void Player::MoveForward()
{
setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime()));
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
newPhysicsState.ApplyLinearImpulse(forward * (MOVE_FORCE * this->gameInstance->GetFrameTime()));
}
void Player::MoveBackwards()
{
setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime());
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
newPhysicsState.ApplyLinearImpulse(-forward * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
void Player::MoveRight()
{
//Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
newPhysicsState.ApplyLinearImpulse(-r * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
void Player::MoveLeft()
{
//Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
newPhysicsState.ApplyLinearImpulse(r * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
void Player::UseWeapon(const WEAPON_FIRE &usage)
@ -113,31 +141,28 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0);
this->newPhysicsState.SetCenterPosition(spawnPoint);
}
void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
{
this->lookDir = lookDir;
Oyster::Math::Float dx = lookDir.w;
if(dx > 0.0f)
{
int i =0 ;
}
Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
Oyster::Math::Float4 pos = setState.GetCenterPosition();
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
// cant set rotation
//setState.SetOrientation(world);
//this->lookDir = lookDir - up.xyz;
//this->lookDir = lookDir;
//this->setState.AddRotation(Oyster::Math::Float4(x, y));
//this->setState.SetRotation();
this->lookDir = lookDir.xyz;
this->dx = lookDir.w;
}
void Player::Jump()
{
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
bool Player::IsWalking()
@ -155,11 +180,11 @@ bool Player::IsIdle()
Oyster::Math::Float3 Player::GetPosition() const
{
return (Oyster::Math::Float3)getState.GetCenterPosition();
return (Oyster::Math::Float3)currPhysicsState.GetCenterPosition();
}
Oyster::Math::Float4x4 Player::GetOrientation() const
{
return this->getState.GetOrientation();
return this->currPhysicsState.GetOrientation();
}
Oyster::Math::Float3 Player::GetLookDir() const
{
@ -177,5 +202,13 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage)
{
this->life -= damage;
this->life = 0;
if(this->life <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this);
}
}

View File

@ -48,7 +48,7 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3 lookDir);
void Rotate(const Oyster::Math3D::Float4 lookDir);
/********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
@ -71,6 +71,12 @@ namespace GameLogic
void DamageLife(int damage);
void BeginFrame();
void EndFrame();
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
void Jump();
@ -80,6 +86,7 @@ namespace GameLogic
Weapon *weapon;
PLAYER_STATE playerState;
Oyster::Math::Float3 lookDir;
Oyster::Math::Float dx;
bool hasTakenDamage;
float invincibleCooldown;

View File

@ -1,4 +1,5 @@
#include "StaticObject.h"
#include "CollisionManager.h"
using namespace GameLogic;
@ -17,7 +18,8 @@ StaticObject::StaticObject(OBJECT_TYPE type)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:Object(rigidBody,type)
{
this->rigidBody->SetGravity(true);
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
}
StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)

View File

@ -126,3 +126,8 @@ void Weapon::SelectAttatchment(int socketID)
}
}
void Weapon::Update(float dt)
{
selectedAttatchment->Update(dt);
}

View File

@ -20,6 +20,7 @@ namespace GameLogic
~Weapon(void);
void Use(const WEAPON_FIRE &usage, float dt);
void Update(float dt);
void AddNewAttatchment(IAttatchment *attatchment, Player *owner);
void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner);

View File

@ -69,6 +69,7 @@ namespace GameLogic
float lookDirX;
float lookDirY;
float lookDirZ;
float deltaX;
Protocol_PlayerLook()
{
@ -78,6 +79,7 @@ namespace GameLogic
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
}
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
@ -85,12 +87,14 @@ namespace GameLogic
lookDirX = p[1].value.netFloat;
lookDirY = p[2].value.netFloat;
lookDirZ = p[3].value.netFloat;
deltaX = p[4].value.netFloat;
}
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
{
lookDirX = val[1].value.netFloat;
lookDirY = val[2].value.netFloat;
lookDirZ = val[3].value.netFloat;
deltaX = val[4].value.netFloat;
return *this;
}
@ -99,6 +103,8 @@ namespace GameLogic
this->protocol[1].value = lookDirX;
this->protocol[2].value = lookDirY;
this->protocol[3].value = lookDirZ;
this->protocol[4].value = deltaX;
return &protocol;
}
@ -136,7 +142,9 @@ namespace GameLogic
struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
{
bool hasShot;
bool primaryPressed;
bool secondaryPressed;
bool utilityPressed;
Protocol_PlayerShot()
{
@ -144,19 +152,27 @@ namespace GameLogic
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
}
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
{
hasShot = p[1].value.netBool;
primaryPressed = p[1].value.netBool;
secondaryPressed = p[2].value.netBool;
utilityPressed = p[3].value.netBool;
}
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
{
hasShot = val[1].value.netBool;
primaryPressed = val[1].value.netBool;
secondaryPressed = val[2].value.netBool;
utilityPressed = val[3].value.netBool;
return *this;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = hasShot;
this->protocol[1].value = primaryPressed;
this->protocol[2].value = secondaryPressed;
this->protocol[3].value = utilityPressed;
return &protocol;
}

View File

@ -200,6 +200,9 @@
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference>
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -86,12 +86,14 @@ namespace DanBias
if(dynamic_cast<IPlayerData*> (movedObject))
{
IPlayerData* temp = (IPlayerData*)movedObject;
temp->GetID();
int id = temp->GetID();
Oyster::Math::Float4x4 world = temp->GetOrientation();
Protocol_ObjectPosition p(world, 2);
Protocol_ObjectPosition p(world, id);
GameSession::gameSession->Send(*p.GetProtocol());
}
GameLogic::IObjectData* obj = NULL;
if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
{
@ -100,27 +102,31 @@ namespace DanBias
{
if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
{
obj->GetID();
int id = obj->GetID();
Oyster::Math::Float4x4 world =obj->GetOrientation();
Protocol_ObjectPosition p(world, 0);
GameSession::gameSession->Send(*p.GetProtocol());
Protocol_ObjectPosition p(world, id);
//GameSession::gameSession->Send(*p.GetProtocol());
}
}
obj = NULL;
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(1);
int count = ((GameLogic::ILevelData*)movedObject)->getNrOfDynamicObj();
for( int i = 0; i < count; i++ )
{
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(i+1);
if(obj)
{
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
{
obj->GetID();
int id = obj->GetID();
Oyster::Math::Float4x4 world = obj->GetOrientation();
Protocol_ObjectPosition p(world, 1);
Protocol_ObjectPosition p(world, id);
GameSession::gameSession->Send(*p.GetProtocol());
}
}
}
}
}
@ -170,10 +176,11 @@ namespace DanBias
}
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{
Oyster::Math3D::Float3 lookDir;
Oyster::Math3D::Float4 lookDir;
lookDir.x = p.lookDirX;
lookDir.y = p.lookDirY;
lookDir.z = p.lookDirZ;
lookDir.w = p.deltaX;
c->GetPlayer()->Rotate(lookDir);
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
@ -182,7 +189,10 @@ namespace DanBias
}
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
}
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
{

View File

@ -57,7 +57,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
return cmdShow;
}
serverThread = std::thread(ServerFnc);
//serverThread = std::thread(ServerFnc);
Sleep(200);

View File

@ -40,6 +40,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef)
data.next = NULL;
data.prev = NULL;
data.customBodyRef = customBodyRef;
data.limbo = false;
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (data.customBodyRef, this->leafData.size()));
this->leafData.push_back(data);
@ -64,6 +65,33 @@ void Octree::MoveToUpdateQueue(UniquePointer< ICustomBody > customBodyRef)
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<const ICustomBody*, unsigned int>::iterator it = this->mapReferences.find(customBodyRef);
@ -86,7 +114,7 @@ std::vector<ICustomBody*>& Octree::Sample(ICustomBody* customBodyRef, std::vecto
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
{
updateList.push_back(this->leafData[i].customBodyRef);
}
@ -99,7 +127,7 @@ std::vector<ICustomBody*>& Octree::Sample(const Oyster::Collision3D::ICollideabl
{
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(this->leafData[i].container.Intersects(collideable))
if(!this->leafData[i].limbo && this->leafData[i].container.Intersects(collideable))
{
updateList.push_back(this->leafData[i].customBodyRef);
}
@ -121,7 +149,7 @@ void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction )
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
{
hitAction(*this, tempRef, i);
}
@ -132,7 +160,7 @@ void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, void* a
{
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(collideable.Intersects(this->leafData[i].container))
if(!this->leafData[i].limbo && collideable.Intersects(this->leafData[i].container))
{
hitAction( this->GetCustomBody(i), args );
}

View File

@ -29,6 +29,8 @@ namespace Oyster
::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
bool limbo;
unsigned int queueRef;
};
@ -48,6 +50,10 @@ namespace Oyster
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<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList);
@ -66,6 +72,7 @@ namespace Oyster
private:
std::vector < Data > leafData;
std::vector < Data* > updateQueue;
std::vector < Data* > limbo;
std::map< const ICustomBody*, unsigned int > mapReferences;

View File

@ -15,7 +15,7 @@ API_Impl API_instance;
namespace
{
void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef )
{ /** @todo TODO: OnPossibleCollision is a temporary solution .*/
{
auto proto = worldScene.GetCustomBody( protoTempRef );
auto deuter = worldScene.GetCustomBody( deuterTempRef );
@ -26,11 +26,41 @@ namespace
ICustomBody::State protoState; proto->GetState( protoState );
ICustomBody::State deuterState; deuter->GetState( deuterState );
Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ),
deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
// calc from perspective of deuter.
Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )).GetNormalized(); // Init value is only borrowed
if( normal.Dot(normal) > 0.0f )
{
deuter->GetNormalAt( worldPointOfContact, normal );
}
else
{ // special case: deuter is completly contained within proto or they have overlapping centers.
normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f );
if( normal.Dot(normal) == 0.0f )
{ // they have overlapping centers. Rebound at least
// calculate and store time interpolation value, for later rebound.
proto->SetTimeOfContact( worldPointOfContact );
return;
}
// borrowing the negated normal of proto.
proto->GetNormalAt( worldPointOfContact, normal );
normal = -normal;
}
normal.Normalize();
Float4 protoG = Float4(protoState.GetLinearMomentum( worldPointOfContact.xyz ), 0),
deuterG = Float4(deuterState.GetLinearMomentum( worldPointOfContact.xyz ), 0);
if( normal != normal ) // debug: trap
const char *breakpoint = "This should never happen";
if( protoG != protoG ) // debug: trap
const char *breakpoint = "This should never happen";
if( deuterG != deuterG ) // debug: trap
const char *breakpoint = "This should never happen";
// calc from perspective of deuter
Float4 normal; deuter->GetNormalAt( worldPointOfContact, normal );
Float protoG_Magnitude = protoG.Dot( normal ),
deuterG_Magnitude = deuterG.Dot( normal );
@ -60,6 +90,20 @@ namespace
return;
}
// PLayerHAck
if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response )
{
Float3 linearMomentum = protoState.GetLinearMomentum();
Float3 up = -protoState.GetGravityNormal();
Float3 upForce = (linearMomentum.Dot(up) * up);
Float3 noBounceForce = linearMomentum - upForce;
protoState.SetLinearMomentum(noBounceForce);
proto->SetState(protoState);
return;
}
// calculate and store time interpolation value, for later rebound.
proto->SetTimeOfContact( worldPointOfContact );
// bounce
Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
@ -68,9 +112,25 @@ namespace
// calc from perspective of proto
normal = (worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f )).GetNormalized();
if( normal.Dot(normal) > 0.0f )
{
proto->GetNormalAt( worldPointOfContact, normal );
protoG_Magnitude = protoG.Dot( normal ),
protoG_Magnitude = protoG.Dot( normal );
deuterG_Magnitude = deuterG.Dot( normal );
}
else
{ // special case: proto is completly contained within deuter.
// borrowing the negated normal of deuter.
deuter->GetNormalAt( worldPointOfContact, normal );
normal = -normal;
protoG_Magnitude = -protoG_Magnitude;
deuterG_Magnitude = -deuterG_Magnitude;
}
if( normal != normal ) // debug: trap
const char *breakpoint = "This should never happen";
// bounce
Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(),
@ -79,9 +139,13 @@ namespace
Float4 bounce = Average( bounceD, bounceP );
Float4 friction = Formula::CollisionResponse::Friction( protoG_Magnitude, normal,
Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() );
protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz );
protoState.ApplyImpulse( bounce.xyz - friction.xyz, worldPointOfContact.xyz, normal.xyz );
proto->SetState( protoState );
Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() );
@ -184,10 +248,13 @@ void API_Impl::Update()
}
}
if( gravityImpulse != gravityImpulse ) // debug: trap
const char *breakpoint = "This should never happen";
if( gravityImpulse != Float4::null )
{
state.ApplyLinearImpulse( gravityImpulse.xyz );
(*proto)->SetGravityNormal( gravityImpulse.GetNormalized().xyz );
state.SetGravityNormal( gravityImpulse.GetNormalized().xyz );
(*proto)->SetState( state );
}
@ -198,24 +265,27 @@ void API_Impl::Update()
proto = updateList.begin();
for( ; proto != updateList.end(); ++proto )
{
Float3 lM = state.GetLinearMomentum() + state.GetLinearImpulse();
(*proto)->GetState( state );
Float3 lM = state.GetLinearMomentum();
if( lM.x < this->epsilon )
//LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f);
if( abs(lM.x) < this->epsilon )
{
state.SetLinearMomentum( Float3(0, lM.y, lM.z) );
state.SetLinearImpulse( Float3(0, lM.y, lM.z) );
state.linearMomentum.x = 0;
}
if( lM.y < this->epsilon )
if( abs(lM.y) < this->epsilon )
{
state.SetLinearMomentum( Float3(lM.x, 0, lM.z) );
state.SetLinearImpulse( Float3(lM.x, 0, lM.z) );
state.linearMomentum.y = 0;
}
if( lM.z < this->epsilon )
if( abs(lM.z) < this->epsilon )
{
state.SetLinearMomentum( Float3(lM.x, lM.y, 0) );
state.SetLinearImpulse( Float3(lM.x, lM.y, 0) );
state.linearMomentum.z = 0;
}
(*proto)->SetState( state );
switch( (*proto)->Update(this->updateFrameLength) )
{
case UpdateState_altered:
@ -230,17 +300,16 @@ void API_Impl::Update()
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
{
//! @todo TODO: implement stub
return true;
return this->worldScene.IsInLimbo( objRef );
}
void API_Impl::MoveToLimbo( const ICustomBody* objRef )
{
/** @todo TODO: Fix this function.*/
this->worldScene.MoveToLimbo( objRef );
}
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
{
/** @todo TODO: Fix this function.*/
this->worldScene.ReleaseFromLimbo( objRef );
}
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )

View File

@ -49,6 +49,12 @@ SimpleRigidBody::SimpleRigidBody()
this->onCollision = Default::EventAction_BeforeCollisionResponse;
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
this->onMovement = Default::EventAction_Move;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
this->scene = nullptr;
this->customTag = nullptr;
this->ignoreGravity = this->isForwarded = false;
@ -56,9 +62,13 @@ SimpleRigidBody::SimpleRigidBody()
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
{
//this->rigid.SetRotation( desc.rotation );
this->rigid = RigidBody();
this->rigid.SetRotation( desc.rotation );
this->rigid.centerPos = desc.centerPosition;
this->rigid.SetSize( desc.size );
this->rigid.restitutionCoeff = desc.restitutionCoeff;
this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
this->rigid.SetMass_KeepMomentum( desc.mass );
this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor );
this->deltaPos = Float4::null;
@ -66,6 +76,11 @@ SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
this->gravityNormal = Float3::null;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
if( desc.subscription_onCollision )
{
this->onCollision = desc.subscription_onCollision;
@ -128,7 +143,7 @@ SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targ
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
{
this->rigid.centerPos = state.GetCenterPosition();
//this->rigid.SetRotation( state.GetRotation() ); //! HACK: @todo Rotation temporary disabled
this->rigid.axis = state.GetAngularAxis();
this->rigid.boundingReach = state.GetReach();
this->rigid.momentum_Linear = state.GetLinearMomentum();
this->rigid.momentum_Angular = state.GetAngularMomentum();
@ -198,6 +213,26 @@ bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointO
return object.Intersects( Box(this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize()), worldPointOfContact );
}
void SimpleRigidBody::SetTimeOfContact( Float4 &worldPointOfContact )
{
Point pointOfContact = Point( worldPointOfContact );
Box start = Box();
{
start.rotation = RotationMatrix( this->collisionRebound.previousSpatial.axis );
start.center = this->collisionRebound.previousSpatial.center;
start.boundingOffset = this->collisionRebound.previousSpatial.reach;
}
Box end = Box();
{
end.rotation = RotationMatrix( this->rigid.axis );
end.center = this->rigid.centerPos;
end.boundingOffset = this->rigid.boundingReach;
}
Float timeOfContact = ::Oyster::Collision3D::Utility::TimeOfContact( start, end, pointOfContact );
this->collisionRebound.timeOfContact = Min( this->collisionRebound.timeOfContact, timeOfContact );
}
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.GetMagnitude() );
@ -290,21 +325,50 @@ void * SimpleRigidBody::GetCustomTag() const
// return this->rigid.GetLinearVelocity();
//}
UpdateState SimpleRigidBody::Update( Float timeStepLength )
{
if( this->isForwarded )
if( this->collisionRebound.timeOfContact < 1.0f )
{ // Rebound if needed
this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
timeStepLength *= 2.0f - this->collisionRebound.timeOfContact; // compensate for rebounded time
this->collisionRebound.timeOfContact = 1.0f;
}
// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
Float4 temp;
::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
this->rigid.axis -= ((2.0f * pi) * temp).xyz;
// Update rebound data
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
// Check if this is close enough to be set resting
temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz );
this->deltaPos = Float4::null;
this->deltaAxis = Float4::null;
this->isForwarded = false;
unsigned char resting = 0;
if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.momentum_Linear = Float3::null;
resting = 1;
}
if( this->rigid.momentum_Angular.Dot(this->rigid.momentum_Angular) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.momentum_Angular = Float3::null;
++resting;
}
if( resting == 2 )
{
this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
return UpdateState_resting;
}
}
this->rigid.Update_LeapFrog( timeStepLength );
//! @todo TODO: compare previous and new state and return result
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
return UpdateState_altered;
}

View File

@ -30,6 +30,8 @@ namespace Oyster { namespace Physics
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact );
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
@ -65,9 +67,17 @@ namespace Oyster { namespace Physics
::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float4 deltaPos, deltaAxis;
::Oyster::Math::Float3 gravityNormal;
struct
{
struct { ::Oyster::Math::Float3 center, axis, reach; } previousSpatial;
::Oyster::Math::Float timeOfContact;
} collisionRebound;
EventAction_BeforeCollisionResponse onCollision;
EventAction_AfterCollisionResponse onCollisionResponse;
EventAction_Move onMovement;
Octree *scene;
void *customTag;
bool ignoreGravity, isForwarded;

View File

@ -11,11 +11,17 @@ using namespace ::Utility::Value;
SphericalRigidBody::SphericalRigidBody()
{
this->rigid = RigidBody();
this->rigid.SetMass_KeepMomentum( 10.0f );
this->rigid.SetMass_KeepMomentum( 16.0f );
this->gravityNormal = Float3::null;
this->onCollision = Default::EventAction_BeforeCollisionResponse;
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
this->onMovement = Default::EventAction_Move;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
this->scene = nullptr;
this->customTag = nullptr;
this->ignoreGravity = this->isForwarded = false;
@ -24,9 +30,12 @@ SphericalRigidBody::SphericalRigidBody()
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
{
this->rigid = RigidBody();
//this->rigid.SetRotation( desc.rotation );
this->rigid.SetRotation( desc.rotation );
this->rigid.centerPos = desc.centerPosition;
this->rigid.boundingReach = Float4( desc.radius, desc.radius, desc.radius, 0.0f );
this->rigid.restitutionCoeff = desc.restitutionCoeff;
this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
this->rigid.SetMass_KeepMomentum( desc.mass );
this->rigid.SetMomentOfInertia_KeepMomentum( MomentOfInertia::Sphere(desc.mass, desc.radius) );
this->deltaPos = Float4::null;
@ -34,6 +43,11 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
this->gravityNormal = Float3::null;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
if( desc.subscription_onCollision )
{
this->onCollision = desc.subscription_onCollision;
@ -64,6 +78,11 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
this->scene = nullptr;
this->customTag = nullptr;
this->ignoreGravity = desc.ignoreGravity;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
}
SphericalRigidBody::~SphericalRigidBody() {}
@ -94,7 +113,7 @@ SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::St
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
{
this->rigid.centerPos = state.GetCenterPosition();
//this->rigid.SetRotation( state.GetRotation() ); //! HACK: @todo Rotation temporary disabled
this->rigid.axis = state.GetAngularAxis();
this->rigid.boundingReach = state.GetReach();
this->rigid.momentum_Linear = state.GetLinearMomentum();
this->rigid.momentum_Angular = state.GetAngularMomentum();
@ -105,6 +124,7 @@ void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
this->rigid.SetMass_KeepMomentum( state.GetMass() );
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
this->rigid.gravityNormal = state.GetGravityNormal();
if( state.IsForwarded() )
{
@ -164,6 +184,17 @@ bool SphericalRigidBody::Intersects( const ICustomBody &object, Float4 &worldPoi
return object.Intersects( Sphere(this->rigid.centerPos, this->rigid.boundingReach.x), worldPointOfContact );
}
void SphericalRigidBody::SetTimeOfContact( Float4 &worldPointOfContact )
{
Point pointOfContact = Point( worldPointOfContact );
Sphere start = Sphere( this->collisionRebound.previousSpatial.center, this->collisionRebound.previousSpatial.reach.x );
Sphere end = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x );
Float timeOfContact = ::Oyster::Collision3D::Utility::TimeOfContact( start, end, pointOfContact );
this->collisionRebound.timeOfContact = Min( this->collisionRebound.timeOfContact, timeOfContact );
}
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x );
@ -218,18 +249,48 @@ void * SphericalRigidBody::GetCustomTag() const
UpdateState SphericalRigidBody::Update( Float timeStepLength )
{
if( this->isForwarded )
if( this->collisionRebound.timeOfContact < 1.0f )
{ // Rebound if needed
this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
timeStepLength *= 2.0f - this->collisionRebound.timeOfContact; // compensate for rebounded time
this->collisionRebound.timeOfContact = 1.0f;
}
// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
Float4 temp;
::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
this->rigid.axis -= ((2.0f * pi) * temp).xyz;
// Update rebound data
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
// Check if this is close enough to be set resting
temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz );
this->deltaPos = Float4::null;
this->deltaAxis = Float4::null;
this->isForwarded = false;
unsigned char resting = 0;
if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.momentum_Linear = Float3::null;
resting = 1;
}
if( this->rigid.momentum_Angular.Dot(this->rigid.momentum_Angular) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.momentum_Angular = Float3::null;
++resting;
}
if( resting == 2 )
{
this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
return UpdateState_resting;
}
}
this->rigid.Update_LeapFrog( timeStepLength );
// compare previous and new state and return result
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
return UpdateState_altered;
}

View File

@ -31,6 +31,8 @@ namespace Oyster { namespace Physics
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact );
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
@ -66,6 +68,13 @@ namespace Oyster { namespace Physics
::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float4 deltaPos, deltaAxis;
::Oyster::Math::Float3 gravityNormal;
struct
{
struct { ::Oyster::Math::Float3 center, axis, reach; } previousSpatial;
::Oyster::Math::Float timeOfContact;
} collisionRebound;
EventAction_BeforeCollisionResponse onCollision;
EventAction_AfterCollisionResponse onCollisionResponse;
EventAction_Move onMovement;

View File

@ -34,7 +34,7 @@ namespace Oyster
namespace Constant
{
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
const float epsilon = (const float)1.0e-7;
const float epsilon = (const float)1.0e-3;
}
class PHYSICS_DLL_USAGE API
@ -242,7 +242,8 @@ namespace Oyster
{
SubscriptMessage_none,
SubscriptMessage_kineticLoss,
SubscriptMessage_ignore_collision_response
SubscriptMessage_ignore_collision_response,
SubscriptMessage_player_collision_response
};
typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
@ -322,6 +323,11 @@ namespace Oyster
********************************************************/
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0;
/********************************************************
* Sets how far back it needs to be interpolated to not be overlapping worldPointOfContact.
********************************************************/
virtual void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact ) = 0;
/********************************************************
* Required by Engine's Collision Search.
* @param targetMem: Provided memory that written into and then returned.

View File

@ -48,26 +48,32 @@ namespace Oyster { namespace Physics { namespace Formula
// Relative momentum after normal impulse
::Oyster::Math::Float4 relativeMomentum = momB - momA;
::Oyster::Math::Float4 tanFriction = relativeMomentum - relativeMomentum.Dot( iN )*iN;
::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 );
magnitudeFriction = magnitudeFriction * mA * mB / ( mA + mB );
::Oyster::Math::Float mu = 0.5f*( sFA + sFB );
::Oyster::Math::Float mu = 0.5f * ( sFA + sFB );
::Oyster::Math::Float4 frictionImpulse;
if( abs(magnitudeFriction) < i*mu )
if( abs(magnitudeFriction) < i * mu )
{
frictionImpulse = magnitudeFriction*tanFriction;
frictionImpulse = magnitudeFriction * tanFriction;
}
else
{
::Oyster::Math::Float dynamicFriction = 0.5f*( dFA + dFB );
frictionImpulse = -i*tanFriction*dynamicFriction;
::Oyster::Math::Float dynamicFriction = 0.5f * ( dFA + dFB );
frictionImpulse = ( -i * dynamicFriction ) * tanFriction;
}
return ( 1 / mA )*frictionImpulse;
return ( 1 / mA ) * frictionImpulse;
}
else
return ::Oyster::Math::Float4::null;
}
}

View File

@ -12,7 +12,7 @@ namespace Oyster
{
inline SimpleBodyDescription::SimpleBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->rotation = ::Oyster::Math::Float3::null;
this->centerPosition = ::Oyster::Math::Float3::null;
this->size = ::Oyster::Math::Float3( 1.0f );
this->mass = 6.0f;
@ -28,7 +28,7 @@ namespace Oyster
inline SphericalBodyDescription::SphericalBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->rotation = ::Oyster::Math::Float3::null;
this->centerPosition = ::Oyster::Math::Float3::null;
this->radius = 0.5f;
this->mass = 10.0f;
@ -124,7 +124,7 @@ namespace Oyster
inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularAxis() const
{
return ::Utility::Value::Radian(this->angularAxis);
return this->angularAxis;
}
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
@ -159,7 +159,12 @@ namespace Oyster
inline ::Oyster::Math::Float3 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const
{
return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos );
::Oyster::Math::Float3 offset = at - this->centerPos;
if( offset.Dot(offset) > 0.0f )
{
return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, offset );
}
return this->linearMomentum;
}
inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularMomentum() const
@ -317,10 +322,14 @@ namespace Oyster
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float3 &j, const ::Oyster::Math::Float3 &at, const ::Oyster::Math::Float3 &normal )
{
::Oyster::Math::Float3 offset = at - this->centerPos;
if( offset.Dot(offset) > 0.0f )
{
::Oyster::Math::Float3 deltaAngularImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, offset );
this->linearImpulse += j - ::Oyster::Physics3D::Formula::TangentialLinearMomentum( deltaAngularImpulse, offset );
this->linearImpulse -= ::Oyster::Physics3D::Formula::TangentialLinearMomentum( deltaAngularImpulse, offset );
this->angularImpulse += deltaAngularImpulse;
}
this->linearImpulse += j;
this->isDisturbed = true;
}

View File

@ -11,7 +11,7 @@ namespace Oyster { namespace Physics
{
struct SimpleBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float3 size;
::Oyster::Math::Float mass;
@ -29,7 +29,7 @@ namespace Oyster { namespace Physics
struct SphericalBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float radius;
::Oyster::Math::Float mass;
@ -115,11 +115,13 @@ namespace Oyster { namespace Physics
bool IsDisturbed() const;
bool IsForwarded() const;
::Oyster::Math::Float3 linearMomentum;
private:
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, kineticFrictionCoeff;
::Oyster::Physics3D::MomentOfInertia inertiaTensor;
::Oyster::Math::Float3 reach, centerPos, angularAxis;
::Oyster::Math::Float3 linearMomentum, angularMomentum;
::Oyster::Math::Float3 angularMomentum;
::Oyster::Math::Float3 linearImpulse, angularImpulse;
::Oyster::Math::Float3 deltaPos, deltaAxis; // Forwarding data sum
::Oyster::Math::Float3 gravityNormal;

View File

@ -315,6 +315,14 @@ namespace Utility
{
using ::std::numeric_limits;
template<typename ValueType>
inline bool Within( const ValueType &value, const ValueType &lower, const ValueType &upper )
{
if( value < lower ) return false;
if( value > upper ) return false;
return true;
}
template<typename ValueType>
inline ValueType Abs( const ValueType &value )
{ return value < 0 ? value * -1 : value; }

View File

@ -16,11 +16,15 @@
#include "../../Misc/Utilities.h"
#include "../../Misc/Thread/IThreadObject.h"
#include "../../Misc/Thread/OysterThread.h"
#include "../../Misc/Packing/Packing.h"
#include <queue>
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace Utility::DynamicMemory;
using namespace Utility::Container;
using namespace std;
/*************************************
PrivateData
@ -35,6 +39,7 @@ struct NetworkClient::PrivateData : public IThreadObject
Translator translator;
OysterThread thread;
OysterByte recieveBuffer;
//Message queue for sending and recieving
ThreadSafeQueue<CustomNetProtocol> sendQueue;
@ -82,6 +87,7 @@ struct NetworkClient::PrivateData : public IThreadObject
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p);
errorCode = this->connection.Send(temp);
if(errorCode != 0)
{
CEA parg;
@ -103,6 +109,10 @@ struct NetworkClient::PrivateData : public IThreadObject
if(errorCode == 0 && temp.GetSize())
{
HandleRecievedData(temp);
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
CustomNetProtocol protocol;
bool ok = this->translator.Unpack(protocol, temp);
@ -114,7 +124,8 @@ struct NetworkClient::PrivateData : public IThreadObject
parg.data.protocol = protocol;
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
}*/
}
//else
//{
@ -127,6 +138,76 @@ struct NetworkClient::PrivateData : public IThreadObject
return errorCode;
}
void HandleRecievedData(OysterByte& data)
{
//Loop through all packages that was recieved and add them to the queue.
unsigned int size = 0;
Oyster::Network::OysterByte msg;
//If there is part of a message in the buffer.
if(recieveBuffer.GetSize() > 0)
{
//cout << "the buffer size: " << recvBuffer.GetSize() <<endl;
unsigned int temp = recieveBuffer.GetSize();
size = Oyster::Packing::Unpacki(recieveBuffer);
if(temp + data.GetSize() > size)
{
msg = recieveBuffer;
recieveBuffer.Clear();
size -= msg.GetSize();
msg.AppendPartOfArray(data, 0, size);
UnpackMessageAndAddToQueue(msg);
}
else if(temp + data.GetSize() == size)
{
msg = recieveBuffer;
recieveBuffer.Clear();
size -= msg.GetSize();
msg += data;
UnpackMessageAndAddToQueue(msg);
return;
}
else
{
recieveBuffer += data;
size = data.GetSize();
return;
}
}
for(unsigned int i = size; i < data.GetSize(); i += size)
{
size = Oyster::Packing::Unpacki(&data.GetByteArray()[i]);
if(i+size > data.GetSize())
{
//Add it to the recvBuffer instead.
recieveBuffer.AppendPartOfArray(data, i, data.GetSize());
break;
}
msg.Clear();
msg.AppendPartOfArray(data, i, i+size);
UnpackMessageAndAddToQueue(msg);
}
}
void UnpackMessageAndAddToQueue(OysterByte& msg)
{
CustomNetProtocol protocol;
bool ok = this->translator.Unpack(protocol, msg);
//Check if the protocol was unpacked correctly
if(ok)
{
CEA parg;
parg.type = CEA::EventType_ProtocolRecieved;
parg.data.protocol = protocol;
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
}
};
unsigned int NetworkClient::PrivateData::currID = 0;

View File

@ -84,8 +84,8 @@ namespace Oyster
*/
std::string GetLanAddress();
/**
*
/** Returns the port the server is listening on.
* @return Returns the port the server has been initiated with.
*/
int NetworkServer::GetPort();

View File

@ -13,7 +13,7 @@
#include "NetworkAPI_Preprocessor.h"
#include "NetworkServerEventStruct.h"
#include "NetworkClient.h"
#include "Utilities.h"
#include "..\Misc\Utilities.h"
#include "DynamicArray.h"
namespace Oyster

View File

@ -48,7 +48,7 @@ void OysterByte::Resize(unsigned int cap)
}
}
int OysterByte::GetSize()
unsigned int OysterByte::GetSize()
{
return size;
}
@ -60,7 +60,7 @@ unsigned char* OysterByte::GetByteArray()
void OysterByte::AddSize(unsigned int size)
{
int newCapacity = this->size + size;
unsigned int newCapacity = this->size + size;
if(newCapacity >= capacity)
{
@ -81,6 +81,32 @@ void OysterByte::SetSize(unsigned int size)
this->size = size;
}
void OysterByte::AppendPartOfArray(OysterByte& source, unsigned int startIndex, unsigned int endIndex)
{
if(startIndex < 0 && startIndex >= endIndex)
return;
if(endIndex > source.size)
return;
unsigned int totalSize = endIndex - startIndex;
totalSize += size;
//Make sure the new data can fit in the array.
if(totalSize > capacity)
{
IncreaseCapacity(totalSize);
}
//Copy over new data.
for(unsigned int i = size; i < totalSize; i++)
{
byteArray[i] = source.byteArray[startIndex++];
}
//Set the new size
size = totalSize;
}
OysterByte& OysterByte::operator =(const OysterByte& obj)
{
delete[] this->byteArray;

View File

@ -25,7 +25,7 @@ namespace Oyster
//Resizes the array with, it does not keep anything in it.
void Resize(unsigned int cap);
int GetSize();
unsigned int GetSize();
unsigned char* GetByteArray();
void AddSize(unsigned int size);
@ -34,6 +34,9 @@ namespace Oyster
//Only sets the private variable 'size'
void SetSize(unsigned int size);
//Copies over a part of the addFrom array and adds it to the end of this array.
void AppendPartOfArray(OysterByte& source, unsigned int startIndex, unsigned int endIndex);
OysterByte& operator =(const OysterByte& obj);
operator char*();

View File

@ -11,27 +11,6 @@
#include "Quaternion.h"
#include <math.h>
namespace std
{
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
{
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
{
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
{
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
}
}
// x2
template<typename ScalarType>
@ -112,6 +91,69 @@ inline ::LinearAlgebra::Vector4<ScalarType> operator * ( const ::LinearAlgebra::
(vector.x * matrix.m14) + (vector.y * matrix.m24) + (vector.z * matrix.m34) + (vector.w * matrix.m44) );
}
namespace std
{
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
{
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
{
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
{
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
}
/*******************************************************************
* @param numerator of the vector vec
* @return the denomiator of the vector vec.
*******************************************************************/
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> modf( const ::LinearAlgebra::Vector2<ScalarType> &vec, ::LinearAlgebra::Vector2<ScalarType> &numerator )
{
::LinearAlgebra::Vector2<ScalarType> denominator;
denominator.x = (ScalarType)modf( vec.x, &numerator.x );
denominator.y = (ScalarType)modf( vec.y, &numerator.y );
return denominator;
}
/*******************************************************************
* @param numerator of the vector vec
* @return the denomiator of the vector vec.
*******************************************************************/
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> modf( const ::LinearAlgebra::Vector3<ScalarType> &vec, ::LinearAlgebra::Vector3<ScalarType> &numerator )
{
::LinearAlgebra::Vector3<ScalarType> denominator;
denominator.x = (ScalarType)modf( vec.x, &numerator.x );
denominator.y = (ScalarType)modf( vec.y, &numerator.y );
denominator.z = (ScalarType)modf( vec.z, &numerator.z );
return denominator;
}
/*******************************************************************
* @param numerator of the vector vec
* @return the denomiator of the vector vec.
*******************************************************************/
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> modf( const ::LinearAlgebra::Vector4<ScalarType> &vec, ::LinearAlgebra::Vector4<ScalarType> &numerator )
{
::LinearAlgebra::Vector4<ScalarType> denominator;
denominator.x = (ScalarType)modf( vec.x, &numerator.x );
denominator.y = (ScalarType)modf( vec.y, &numerator.y );
denominator.z = (ScalarType)modf( vec.z, &numerator.z );
denominator.w = (ScalarType)modf( vec.w, &numerator.w );
return denominator;
}
}
namespace LinearAlgebra
{
// Creates a solution matrix for 'out´= 'targetMem' * 'in'.
@ -325,6 +367,12 @@ namespace LinearAlgebra2D
namespace LinearAlgebra3D
{
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> WorldAxisOf( const ::LinearAlgebra::Quaternion<ScalarType> &rotation, const ::LinearAlgebra::Vector3<ScalarType> &localAxis )
{
return (rotation*localAxis*rotation.GetConjugate()).imaginary;
}
// All Matrix to AngularAxis conversions here is incorrect
//template<typename ScalarType>
//inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
@ -741,6 +789,23 @@ namespace LinearAlgebra3D
inline ::LinearAlgebra::Vector4<ScalarType> NormalProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
template<typename ScalarType>
::LinearAlgebra::Vector4<ScalarType> & SnapAngularAxis( ::LinearAlgebra::Vector4<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector4<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector4<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector4<ScalarType> &targetMem = ::LinearAlgebra::Vector4<ScalarType>() )
{
::LinearAlgebra::Vector4<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis.xyz), localStartNormal.xyz), (ScalarType)0 );
targetMem = ::LinearAlgebra::Vector4<ScalarType>( worldStartNormal.xyz.Cross(worldEndNormal.xyz), (ScalarType)0);
targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );
return targetMem += startAngularAxis;
}
template<typename ScalarType>
::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
{
return targetMem = SnapAngularAxis( ::LinearAlgebra::Vector4<ScalarType>(startAngularAxis, (ScalarType)0),
::LinearAlgebra::Vector4<ScalarType>(localStartNormal, (ScalarType)0),
::LinearAlgebra::Vector4<ScalarType>(worldEndNormal, (ScalarType)0) ).xyz;
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & SnapAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
{
@ -772,11 +837,42 @@ namespace LinearAlgebra3D
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateOrientation_UsingNonRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
inline ::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateRotation_UsingNonRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
targetMem.v[0] = ::LinearAlgebra::Nlerp( start.v[0], end.v[0], t );
targetMem.v[1] = ::LinearAlgebra::Nlerp( start.v[1], end.v[1], t );
targetMem.v[2] = ::LinearAlgebra::Nlerp( start.v[2], end.v[2], t );
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateOrientation_UsingNonRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
InterpolateRotation_UsingNonRigidNlerp( start, end, t, targetMem );
targetMem.v[3] = ::LinearAlgebra::Lerp( start.v[3], end.v[3], t );
return targetMem;
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateRotation_UsingRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
// Nlerp y axis
targetMem.v[1] = ::LinearAlgebra::Nlerp( start.v[1], end.v[1], t );
// Lerp z axis and orthogonolize against y axis
targetMem.v[2] = ::LinearAlgebra::Lerp( start.v[2], end.v[2], t );
targetMem.v[2] -= targetMem.v[2].Dot(targetMem.v[1]) * targetMem.v[1];
targetMem.v[2].Normalize();
// Cross product x axis from y and z
targetMem.v[0].xyz = targetMem.v[1].xyz.Cross(targetMem.v[2].xyz);
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateOrientation_UsingRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
InterpolateRotation_UsingRigidNlerp( start, end, t, targetMem );
targetMem.v[3] = ::LinearAlgebra::Lerp( start.v[3], end.v[3], t );
return targetMem;
}

View File

@ -322,8 +322,12 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
using ::LinearAlgebra3D::SnapAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateRotation_UsingNonRigidNlerp;
using ::LinearAlgebra3D::InterpolateRotation_UsingRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingNonRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp;
using ::LinearAlgebra3D::SnapAngularAxis;
} }
#endif

View File

@ -93,3 +93,26 @@ bool Box::Contains( const ICollideable &target ) const
default: return false;
}
}
Float Box::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}
namespace Oyster { namespace Math
{
Box & Nlerp( const Box &start, const Box &end, Float t, Box &targetMem )
{
InterpolateRotation_UsingRigidNlerp( start.rotation, end.rotation, t, targetMem.rotation );
targetMem.center = Lerp( start.center, end.center, t );
targetMem.boundingOffset = Lerp( start.boundingOffset, end.boundingOffset, t );
return targetMem;
}
} }

View File

@ -9,8 +9,10 @@
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision3D
namespace Oyster
{
namespace Collision3D
{
class Box : public ICollideable
{
public:
@ -37,7 +39,18 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }
}
namespace Math
{
/********************************************************************
* Normalized Linear Interpolation
********************************************************************/
::Oyster::Collision3D::Box & Nlerp( const ::Oyster::Collision3D::Box &start, const ::Oyster::Collision3D::Box &end, ::Oyster::Math::Float t, ::Oyster::Collision3D::Box &targetMem = ::Oyster::Collision3D::Box() );
}
}
#endif

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@ -77,3 +77,15 @@ bool BoxAxisAligned::Contains( const ICollideable &target ) const
//}
return false;
}
Float BoxAxisAligned::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -31,6 +31,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }

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@ -15,37 +15,37 @@ namespace PrivateStatic
Float4x4 m = vp.GetTranspose();
// left
lp.normal = m.v[3].xyz + m.v[0].xyz;
lp.normal = Float4(m.v[3].xyz + m.v[0].xyz,0);
lp.phasing = lp.normal.GetMagnitude();
lp.normal /= lp.phasing;
lp.phasing = (m.v[3].w + m.v[0].w) / lp.phasing;
// right
rp.normal = m.v[3].xyz - m.v[0].xyz;
rp.normal = Float4(m.v[3].xyz - m.v[0].xyz,0);
rp.phasing = rp.normal.GetMagnitude();
rp.normal /= rp.phasing;
rp.phasing = (m.v[3].w - m.v[0].w) / rp.phasing;
// bottom
bp.normal = m.v[3].xyz + m.v[1].xyz;
bp.normal = Float4(m.v[3].xyz + m.v[1].xyz,0);
bp.phasing = bp.normal.GetMagnitude();
bp.normal /= bp.phasing;
bp.phasing = (m.v[3].w + m.v[1].w) / bp.phasing;
// top
tp.normal = m.v[3].xyz - m.v[1].xyz;
tp.normal = Float4(m.v[3].xyz - m.v[1].xyz,0);
tp.phasing = tp.normal.GetMagnitude();
tp.normal /= tp.phasing;
tp.phasing = (m.v[3].w - m.v[1].w) / tp.phasing;
// near leftHanded DirectX
np.normal = m.v[2].xyz;
np.normal = Float4(m.v[2].xyz,0);
np.phasing = np.normal.GetMagnitude();
np.normal /= np.phasing;
np.phasing = m.v[2].w / np.phasing;
// far lefthanded
fp.normal = m.v[3].xyz - m.v[2].xyz;
fp.normal = Float4(m.v[3].xyz - m.v[2].xyz,0);
fp.phasing = fp.normal.GetMagnitude();
fp.normal /= fp.phasing;
fp.phasing = (m.v[3].w - m.v[2].w) / fp.phasing;
@ -243,6 +243,18 @@ bool Frustrum::Contains( const ICollideable &target ) const
}
}
Float Frustrum::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}
::Oyster::Math::Float3 Frustrum::ExtractForwad()
{
return this->bottomPlane.normal.xyz;

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@ -42,6 +42,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target, Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
::Oyster::Math::Float3 ExtractForwad();
};

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@ -38,6 +38,8 @@ namespace Oyster { namespace Collision3D //! Contains a collection of 3D shapes
virtual bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0;
virtual bool Intersects( const ICollideable &target ) const = 0;
virtual bool Contains( const ICollideable &target ) const = 0;
virtual ::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const = 0;
};
} }
#endif

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@ -76,3 +76,15 @@ bool Line::Intersects( const ICollideable &target, Float4 &worldPointOfContact )
bool Line::Contains( const ICollideable &target ) const
{ /* TODO: : */ return false; }
Float Line::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -32,6 +32,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }

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@ -784,7 +784,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
if( Intersect(box, sphere) )
{
Float distance;
Ray ray( box.center, sphere.center - box.center );
Ray ray( box.center, (sphere.center - box.center).Normalize() );
Intersect( sphere, ray, distance );
worldPointOfContact = ray.origin + ray.direction*distance;
@ -1061,4 +1061,47 @@ namespace Oyster { namespace Collision3D { namespace Utility
return container.normal == -plane.normal;
return false;
}
Float TimeOfContact( const Sphere &protoStart, const Sphere &protoEnd, const Point &deuter )
{ // Bisection with 5 levels of detail
Float t = 0.5f,
d = 0.25f;
Sphere s;
for( int i = 0; i < 5; ++i )
{
Nlerp( protoStart, protoEnd, t, s );
if( Intersect(s, deuter) )
{
t -= d;
}
else
{
t += d;
}
d *= 0.5f;
}
return t;
}
Float TimeOfContact( const Box &protoStart, const Box &protoEnd, const Point &deuter )
{ // Bisection with 5 levels of detail
Float t = 0.5f,
d = 0.25f;
Box b;
for( int i = 0; i < 5; ++i )
{
Nlerp( protoStart, protoEnd, t, b );
if( Intersect(b, deuter) )
{
t -= d;
}
else
{
t += d;
}
d *= 0.5f;
}
return t;
}
} } }

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@ -121,6 +121,9 @@ namespace Oyster { namespace Collision3D { namespace Utility
// bool Contains( const Frustrum &container, const BoxAxisAligned &box );
// bool Contains( const Frustrum &container, const Box &box );
// bool Contains( const Frustrum &container, const Frustrum &frustrum );
::Oyster::Math::Float TimeOfContact( const Sphere &protoStart, const Sphere &protoEnd, const Point &deuter );
::Oyster::Math::Float TimeOfContact( const Box &protoStart, const Box &protoEnd, const Point &deuter );
} } }
#endif

View File

@ -27,9 +27,6 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Universe.h">
<Filter>Header Files\Collision</Filter>
</ClInclude>
<ClInclude Include="Box.h">
<Filter>Header Files\Collision</Filter>
</ClInclude>
@ -81,6 +78,9 @@
<ClInclude Include="Inertia.h">
<Filter>Header Files\Physics</Filter>
</ClInclude>
<ClInclude Include="Universe.h">
<Filter>Header Files\Collision</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Box.cpp">

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@ -84,3 +84,15 @@ bool Plane::Contains( const ICollideable &target ) const
default: return false;
}
}
Float Plane::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

View File

@ -31,6 +31,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }

View File

@ -82,3 +82,17 @@ bool Point::Contains( const ICollideable &target ) const
default: return false;
}
}
Float Point::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_sphere: return Utility::TimeOfContact( (const Sphere&)deuterStart, (const Sphere&)deuterEnd, *this );
case Type_box: return Utility::TimeOfContact( (const Box&)deuterStart, (const Box&)deuterEnd, *this );
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -31,6 +31,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }

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@ -93,3 +93,15 @@ bool Ray::Contains( const ICollideable &target ) const
default: return false;
}
}
Float Ray::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -39,6 +39,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }

View File

@ -49,6 +49,11 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
// updating the linear
//Decrease momentum with 1% as "fall-off"
//! HACK: @todo Add real solution with fluid drag
this->momentum_Linear = this->momentum_Linear*0.9999f;
this->momentum_Angular = this->momentum_Angular*0.9999f;
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
this->centerPos += ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
@ -143,7 +148,12 @@ Float3 RigidBody::GetVelocity_Angular() const
Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const
{ // by Dan Andersson
return this->momentum_Linear + Formula::TangentialLinearMomentum( this->momentum_Angular, atWorldPos - this->centerPos );
Float3 offset = atWorldPos - this->centerPos;
if( offset.Dot(offset) > 0.0f )
{
return this->momentum_Linear + Formula::TangentialLinearMomentum( this->momentum_Angular, offset );
}
return this->momentum_Linear;
}
void RigidBody::SetMomentOfInertia_KeepVelocity( const MomentOfInertia &localTensorI )
@ -176,6 +186,12 @@ void RigidBody::SetMass_KeepMomentum( const Float &m )
}
}
void RigidBody::SetRotation( const Float3 &axis )
{ // by Dan Andersson
this->axis = axis;
this->rotation = Rotation( this->axis );
}
void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos )
{ // by Dan Andersson
Float3 worldOffset = atWorldPos - this->centerPos;

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@ -64,7 +64,7 @@ namespace Oyster { namespace Physics3D
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
//void SetOrientation( const ::Oyster::Math::Float4x4 &o );
//void SetRotation( const ::Oyster::Math::Float4x4 &r );
void SetRotation( const ::Oyster::Math::Float3 &axis );
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
void SetMomentum_Linear( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &atWorldPos );

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@ -87,3 +87,29 @@ bool Sphere::Contains( const ICollideable &target ) const
default: return false;
}
}
Float Sphere::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{
//case Type_point: // not implemented
//case Type_sphere: // not implemented
//case Type_box: // not implemented
case Type_universe: return 0.0f;
default: return 1.0f;
}
}
namespace Oyster { namespace Math
{
Sphere & Nlerp( const Sphere &start, const Sphere &end, Float t, Sphere &targetMem )
{
Float4 i = Lerp( Float4(start.center.xyz, start.radius), Float4(end.center.xyz, end.radius), t );
targetMem.center.xyz = i.xyz;
targetMem.radius = i.w;
return targetMem;
}
} }

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@ -9,8 +9,10 @@
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision3D
namespace Oyster
{
namespace Collision3D
{
class Sphere : public ICollideable
{
public:
@ -31,7 +33,18 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }
}
namespace Math
{
/********************************************************************
* Normalized Linear Interpolation
********************************************************************/
::Oyster::Collision3D::Sphere & Nlerp( const ::Oyster::Collision3D::Sphere &start, const ::Oyster::Collision3D::Sphere &end, ::Oyster::Math::Float t, ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() );
}
}
#endif

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@ -79,3 +79,8 @@ bool Universe::Contains( const ICollideable &target ) const
{ // universe contains everything
return true;
}
Float Universe::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
return 0.0f;
}

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@ -23,6 +23,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }