More stuff

This commit is contained in:
Tobias Grundel 2014-02-25 14:12:06 +01:00
commit 73ca65516d
71 changed files with 1920 additions and 492 deletions

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@ -697,7 +697,8 @@ Global
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.Build.0 = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Any CPU.ActiveCfg = Release|Win32
@ -714,7 +715,8 @@ Global
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.Build.0 = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Any CPU.ActiveCfg = Debug|Win32
@ -731,7 +733,8 @@ Global
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.Build.0 = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Any CPU.ActiveCfg = Release|Win32
@ -748,7 +751,8 @@ Global
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.Build.0 = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
EndGlobalSection
@ -764,7 +768,6 @@ Global
{C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{C4C76A8D-44C5-4452-9F61-39C7E01CBDB4} = {F156EEBC-0195-4020-8700-4433208DE12B}
{3EA5F14D-2A71-4588-A69D-87C4571C580F} = {F156EEBC-0195-4020-8700-4433208DE12B}
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
@ -773,6 +776,5 @@ Global
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
EndGlobalSection
EndGlobal

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@ -103,7 +103,6 @@ namespace DanBias
float dt = (float)data.timer.getElapsedSeconds();
data.timer.reset();
Graphics::API::Update( dt );
data.capFrame += dt;
if(data.capFrame > 0.03f)
@ -115,6 +114,8 @@ namespace DanBias
case Result_error: return DanBiasClientReturn_Error;
default: break;
}
Graphics::API::Update( data.capFrame );
if(Render() != S_OK)
return DanBiasClientReturn_Error;
data.capFrame -= 0.03f;

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@ -3,6 +3,7 @@
using namespace DanBias::Client;
C_DynamicObj::C_DynamicObj(void)
:C_Object()
{
}

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@ -3,6 +3,7 @@
using namespace DanBias::Client;
C_StaticObj::C_StaticObj(void)
:C_Object()
{
}

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@ -33,7 +33,8 @@ struct GameState::MyData
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
C_Player player;
//C_Player player;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Player>> players;
Camera_FPSV2 camera;
int myId;
@ -75,7 +76,7 @@ bool GameState::Init( SharedStateContent &shared )
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
gfxOp.AmbientValue = 0.5f;
gfxOp.GlobalGlowTint = Math::Float3(2,1,1);
gfxOp.GlobalGlowTint = Math::Float3(1,1,1);
gfxOp.GlobalTint = Math::Float3(1,1,1);
Graphics::API::SetOptions(gfxOp);
@ -113,8 +114,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
modelData.position = position;
modelData.rotation = ArrayToQuaternion( rotation );
modelData.scale = scale;
StringToWstring( modelName, modelData.modelPath );
modelData.id = id;
StringToWstring(modelName,modelData.modelPath);
// RB DEBUG
RBInitData RBData;
@ -123,37 +124,30 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
RBData.scale = scale;
RBData.type = RB_Type_Cube;
// !RB DEBUG
if( isMyPlayer )
C_Player *p = new C_Player();
if( p->Init(modelData) )
{
if( this->privData->player.Init(modelData) )
{
// RB DEBUG
this->privData->player.InitRB( RBData );
// !RB DEBUG
// RB DEBUG
p->InitRB( RBData );
// !RB DEBUG
// start with runing animation
p->playAnimation( L"run_forwards", true );
(this->privData->players)[id] = p;
if( isMyPlayer )
{
this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() );
this->privData->camera.SetPosition( p->getPos() );
Float3 offset = Float3( 0.0f );
// DEBUG position of camera so we can see the player model
//offset.y = this->privData->player.getScale().y * 5.0f;
//offset.z = this->privData->player.getScale().z * -5.0f;
offset.y = p->getScale().y * 5.0f;
offset.z = p->getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
}
}
else
{
C_DynamicObj *p = new C_DynamicObj();
if( p->Init(modelData) )
{
// RB DEBUG
this->privData->player.InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[id] = p;
}
}
}
GameClientState::ClientState GameState::Update( float deltaTime )
@ -187,7 +181,17 @@ bool GameState::Render()
Oyster::Graphics::API::NewFrame();
// for debugging to be replaced with render weapon
this->privData->player.Render();
auto playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if(playerObject->second)
{
//if( this->privData->myId != playerObject->second->GetId() )
{
playerObject->second->Render();
}
}
}
auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
@ -211,11 +215,21 @@ bool GameState::Render()
{
Oyster::Graphics::API::StartRenderWireFrame();
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
Oyster::Math3D::Float4x4 world = translation * scale;
Oyster::Graphics::API::RenderDebugCube( world );
Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if(playerObject->second)
{
if( playerObject->second->getBRtype() == RB_Type_Cube)
{
Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld());
}
if( playerObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
}
}
}
staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
@ -276,6 +290,12 @@ bool GameState::Release()
Graphics::API::Option o = Graphics::API::GetOption();
if( privData )
{
auto playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
playerObject->second = nullptr;
}
auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{
@ -381,6 +401,7 @@ void GameState::ReadKeyInput()
this->key_showStats = false;
}
}
const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
{
if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
@ -459,42 +480,29 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->privData->myId == decoded.object_ID )
C_Object *object;
object = (this->privData->players)[decoded.object_ID];
if( !object)
{
if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
{ // HACK: bug trap
const char *breakPoint = "Something is wrong.";
position = Float3( 0.0f, 160.0f, 0.0f );
}
this->privData->camera.SetPosition( position );
this->privData->camera.SetRotation( rotation );
this->privData->player.setPos( position );
this->privData->player.setRot( rotation );
this->privData->player.updateWorld();
// RB DEBUG
this->privData->player.setRBPos ( position );
this->privData->player.setRBRot ( rotation );
this->privData->player.updateRBWorld();
// !RB DEBUG
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.object_ID];
}
else
{
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
if( object )
if( object )
{
if( this->privData->myId == decoded.object_ID )
{
object->setPos( position );
object->setRot( rotation );
object->updateWorld();
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG
this->privData->camera.SetPosition( position );
this->privData->camera.SetRotation( rotation );
}
object->setPos( position );
object->setRot( rotation );
object->updateWorld();
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG
}
}
return GameClientState::event_processed;
@ -534,7 +542,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
RBData.rotation = ArrayToQuaternion( decoded.position );
RBData.scale = Float3( decoded.scale );
this->privData->player.InitRB( RBData );
object->InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID] = object;
@ -553,17 +561,29 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectRespawn:
{
// set player pos
Protocol_ObjectRespawn decoded(data);
// move player. Remember to change camera
this->privData->camera.SetPosition( decoded.position );
this->privData->player.setPos( decoded.position );
this->privData->player.updateWorld();
// RB DEBUG
this->privData->player.setRBPos ( decoded.position );
this->privData->player.updateRBWorld();
// !RB DEBUG
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( decoded.position );
}
object->setPos( decoded.position );
object->updateWorld();
// RB DEBUG
object->setRBPos ( decoded.position );
object->updateRBWorld();
// !RB DEBUG
}
this->currGameUI = this->gameUI;
}
return GameClientState::event_processed;
@ -571,6 +591,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{
Protocol_ObjectDie decoded(data);
// if is this player. Remember to change camera
int killerID = decoded.killerID;
int victimID = decoded.objectID;
if( this->privData->myId == decoded.objectID )
{
this->currGameUI = this->respawnUI;
@ -581,7 +603,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDisconnectPlayer:
{
//Removes
//Remove the disconnected player
Protocol_ObjectDisconnectPlayer decoded(data);
auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() )

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@ -33,8 +33,12 @@ bool GamingUI::Init()
// z value should be between 0.5 - 0.9 so that it will be behind other states
// add textures and text
this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
<<<<<<< HEAD
this->hp = new Text_UI(L"100", Float3(0.04f,0.91f,0.1f), Float2(0.1f,0.1f), Float4(1,0,0,1));
this->energy = new Text_UI(L"100", Float3(0.8f,0.91f,0.1f), Float2(0.4f,0.1f), Float4(1,1,0,1));
=======
this->text = new Text_UI(L"hej", Float3(0.3f,0.0f,0.1f), Float2(0.1f,0.1f));
>>>>>>> origin/GameLogic
return true;
}
@ -109,7 +113,7 @@ void GamingUI::ReadKeyInput()
float yaw = this->input->GetYaw();
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
{
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity, camera->GetLook()) );
}
}

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@ -62,6 +62,8 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->connectIP->ReserveLines( 1 );
this->privData->connectIP->AppendText( L"127.0.0.1" );
//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
//this->privData->connectIP->AppendText( L"194.47.150.189" ); // HACK: connecting to Robins server
this->privData->connectIP->SetFontHeight( 0.08f );
this->privData->connectIP->SetLineSpacing( 0.005f );
this->privData->connectIP->SetTopAligned();

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@ -231,7 +231,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
pointLight.Color = light->color;
pointLight.Pos = light->position;
pointLight.Bright = light->intensity;
pointLight.Radius = light->raduis;
pointLight.Radius = light->radius;
C_Light *newLight = new C_Light( pointLight, objectID );
@ -242,5 +242,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
}
}
Graphics::API::EndLoadingModels();
this->privData->nextState = ClientState::ClientState_Game;
}

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@ -11,10 +11,18 @@ AttatchmentMassDriver::AttatchmentMassDriver(void)
this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
this->owner = &owner;
this->heldObject = NULL;
@ -36,15 +44,27 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt);
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForcePush(usage,dt);
}
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(usage,dt);
if(currentEnergy >= 1.0f)
{
currentEnergy -= 1.0f;
ForcePull(usage,dt);
}
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForceZip(usage,dt);
}
break;
}
@ -56,19 +76,22 @@ 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.GetOrientation().v[2];
up *= -0.3f;
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5);
//state.centerPos = pos;
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2);
heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
//heldObject->SetState(state);
currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
}
else
{
currentEnergy += rechargeRate;
}
}
/********************************************************
@ -82,10 +105,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject)
{
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation();
hasObject = false;
heldObject = NULL;
return;
@ -96,14 +118,13 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = pushForce;
args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
@ -115,7 +136,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
this->owner->GetRigidBody()->ApplyImpulse(force);
}
@ -136,11 +157,12 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = -pushForce;
args.pushForce = -pullForce;
args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
@ -149,7 +171,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*2;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);

View File

@ -4,8 +4,14 @@
#ifndef ATTATCHMENTMASSDRIVER_H
#define ATTATCHMENTMASSDRIVER_H
#include "IAttatchment.h"
namespace GameLogic
{
const Oyster::Math::Float StandardMaxEnergy = 100.0f;
const Oyster::Math::Float StandardrechargeRate = 0.5f;
const Oyster::Math::Float Standardforce = 1000.0f;
class AttatchmentMassDriver : public IAttatchment
{
@ -53,6 +59,19 @@ namespace GameLogic
Oyster::Physics::ICustomBody *heldObject;
bool hasObject;
Oyster::Math::Float force;
Oyster::Math::Float maxEnergy;
Oyster::Math::Float currentEnergy;
Oyster::Math::Float rechargeRate;
struct Aim
{
};
};
}
#endif

View File

@ -20,37 +20,50 @@ using namespace GameLogic;
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
//Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
void Player::PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{
Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag()));
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
Object *realObjA = ((Object*)(objA->GetCustomTag()));
Player *player;
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
if(!realObj)
if(!realObjA)
return;
if(!player)
if(!realObjB)
return;
switch (realObj->GetObjectType())
//check who is player and who is the object
if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
player = (Player*)realObjA;
}
else
{
player = (Player*)realObjB;
realObjB = realObjA;
}
switch (realObjB->GetObjectType())
{
case ObjectSpecialType::ObjectSpecialType_Generic:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_StandardBox:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_Player:
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_World:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
PlayerVLethalObject(*player,*realObjB, kineticEnergyLoss,realObjB->GetExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
}
@ -95,13 +108,31 @@ using namespace GameLogic;
obj.SetPosition(target);
}
void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{
int forceThreashHold = 200000; //how much force for the box to explode of the impact
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
switch (realObj->GetObjectType())
Object *realObjA = ((Object*)(objA->GetCustomTag()));
Object *realObjB = (Object*)objB->GetCustomTag();
ExplosiveCrate* crate;
if(!realObjA)
return;
if(!realObjB)
return;
//check who is player and who is the object
if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_RedExplosiveBox)
{
crate = (ExplosiveCrate*)realObjA;
}
else
{
crate = (ExplosiveCrate*)realObjB;
realObjB = realObjA;
}
switch (realObjB->GetObjectType())
{
case ObjectSpecialType::ObjectSpecialType_Generic:
break;
@ -109,29 +140,15 @@ using namespace GameLogic;
break;
case ObjectSpecialType::ObjectSpecialType_Player:
ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
if(crate->hasExploaded) return;
Oyster::Math::Float3 pos = crate->GetRigidBody()->GetState().centerPos;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
crate->hasExploaded = true;
delete hitSphere;
break;
}
/*if(kineticEnergyLoss > forceThreashHold)
{
ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
delete hitSphere;
}*/
}
void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
@ -143,15 +160,20 @@ using namespace GameLogic;
Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos;
Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude);
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
//hitPlayer->GetRigidBody()->ApplyImpulse(force);
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
realObj->GetRigidBody()->ApplyImpulse(force * 5);
//do shredding damage
}
realObj->GetRigidBody()->ApplyImpulse(force);
}
@ -160,13 +182,32 @@ using namespace GameLogic;
//Collision between a player and a general static or dynamic object
//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 = 200000;
Oyster::Math::Float3 objPrevVel = obj.GetRigidBody()->GetState().previousVelocity;
Oyster::Math::Float3 playerPrevVel = player.GetRigidBody()->GetState().previousVelocity;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
Oyster::Math::Float3 deltaPos = (player.GetPosition() - obj.GetPosition());
Oyster::Math::Float deltaSpeed = (objPrevVel - playerPrevVel).GetMagnitude();
Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized());
Oyster::Math::Float impactPower = deltaSpeed * angularFactor;
Oyster::Math::Float damageFactor = 0.01f;
int damageDone = 0;
int forceThreashHold = 30; //FIX: balance this
if(impactPower > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = (int)(kineticEnergyLoss * 0.10f);
//player.DamageLife(damageDone);
if(obj.GetRigidBody()->GetState().mass == 0)
{
damageDone = impactPower * damageFactor;
}
else
{
damageDone = (impactPower * obj.GetRigidBody()->GetState().mass)* damageFactor;
}
player.DamageLife(damageDone);
}
}
@ -189,6 +230,58 @@ using namespace GameLogic;
{
return Physics::ICustomBody::SubscriptMessage_none;
}
void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{
DynamicObject *realObjA = dynamic_cast<DynamicObject*>((Object*)objA->GetCustomTag());
DynamicObject *realObjB = dynamic_cast<DynamicObject*>((Object*)objB->GetCustomTag());
if(!realObjA || !realObjB) // one of the objects cannot be cast into a dynamicObject and so we leave the function
{
return;
}
//check which obj is the one that is already affected, if both are then use the special case of changing ownership.
if(realObjA->getAffectingPlayer() == NULL && realObjB->getAffectingPlayer() == NULL) //None of the objects have a player affecting them
{
return;//leave function as the are not to transfer any ownership
}
if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() == NULL)
{
//realobjA is the affectedObject, transfer this to realobjB
realObjB->SetAffectedBy(*realObjA->getAffectingPlayer());
}
if(realObjB->getAffectingPlayer() != NULL && realObjA->getAffectingPlayer() == NULL)
{
//realobjB is the affectedObject, transfer this to realobjA
realObjA->SetAffectedBy(*realObjB->getAffectingPlayer());
}
if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() != NULL)
{
//Both objects have a player affecting them, now use the special case
if(realObjA->GetRigidBody()->GetState().previousVelocity.GetMagnitude() > realObjB->GetRigidBody()->GetState().previousVelocity.GetMagnitude() )
{
//realObjA is the winner and will change Bs ownership to A
realObjB->SetAffectedBy(*realObjA->getAffectingPlayer());
}
else
{
realObjA->SetAffectedBy(*realObjB->getAffectingPlayer());
//realObjB is the winner and will change As ownership to B
}
}
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
@ -213,7 +306,17 @@ using namespace GameLogic;
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
return;
obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(dynamicObj)
{
dynamicObj->SetAffectedBy(*((forcePushData*)(args))->p);
}
}
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
@ -231,11 +334,21 @@ using namespace GameLogic;
Object* realObj = (Object*)(obj->GetCustomTag());
//check so that it is an object that you can pickup
switch(realObj->GetObjectType())
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(!dynamicObj) return;
if(dynamicObj->getManipulatingPlayer() != NULL)
{
return;
}
switch(dynamicObj->GetObjectType())
{
case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
dynamicObj->SetManipulatingPlayer(*weapon->owner); //TODO: add if this is to be a struggle of who has the most power in its weapon, the player that is already manipulating the object or you. if you then you take the object from the other player, if not then you do not take the object
break;
}

View File

@ -1,38 +1,123 @@
#include "DynamicObject.h"
#include "CollisionManager.h"
#include "Player.h"
using namespace GameLogic;
using namespace Oyster::Math;
DynamicObject::DynamicObject()
:Object()
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::~DynamicObject(void)
{
}
void DynamicObject::ReleaseDynamicObject()
{
//TODO: Inactivate the physics object
if(this->isReleased) return;
this->isReleased = true;
this->isActive = false;
this->lookDirection = Float3::null;
this->forwardDirection = Float3::null;
this->scale = Float3::null;
this->extraDamageOnCollision = 0;
}
bool DynamicObject::IsReleased()
{
return this->isReleased;
}
bool DynamicObject::IsActive()
{
return this->isActive;
}
void DynamicObject::Inactivate()
{
this->isActive = false;
}
void DynamicObject::Activate()
{
this->isActive = true;
this->isReleased = false;
}
void DynamicObject::SetAffectedBy(Player &player)
{
this->affectedBy = &player;
if(this->type != ObjectSpecialType::ObjectSpecialType_Player) //should not add itself to its own list if its a player
{
player.AddAffectedObject(*this);
}
}
Player* DynamicObject::getAffectingPlayer()
{
return this->affectedBy;
}
void DynamicObject::RemoveAffectedBy()
{
this->affectedBy = NULL;
}
GameLogic::Player* DynamicObject::getManipulatingPlayer()
{
return this->manipulatedBy;
}
void DynamicObject::SetManipulatingPlayer(GameLogic::Player &player)
{
this->manipulatedBy = &player;
}
void DynamicObject::RemoveManipulation()
{
this->manipulatedBy = NULL;
}

View File

@ -9,6 +9,7 @@
namespace GameLogic
{
class Player;
class DynamicObject : public Object
{
@ -22,7 +23,28 @@ namespace GameLogic
~DynamicObject(void);
void ReleaseDynamicObject();
bool IsReleased();
bool IsActive();
void Inactivate();
void Activate();
void SetAffectedBy(GameLogic::Player &player);
void SetManipulatingPlayer(GameLogic::Player &player);
void RemoveAffectedBy();
void RemoveManipulation();
GameLogic::Player* getAffectingPlayer();
GameLogic::Player* getManipulatingPlayer();
static void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
bool isActive;
bool isReleased;
protected:
GameLogic::Player *affectedBy;
GameLogic::Player *manipulatedBy;
};

View File

@ -7,6 +7,7 @@ ExplosiveCrate::ExplosiveCrate(void)
{
this->pushForceMagnitude = 0;
this->ExplosionRadius = 0;
this->hasExploaded = false;
}
ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius)
@ -15,6 +16,7 @@ ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpe
this->extraDamageOnCollision = extraDamageOnCollision;
this->pushForceMagnitude = pushForceMagnitude;
this->ExplosionRadius = ExplosionRadius;
this->hasExploaded = false;
}
ExplosiveCrate::~ExplosiveCrate(void)

View File

@ -18,6 +18,7 @@ namespace GameLogic
private:
Oyster::Math::Float pushForceMagnitude;
Oyster::Math::Float ExplosionRadius;
bool hasExploaded;
};

View File

@ -43,6 +43,9 @@ Game::Game(void)
: initiated(false)
, onMoveFnc(0)
, onDisableFnc(0)
, onDamageTakenFnc(0)
, onRespawnFnc(0)
, onDeadFnc(0)
, frameTime(1.0f/120.0f)
{}
@ -67,6 +70,17 @@ void Game::GetAllPlayerPositions() const
Game::PlayerData* Game::CreatePlayer()
{
//Se if there is a free player somewhere in our list
for (unsigned int i = 0; i < this->players.Size(); i++)
{
if(this->players[i] && this->players[i]->player->IsReleased())
{
//We give the body to someone else
this->players[i]->player->Activate();
return this->players[i];
}
}
// Find a free space in array or insert at end
int insert = InsertObject(this->players, (PlayerData*)0);
int freeID = 0;
@ -94,6 +108,7 @@ Game::PlayerData* Game::CreatePlayer()
this->players[insert] = new PlayerData(freeID, 0); // user constructor with objectID and teamID
this->players[insert]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
this->level->AddPlayerToGame(this->players[insert]);
return this->players[insert];
}
@ -114,6 +129,9 @@ void Game::CreateTeam()
bool Game::NewFrame()
{
// HACK need dynamic delta time
this->level->Update(this->frameTime);
for (unsigned int i = 0; i < this->players.Size(); i++)
{
if(this->players[i] && this->players[i]->player) this->players[i]->player->BeginFrame();
@ -145,7 +163,18 @@ void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
{
this->onDisableFnc = functionPointer;
}
void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
{
this->onDamageTakenFnc = functionPointer;
}
void Game::SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer)
{
this->onRespawnFnc = functionPointer;
}
void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
{
this->onDeadFnc = functionPointer;
}
bool Game::Initiate()
@ -177,4 +206,3 @@ void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody>
{
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0, 0);
}

View File

@ -40,12 +40,12 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
void SetLookDir(const Oyster::Math3D::Float3& lookDir) override;
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
ObjectSpecialType GetObjectType() const override;
void Inactivate() override;
void Release() override;
Player* GetPlayer();
Player *player;
};
@ -63,7 +63,8 @@ namespace GameLogic
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const override;
void Update(float deltaTime);
void AddPlayerToGame(IPlayerData *player);
Level *level;
};
@ -80,20 +81,26 @@ namespace GameLogic
void SetFrameTimeLength( float seconds ) override;
void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
bool Initiate() override;
float GetFrameTime() const;
static void PhysicsOnMove(const Oyster::Physics::ICustomBody *object);
static void PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> proto);
static void PhysicsOnDead(const Oyster::Physics::ICustomBody *object);
Utility::DynamicMemory::DynamicArray<PlayerData*> players;
LevelData* level;
float frameTime;
bool initiated;
GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectMovedFunction onMoveFnc;
GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectMovedFunction onMoveFnc;
GameEvent::ObjectHpFunction onDamageTakenFnc;
GameEvent::ObjectRespawnedFunction onRespawnFnc;
GameEvent::ObjectDeadFunction onDeadFnc;
};
}

View File

@ -27,6 +27,9 @@ namespace GameLogic
{
typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
typedef void(*ObjectDeadFunction)(IObjectData* victim, IObjectData* killer, float seconds); // Callback method that sends killer and death timer
//etc...
};
@ -85,7 +88,7 @@ namespace GameLogic
* @param x: The relative x axis
* @param y: The relative y axis
**/
virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0;
virtual void SetLookDir(const Oyster::Math3D::Float3& lookDir) = 0;
/** Relative rotation around given axis
* @param leftRadians: The relative amount of radians to turn
@ -106,13 +109,18 @@ namespace GameLogic
* @return The current player state
********************************************************/
virtual PLAYER_STATE GetState() const = 0;
virtual void Inactivate() = 0;
virtual void Release() = 0;
};
class ILevelData :public IObjectData
{
public:
virtual void Update(float deltaTime) = 0;
virtual int getNrOfDynamicObj()const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
virtual void AddPlayerToGame(IPlayerData *player) = 0;
virtual void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& destMem) const = 0;
};
@ -175,6 +183,9 @@ namespace GameLogic
* @param
*/
virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
};
}

View File

@ -2,8 +2,10 @@
#define GAMELOGICSTATES_H
#include "OysterMath.h"
namespace GameLogic
{
class Player;
enum PLAYER_MOVEMENT
{
PLAYER_MOVEMENT_FORWARD = 0,
@ -18,7 +20,8 @@ namespace GameLogic
PLAYER_STATE_WALKING = 1,
PLAYER_STATE_IDLE = 2,
PLAYER_STATE_DEAD = 4,
PLAYER_STATE_INVALID = 8,
PLAYER_STATE_DIED = 8,
PLAYER_STATE_INVALID = 16,
};
enum WEAPON_FIRE
@ -41,6 +44,7 @@ namespace GameLogic
struct forcePushData
{
Oyster::Math::Float3 pushForce;
Player *p;
};

View File

@ -54,9 +54,17 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const
void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
{
mem.Resize(level->dynamicObjects.Size());
for(int i = 0; i < (int)level->dynamicObjects.Size(); i++)
mem.Resize(level->GetDynamicObject().Size());
for(int i = 0; i < (int)level->GetDynamicObject().Size(); i++)
{
mem[i] = level->dynamicObjects[i];
mem[i] = level->GetDynamicObject()[i];
}
}
void Game::LevelData::Update(float deltaTime)
{
this->level->Update(deltaTime);
}
void Game::LevelData::AddPlayerToGame(IPlayerData *player)
{
this->level->AddPlayerToGame(((PlayerData*)player)->GetPlayer());
}

View File

@ -86,11 +86,23 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
{
return this->player->GetObjectType();
}
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
void Game::PlayerData::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{
this->player->Rotate(lookDir, right);
this->player->SetLookDir(lookDir);
}
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
{
this->player->TurnLeft(deltaLeftRadians);
}
void Game::PlayerData::Inactivate()
{
this->player->Inactivate();
}
void Game::PlayerData::Release()
{
this->player->ReleaseDynamicObject();
}
Player* Game::PlayerData::GetPlayer()
{
return this->player;
}

View File

@ -12,7 +12,7 @@
using namespace GameLogic;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
using namespace Oyster::Math;
Level::Level(void)
{
@ -59,19 +59,19 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_Stone:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_StandardBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_RedExplosiveBox:
{
Oyster::Math::Float dmg = 50;
Oyster::Math::Float force = 50;
Oyster::Math::Float radie = 50;
Oyster::Math::Float dmg = 120;
Oyster::Math::Float force = 500;
Oyster::Math::Float radie = 3;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
}
break;
@ -81,12 +81,12 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
// break;
case ObjectSpecialType_SpikeBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_Spike:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_CrystalFormation:
@ -98,7 +98,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_CrystalShard:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_JumpPad:
@ -393,7 +393,20 @@ void Level::AddPlayerToTeam(Player *player, int teamID)
{
this->teamManager.AddPlayerToTeam(player,teamID);
}
void Level::AddPlayerToGame(Player *player)
{
this->playerObjects.Push(player);
}
void Level::RemovePlayerFromGame(Player *player)
{
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if ((Player*)this->playerObjects[i] == player)
{
//this->playerObjects[i].
}
}
}
void Level::CreateTeam(int teamSize)
{
this->teamManager.CreateTeam(teamSize);
@ -401,9 +414,31 @@ void Level::CreateTeam(int teamSize)
void Level::RespawnPlayer(Player *player)
{
this->teamManager.RespawnPlayerRandom(player);
}
//this->teamManager.RespawnPlayerRandom(player);
Float3 spawnPoint = spawnPoints[0];
player->Respawn(spawnPoint);
}
void Level::Update(float deltaTime)
{
// update lvl-things
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DEAD)
{
// true when timer reaches 0
if(this->playerObjects[i]->deathTimerTick(deltaTime))
RespawnPlayer(this->playerObjects[i]);
}
else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED)
{
this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
// HACK to avoid crasch. affected by tag is NULL
((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID
//((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i]->getAffectingPlayer(), DEATH_TIMER); // add killer ID
}
}
}
int Level::getNrOfDynamicObj()
{
return this->dynamicObjects.Size();
@ -417,10 +452,23 @@ Object* Level::GetObj( int ID) const
}
return NULL;
}
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
{
// function call from physics update when object was moved
Object* temp = (Object*)object->GetCustomTag();
((Game*)&Game::Instance())->onMoveFnc(temp);
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> Level::GetPlayers()
{
return this->playerObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> Level::GetStaticObjects()
{
return this->staticObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> Level::GetDynamicObject()
{
return this->dynamicObjects;
}

View File

@ -16,6 +16,7 @@
#include "DynamicArray.h"
#include "LevelLoader.h"
const int DEATH_TIMER = 5;
namespace GameLogic
{
@ -48,7 +49,8 @@ namespace GameLogic
* @param teamID: ArrayPos of the team you want to add the player to
********************************************************/
void AddPlayerToTeam(Player *player, int teamID);
void AddPlayerToGame(Player *player);
void RemovePlayerFromGame(Player *player);
/********************************************************
* Respawns a player on a random teammate
@ -64,12 +66,21 @@ namespace GameLogic
********************************************************/
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
void Update(float deltaTime);
int getNrOfDynamicObj();
Object* GetObj( int ID ) const;
static void PlayerDied( Player* player );
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> GetPlayers();
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> GetStaticObjects();
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> GetDynamicObject();
//private:
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> playerObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> deadPlayerObjects;
TeamManager teamManager;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;

View File

@ -11,56 +11,28 @@ const float KEY_TIMER = 0.03f;
Player::Player()
:DynamicObject()
{
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->weapon = NULL;
this->teamID = -1;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
this->life = 100;
this->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
key_jump = 0;
invincibleCooldown = 0;
this->previousPosition = Oyster::Math::Float3(0,0,0);
this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 100;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
this->life = 100;
this->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
key_jump = 0;
invincibleCooldown = 0;
this->previousPosition = Oyster::Math::Float3(0,0,0);
this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 20;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
}
Player::~Player(void)
@ -71,141 +43,164 @@ Player::~Player(void)
weapon = NULL;
}
}
void Player::initPlayerData()
{
this->playerStats.hp = MAX_HP;
this->playerStats.movementSpeed = BASIC_SPEED;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->key_forward = 0;
this->key_backward = 0;
this->key_strafeRight = 0;
this->key_strafeLeft = 0;
this->key_jump = 0;
this->invincibleCooldown = 0;
this->deathTimer = 0;
this->rotationUp = 0;
}
void Player::BeginFrame()
{
//weapon->Update(0.002f);
//Object::BeginFrame();
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
// Check for input
if(key_forward > 0.001)
if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED)
{
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
}
if(key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
}
if(key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
weapon->Update(0.002f);
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
// Check for input
if(key_forward > 0.001)
{
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
}
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
if(key_backward > 0.001)
{
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
walkDirection.Normalize();
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
if(key_strafeRight > 0.001)
{
if(forwardSpeed < maxSpeed)
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
}
if(rightSpeed < maxSpeed)
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
}
}
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
if(forwardSpeed < maxSpeed)
walkDirection.Normalize();
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
}
}
if(rightSpeed < maxSpeed)
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
}
}
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
}
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
//this->weapon->Update(0.01f);
}
void Player::EndFrame()
{
//check if there are any objects that can be removed from the AffectedObjects list
for(int i = 0; i < this->AffectedObjects.Size(); i++)
{
if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f)
{
this->AffectedObjects[i]->RemoveAffectedBy();
this->AffectedObjects.Remove(i);
}
//Object::EndFrame();
}
}
void Player::Move(const PLAYER_MOVEMENT &movement)
@ -258,16 +253,19 @@ 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->rigidBody->SetPosition(spawnPoint);
if( this->playerState == PLAYER_STATE_DEAD)
{
Player::initPlayerData();
this->rigidBody->SetPosition(spawnPoint);
this->gameInstance->onRespawnFnc( this, spawnPoint);
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
}
}
void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{
// this is the camera right vector
this->lookDir = lookDir;
this->lookDir = -lookDir;
}
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
@ -293,6 +291,11 @@ bool Player::IsIdle()
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
}
void Player::Inactivate()
{
//this->
}
Oyster::Math::Float3 Player::GetPosition() const
{
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
@ -316,13 +319,43 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage)
{
this->life -= damage;
this->life = 0;
this->playerStats.hp -= damage;
// send hp to client
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
if(this->life <= 0)
if(this->playerStats.hp <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this, 0.0f);
this->playerStats.hp = 0;
this->playerState = PLAYER_STATE_DIED;
}
}
void Player::AddAffectedObject(DynamicObject &AffectedObject)
{
//check if object already exists in the list, if so then do not add
for(int i = 0; i < AffectedObjects.Size(); i++)
{
if(AffectedObjects[i]->GetID() == AffectedObject.GetID())
{
//object already exists, exit function
return;
}
}
//else you add the object to the stack
AffectedObjects.Push(&AffectedObject);
}
bool Player::deathTimerTick(float dt)
{
this->deathTimer -= dt;
if( this->deathTimer <= 0)
{
return true;
}
return false;
}
void Player::setDeathTimer(float deathTimer)
{
this->deathTimer = deathTimer;
this->playerState = PLAYER_STATE_DEAD;
}

View File

@ -7,7 +7,10 @@
#include "GameLogicStates.h"
#include "OysterMath.h"
#include "DynamicObject.h"
#include "DynamicArray.h"
const float MAX_HP = 100.0f;
const float BASIC_SPEED = 30.0f;
namespace GameLogic
{
@ -15,6 +18,21 @@ namespace GameLogic
class Player : public DynamicObject
{
public:
struct PlayerStats
{
Oyster::Math::Float hp;
Oyster::Math::Float movementSpeed;
//Oyster::Math::Float resistance;
};
struct PlayerScore
{
int killScore;
int deathScore;
// int assistScore;
// int suicideScore;
};
Player(void);
Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
@ -46,23 +64,27 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right);
void SetLookDir(const Oyster::Math3D::Float3& lookDir);
void TurnLeft(Oyster::Math3D::Float deltaRadians);
void AddAffectedObject(DynamicObject &AffectedObject);
/********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
* Will be called when the physics detect a collision
* @param rigidBodyPlayer: physics object of the player
* @param obj: physics object for the object that collided with the player
********************************************************/
static void PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
static void PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss);
bool IsWalking();
bool IsJumping();
bool IsIdle();
void Inactivate();
Oyster::Math::Float3 GetPosition() const;
Oyster::Math::Float3 GetLookDir() const;
Oyster::Math::Float4x4 GetOrientation() const;
@ -70,6 +92,8 @@ namespace GameLogic
PLAYER_STATE GetState() const;
void DamageLife(int damage);
void setDeathTimer(float deathTimer);
bool deathTimerTick(float dt);
void BeginFrame();
void EndFrame();
@ -77,9 +101,11 @@ namespace GameLogic
private:
void Jump();
void initPlayerData();
private:
Oyster::Math::Float life;
Utility::DynamicMemory::DynamicArray<DynamicObject*> AffectedObjects;
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;
@ -91,16 +117,15 @@ namespace GameLogic
float key_jump;
Oyster::Math::Float3 previousPosition;
Oyster::Math::Float3 moveDir;
Oyster::Math::Float moveSpeed;
Oyster::Math::Float3 previousMoveSpeed;
Oyster::Math::Float rotationUp;
float deathTimer;
bool hasTakenDamage;
float invincibleCooldown;
PlayerStats playerStats;
PlayerScore playerScore;
};
}
#endif

View File

@ -75,13 +75,15 @@ namespace GameLogic
}
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{
this->object_ID = p[1].value.netInt;
this->healthLost = p[2].value.netFloat;
}
Protocol_ObjectDamage(int id, float hp)
{
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
@ -292,6 +294,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectEnabled 356
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
{
short object_ID;
@ -366,7 +369,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectEnabled 356
//#define protocol_Gameplay_ObjectEnabled 357
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -399,7 +402,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDisabled 357
//#define protocol_Gameplay_ObjectDisabled 358
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -439,7 +442,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreate 358
//#define protocol_Gameplay_ObjectCreate 359
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{
//ObjectType type; //ie player, box or whatever
@ -543,7 +546,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreatePlayer 359
//#define protocol_Gameplay_ObjectCreatePlayer 360
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
{
/*1*/ int object_ID;
@ -673,7 +676,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectJoinTeam 360
//#define protocol_Gameplay_ObjectJoinTeam 361
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -713,7 +716,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectLeaveTeam 361
//#define protocol_Gameplay_ObjectLeaveTeam 362
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -745,7 +748,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectWeaponCooldown 362
//#define protocol_Gameplay_ObjectWeaponCooldown 363
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
{
float seconds;
@ -777,7 +780,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectWeaponEnergy 363
//#define protocol_Gameplay_ObjectWeaponEnergy 364
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
{
float energy;
@ -809,42 +812,51 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectRespawn 364
//#define protocol_Gameplay_ObjectRespawn 365
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
{
int objectID;
float position[3];
Protocol_ObjectRespawn()
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
// ID
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
// POSITION
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->objectID = 0;
memset(&this->position[0], 0, sizeof(float) * 3);
}
Protocol_ObjectRespawn(float position[3])
Protocol_ObjectRespawn(int id, float position[3])
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
// ID
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
// POSITION
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->objectID = id;
memcpy(&this->position[0], &position[0], sizeof(float) * 3);
}
Protocol_ObjectRespawn(Oyster::Network::CustomNetProtocol& p)
{
this->position[0] = p[1].value.netFloat;
this->position[1] = p[2].value.netFloat;
this->position[2] = p[3].value.netFloat;
this->objectID = p[1].value.netInt;
this->position[0] = p[2].value.netFloat;
this->position[1] = p[3].value.netFloat;
this->position[2] = p[4].value.netFloat;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->position[0];
this->protocol[2].value = this->position[1];
this->protocol[3].value = this->position[2];
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->position[0];
this->protocol[3].value = this->position[1];
this->protocol[4].value = this->position[2];
return protocol;
}
@ -852,10 +864,11 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDie 365
//#define protocol_Gameplay_ObjectDie 366
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
{
int objectID;
int killerID;
float seconds;
Protocol_ObjectDie()
@ -863,28 +876,34 @@ namespace GameLogic
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->objectID = 0;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->objectID = -1;
this->killerID = -1;
this->seconds = 0.0f;
}
Protocol_ObjectDie(int objectID, float seconds)
Protocol_ObjectDie(int objectID, int killerID, float seconds)
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->objectID = objectID;
this->killerID = killerID;
this->seconds = seconds;
}
Protocol_ObjectDie(Oyster::Network::CustomNetProtocol& p)
{
this->objectID = p[1].value.netInt;
this->seconds = p[2].value.netFloat;
this->objectID = p[1].value.netInt;
this->killerID = p[2].value.netInt;
this->seconds = p[3].value.netFloat;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->seconds;
this->protocol[2].value = this->killerID;
this->protocol[3].value = this->seconds;
return protocol;
}
@ -925,5 +944,45 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
}
//#define protocol_Gameplay_ObjectAction 368
struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject
{
short objectID;
float animationID;
Protocol_ObjectAction()
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
objectID = 0;
animationID = -1;
}
Protocol_ObjectAction(Oyster::Network::CustomNetProtocol& p)
{
objectID = p[1].value.netShort;
animationID = p[2].value.netFloat;
}
Protocol_ObjectAction(float animID, int id)
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
objectID = id;
animationID = animID;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = objectID;
this->protocol[2].value = animationID;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H

View File

@ -79,6 +79,7 @@ namespace GameLogic
{
public:
float deltaRadian;
float lookdir[3];
Protocol_PlayerLeftTurn()
{
@ -86,25 +87,40 @@ namespace GameLogic
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
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;
deltaRadian = 0.0f;
memset(&lookdir[0], 0, sizeof(float) * 3);
}
Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
{
this->deltaRadian = p[1].value.netFloat;
lookdir[0] = p[2].value.netFloat;
lookdir[1] = p[3].value.netFloat;
lookdir[2] = p[4].value.netFloat;
}
Protocol_PlayerLeftTurn( float deltaRadian )
Protocol_PlayerLeftTurn( float deltaRadian,float v[3] )
{
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
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;
this->deltaRadian = deltaRadian;
memcpy(&lookdir[0], &v[0], sizeof(float) * 3);
}
::Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->deltaRadian;
this->protocol[2].value = this->lookdir[0];
this->protocol[3].value = this->lookdir[1];
this->protocol[4].value = this->lookdir[2];
return protocol;
}

View File

@ -69,8 +69,8 @@
#define protocol_Gameplay_ObjectWeaponEnergy 364
#define protocol_Gameplay_ObjectRespawn 365
#define protocol_Gameplay_ObjectDie 366
//Disconnect
#define protocol_Gameplay_ObjectDisconnectPlayer 367
#define protocol_Gameplay_ObjectAction 368
#define protocol_GameplayMAX 399

View File

@ -55,6 +55,7 @@ namespace DanBias
GameLogic::IPlayerData* ReleasePlayer();
Oyster::Network::NetClient ReleaseClient();
bool IsInvalid();
void Invalidate();
int IncrementFailedProtocol();
void ResetFailedProtocolCount();

View File

@ -96,9 +96,12 @@ namespace DanBias
void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c );
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
//Callback method recieving from gamelogic
//Callback method receiving from game logic
static void ObjectMove ( GameLogic::IObjectData* movedObject );
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
static void ObjectDead ( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds );
//Private member variables
private:

View File

@ -19,18 +19,21 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
this->client = nwClient;
this->player = 0;
isReady = false;
this->character = L"crate_colonists.dan";
this->character = L"char_orca.dan";
this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f;
}
GameClient::~GameClient()
{
this->client = 0;
this->player = 0;
if(this->player)
this->player->Inactivate();
this->isReady = false;
this->character = L"crate_colonists.dan";
this->character = L"char_orca.dan";
this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f;
this->client = 0;
this->player = 0;
}
void GameClient::SetPlayer(GameLogic::IPlayerData* player)
@ -58,8 +61,14 @@ void GameClient::SetState(ClientState state)
this->state = state;
}
bool GameClient::IsInvalid()
{
return this->isInvalid;
}
void GameClient::Invalidate()
{
this->player->Release();
this->player = 0;
this->isInvalid = true;
this->isReady = false;
this->state = ClientState_Invalid;

View File

@ -29,10 +29,10 @@ using namespace DanBias;
float dt = (float)this->logicTimer.getElapsedSeconds();
if( dt >= this->logicFrameTime )
{
this->logicTimer.reset();
this->ProcessClients();
this->gameInstance.NewFrame();
this->logicTimer.reset();
}
}
@ -90,7 +90,7 @@ using namespace DanBias;
{
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(this->gClients[i] )
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{
this->gClients[i]->UpdateClient();
}
@ -101,7 +101,7 @@ using namespace DanBias;
bool returnValue = false;
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(this->gClients[i])
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{
this->gClients[i]->GetClient()->Send(message);
returnValue = true;
@ -115,7 +115,7 @@ using namespace DanBias;
{
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID)
if(this->gClients[i] && !this->gClients[i]->IsInvalid() && this->gClients[i]->GetClient()->GetID() == ID)
{
this->gClients[i]->GetClient()->Send(protocol);
return true;
@ -143,9 +143,6 @@ using namespace DanBias;
Oyster::Math::Float3 temp = movedObject->GetPosition();
if(temp.x < -300)
id = 0;
GameSession::gameSession->Send(p.GetProtocol());
//}
}
@ -153,7 +150,18 @@ using namespace DanBias;
{
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
}
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
{
GameSession::gameSession->Send(Protocol_ObjectDamage(movedObject->GetID(), hp).GetProtocol());
}
void GameSession::ObjectRespawned( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos )
{
GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol());
}
void GameSession::ObjectDead( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds )
{
GameSession::gameSession->Send(Protocol_ObjectDie(victim->GetID(), killer->GetID(), seconds).GetProtocol());
}
//*****************************************************//
//****************** Protocol methods *****************//
//******************************************************************************************************************//
@ -180,7 +188,6 @@ using namespace DanBias;
break;
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
@ -193,7 +200,6 @@ using namespace DanBias;
break;
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
break;
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
break;
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
@ -224,6 +230,7 @@ using namespace DanBias;
void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
{
c->GetPlayer()->TurnLeft( p.deltaRadian );
c->GetPlayer()->SetLookDir( p.lookdir ) ;
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{
@ -233,11 +240,8 @@ using namespace DanBias;
{
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_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{

View File

@ -36,8 +36,8 @@ GameSession::GameSession()
this->isCreated = false;
this->isRunning = false;
this->gameSession = this;
this->logicFrameTime = DELTA_TIME_20;
this->networkFrameTime = DELTA_TIME_20;
this->logicFrameTime = DELTA_TIME_60;
this->networkFrameTime = DELTA_TIME_60;
this->networkTimer.reset();
this->logicTimer.reset();
@ -108,6 +108,9 @@ bool GameSession::Create(GameDescription& desc, bool forceStart)
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameSession::ObjectMove);
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
this->gameInstance.SetFPS(60);
this->description.clients.Clear();
@ -214,14 +217,21 @@ bool GameSession::Join(gClient gameClient)
{
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(this->gClients[i])
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{
IPlayerData* temp = this->gClients[i]->GetPlayer();
Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(),
Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()),
Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string()));
nwClient->Send(oc);
nwClient->Send(p1);
temp = playerData;
Protocol_ObjectCreatePlayer p2( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(),
Utility::String::WStringToString(gameClient->GetAlias(), std::string()),
Utility::String::WStringToString(gameClient->GetCharacter(), std::string()));
this->gClients[i]->GetClient()->Send(p2);
}
}
}
@ -234,7 +244,7 @@ bool GameSession::Join(gClient gameClient)
{
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID());
gameClient->GetClient()->Send(p.GetProtocol());
nwClient->Send(p.GetProtocol());
}
}

View File

@ -32,7 +32,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
GameServerAPI::GameSetGameMode(L"free-for-all");
GameServerAPI::GameSetGameName(L"DebugServer");
GameServerAPI::GameSetGameTime(15);
GameServerAPI::GameSetMapName(L"2ofAll.bias");
GameServerAPI::GameSetMapName(L"erik_250.bias");
GameServerAPI::GameSetMaxClients(10);
if(GameServerAPI::GameStart(true))

View File

@ -166,16 +166,17 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectType_Light:
{
LightType lightType;
//LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//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);
ParseLight(&buffer[counter], *header, counter);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
@ -208,6 +209,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
}
break;*/
}
break;
default:
//Couldn't find typeID. FAIL!!!!!!
break;

View File

@ -52,6 +52,7 @@ namespace GameLogic
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_CG_MESH,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
@ -161,6 +162,11 @@ namespace GameLogic
float radius;
};
struct BoundingVolumeCGMesh : public BoundingVolumeBase
{
wchar_t filename[128];
};
struct BoundingVolume
{
CollisionGeometryType geoType;
@ -169,9 +175,9 @@ namespace GameLogic
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
LevelLoaderInternal::BoundingVolumeCGMesh cgMesh;
};
};
}
struct LevelMetaData : public ObjectTypeHeader
@ -253,8 +259,10 @@ namespace GameLogic
LightType lightType; //Is not used right now
float color[3];
float position[3];
float raduis;
float radius;
float intensity;
virtual ~BasicLight(){}
};
/* We only support pointlight right now.
struct PointLight : public BasicLight

View File

@ -20,6 +20,32 @@ namespace GameLogic
memcpy(header, buffer, size);
}
void ParseLight(char* buffer, BasicLight& header, int& size)
{
int start = 0;
memcpy(&header.typeID, &buffer[start], 40);
start += 40;
/*
memcpy(&header.lightType, &buffer[start], 4);
start += 4;
memcpy(&header.color, &buffer[start], 12);
start += 12;
memcpy(&header.position, &buffer[start], 12);
start += 12;
memcpy(&header.radius, &buffer[start], 4);
start += 4;
memcpy(&header.intensity, &buffer[start], 4);
start += 4;*/
size += start;
//memcpy(&header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{
char tempName[128];
@ -173,6 +199,22 @@ namespace GameLogic
start += sizeof(volume.cylinder);
break;
case CollisionGeometryType_CG_MESH:
{
memcpy(&volume.cgMesh, &buf[start], sizeof(float)*12);
start += sizeof(float)*12;
memcpy(&tempSize, &buf[start], sizeof(tempSize));
start += 4;
memcpy(&tempName, &buf[start], tempSize);
tempName[tempSize] = '\0';
//convert from char[] to wchar_t[]
mbstowcs_s(NULL, volume.cgMesh.filename, tempSize+1, tempName, _TRUNCATE);
start += tempSize;
}
break;
default:
break;
}

View File

@ -18,6 +18,7 @@ namespace GameLogic
*/
void ParseObject(char* buffer, void *header, int size);
void ParseLight(char* buffer, BasicLight& header, int& size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);

View File

@ -376,9 +376,13 @@ namespace LinearAlgebra3D
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> AngularAxis( const ::LinearAlgebra::Quaternion<ScalarType> &rotation )
{ // see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
ScalarType angle = ScalarType(2) * (ScalarType)::std::acos( rotation.real ),
multiplier = angle / (ScalarType)::std::sqrt( ScalarType(1) - rotation.real * rotation.real );
return multiplier * rotation.imaginary;
if( rotation.real < ScalarType(1) )
{
ScalarType angle = ScalarType(2) * ScalarType( ::std::acos(rotation.real) ),
multiplier = angle / ScalarType( ::std::sqrt(ScalarType(1) - rotation.real * rotation.real) );
return multiplier * rotation.imaginary;
}
else return ::LinearAlgebra::Vector3<ScalarType>::null;
}
// All Matrix to AngularAxis conversions here is incorrect
@ -838,7 +842,7 @@ namespace LinearAlgebra3D
template<typename ScalarType>
::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( const ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
{
{ //! @todo TODO: This code is broken and do not work!
::LinearAlgebra::Vector3<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis), localStartNormal) );
targetMem = worldStartNormal.Cross( worldEndNormal );
targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );

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@ -437,6 +437,38 @@ int ResourceManager::GetResourceId(const wchar_t c[])
return -1;
}
int ResourceManager::GetResourceCount(const wchar_t filename[])
{
ResourceData *t = FindResource(this->resources, filename);
if(t) return t->referenceCount;
return 0;
}
int ResourceManager::GetResourceCount(const HRESOURCE& resource)
{
ResourceData *t = FindResource(this->resources, resource);
if(t) return t->referenceCount;
return 0;
}
int ResourceManager::GetResourceSize(const wchar_t filename[])
{
ResourceData *t = FindResource(this->resources, filename);
if(t) return t->resourceSize;
return 0;
}
int ResourceManager::GetResourceSize(const HRESOURCE& resource)
{
ResourceData *t = FindResource(this->resources, resource);
if(t) return t->resourceSize;
return 0;
}

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@ -149,6 +149,14 @@ namespace Oyster
*/
int GetResourceId(const wchar_t filename[]);
int GetResourceCount(const wchar_t filename[]);
int GetResourceCount(const HRESOURCE& resource);
int GetResourceSize(const wchar_t filename[]);
int GetResourceSize(const HRESOURCE& resource);
private:
ResourceManager(const ResourceManager& obj);
const ResourceManager& operator=(const ResourceManager&);

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@ -44,6 +44,7 @@ namespace Utility
ReferenceCount() :count(0) { }
ReferenceCount(const ReferenceCount& o) { count = o.count; }
inline const ReferenceCount& operator=(const ReferenceCount& o) { count = o.count; return *this;}
operator int() { return this->count; }
inline void Incref() { this->count++; }
inline void Incref(int c) { this->count += c; }
inline int Decref() { return --this->count;}

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@ -56,6 +56,17 @@ struct NetworkClient::PrivateData : public IThreadObject
ThreadSafeQueue<CustomNetProtocol> sendQueue;
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
//Testing for eventSelect.
HANDLE socketEvents[2];
HANDLE shutdownEvent;
//The OysterByte each message is packed in.
OysterByte tempMessage;
//Used to buffer messages
OysterByte bufferedSend;
int numPackages;
//ID
static unsigned int currID;
const unsigned int ID;
@ -66,13 +77,17 @@ struct NetworkClient::PrivateData : public IThreadObject
, owner(0)
, outputEvent(0)
{
numPackages = 0;
bufferedSend.Resize(MAX_NETWORK_MESSAGE_SIZE);
tempMessage.Resize(MAX_NETWORK_MESSAGE_SIZE);
InitWinSock();
this->thread.Create(this, false);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
~PrivateData()
{
this->thread.Terminate();
SetEvent(shutdownEvent);
this->thread.Wait();
ShutdownWinSock();
this->connection.Disconnect();
@ -80,15 +95,150 @@ struct NetworkClient::PrivateData : public IThreadObject
this->parent = 0;
}
void ThreadEntry()
{
//Create alla events used in the thread
shutdownEvent = CreateEvent(NULL, true, false, NULL);
socketEvents[0] = WSACreateEvent();
socketEvents[1] = WSACreateEvent();
if(socketEvents[0] == WSA_INVALID_EVENT)
{
//Error
}
if(WSAEventSelect(this->connection.GetSocket(), socketEvents[0], FD_READ) == SOCKET_ERROR)
{
//Error
}
}
void ThreadExit()
{
WSACloseEvent(socketEvents[0]);
WSACloseEvent(socketEvents[1]);
CloseHandle(shutdownEvent);
}
bool DoWork() override
{
if(!this->connection.IsConnected()) return false;
WSANETWORKEVENTS wsaEvents;
Send();
Recv();
while(WaitForSingleObject(shutdownEvent, 0) != WAIT_OBJECT_0)
{
if(!this->connection.IsConnected()) return false;
return true;
int result = WSAWaitForMultipleEvents(2, socketEvents, FALSE, 100, FALSE) - WSA_WAIT_EVENT_0;
if(result == 0)
{
WSAEnumNetworkEvents(this->connection.GetSocket(), socketEvents[0], &wsaEvents);
if((wsaEvents.lNetworkEvents & FD_READ) && (wsaEvents.iErrorCode[FD_READ_BIT] == 0))
{
//Recieve a message
Recv();
}
}
else if(result == 1)
{
//Send all messages in the sendQueue
int i = this->sendQueue.Size();
WSAResetEvent(socketEvents[1]);
if(i == 1)
{
Send();
}
else if(i > 1)
{
for(int j = 0; j < i; j++)
BufferMessage();
SendBuffer();
}
}
}
return false;
}
void SendBuffer()
{
if(bufferedSend.GetSize() > 0)
{
this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
}
void BufferMessage()
{
int errorCode = 0;
if(!this->sendQueue.IsEmpty())
{
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(tempMessage, p);
if(tempMessage.GetSize() > MAX_NETWORK_MESSAGE_SIZE - bufferedSend.GetSize())
{
//Send buffered message
errorCode = this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
bufferedSend += tempMessage;
tempMessage.Clear();
//Debug
numPackages++;
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
if( errorCode == WSAECONNABORTED || errorCode == WSAENOTCONN)
{
CEA parg;
parg.type = CEA::EventType_Disconnect;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_Disconnect && EventType_ProtocolFailedToSend \n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
else
{
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToSend;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_ProtocolFailedToSend\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) Message sent!\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
int Send()
{
int errorCode = 0;
@ -96,11 +246,11 @@ struct NetworkClient::PrivateData : public IThreadObject
if(!this->sendQueue.IsEmpty())
{
//printf("\t(%i)\n", this->sendQueue.Size());
OysterByte temp;
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p);
errorCode = this->connection.Send(temp);
this->translator.Pack(tempMessage, p);
errorCode = this->connection.Send(tempMessage);
tempMessage.Clear();
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
@ -144,12 +294,12 @@ struct NetworkClient::PrivateData : public IThreadObject
{
int errorCode = -1;
OysterByte temp = OysterByte();
errorCode = this->connection.Recieve(temp);
errorCode = this->connection.Recieve(tempMessage);
if(errorCode == 0 && temp.GetSize())
if(errorCode == 0 && tempMessage.GetSize())
{
HandleRecievedData(temp);
HandleRecievedData(tempMessage);
tempMessage.Clear();
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
@ -312,7 +462,7 @@ bool NetworkClient::Connect(ConnectionInfo& socket)
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(socket, false);
int result = this->privateData->connection.Connect(socket, true);
//Connect has succeeded
if(result != 0) return false;
@ -333,7 +483,7 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
if(!this->privateData)
this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(port, serverIP, false);
int result = this->privateData->connection.Connect(port, serverIP, true);
//Connect has succeeded
if(result != 0) return false;
@ -381,7 +531,9 @@ void NetworkClient::Disconnect()
{
if(!privateData) return;
privateData->thread.Stop();
SetEvent(privateData->shutdownEvent);
privateData->thread.Wait();
privateData->connection.Disconnect();
this->privateData->sendQueue.Clear();
this->privateData->recieveQueue.Clear();
@ -390,11 +542,13 @@ void NetworkClient::Disconnect()
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->sendQueue.Push(protocol.GetProtocol());
WSASetEvent(this->privateData->socketEvents[1]);
}
void NetworkClient::Send(CustomNetProtocol& protocol)
{
this->privateData->sendQueue.Push(protocol);
WSASetEvent(this->privateData->socketEvents[1]);
}
void NetworkClient::SetOwner(NetworkSession* owner)

View File

@ -22,16 +22,16 @@ namespace Oyster
{
struct BroadcastOptions
{
//bool broadcast;
//float broadcastInterval;
//std::wstring subnetToBroadcast;
//CustomNetProtocol broadcastMessage;
//BroadcastOptions()
//{
// broadcast = true;
// broadcastInterval = 1.0f;
// subnetToBroadcast = L"192.168.0.1";
//}
bool broadcast;
float broadcastInterval;
std::wstring subnetToBroadcast;
CustomNetProtocol broadcastMessage;
BroadcastOptions()
{
broadcast = true;
broadcastInterval = 1.0f;
subnetToBroadcast = L"192.168.0.1";
}
} broadcastOptions;
struct MainOptions
@ -117,6 +117,23 @@ namespace Oyster
*/
int NetworkServer::GetPort();
/***************************************
Broadcast functions
***************************************/
//Set broadcast settings.
void SetBroadcast(CustomNetProtocol& broadcastMessage, float interval = 1.0f, bool enable = true);
//Set broadcast settings.
void SetBroadcastMessage(CustomNetProtocol& broadcastMessage);
//Enable/disable broadcast.
void SetBroadcast(bool enable);
//Set interval between each broadcast message in seconds.
void SetBroadcastInterval(float interval);
private:
struct PrivateData;
PrivateData* privateData;

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@ -188,8 +188,8 @@ int Connection::Recieve(OysterByte &bytes)
if(this->closed) return -1;
int nBytes;
bytes.Resize(1000);
nBytes = recv(this->socket, bytes, 1000, 0);
bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recv(this->socket, bytes, MAX_NETWORK_MESSAGE_SIZE, 0);
if(nBytes == SOCKET_ERROR)
{
bytes.SetSize(0);
@ -263,6 +263,11 @@ std::string Connection::GetIpAddress()
return this->addr;
}
int Connection::GetSocket()
{
return socket;
}
///////////////////////////////////////
//Private functions
///////////////////////////////////////

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@ -39,6 +39,8 @@ namespace Oyster
int SetBlockingMode( bool blocking );
std::string GetIpAddress();
int GetSocket();
private:
int InitiateSocket();

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@ -135,10 +135,10 @@ int ConnectionUDP::Recieve(OysterByte &bytes)
sockaddr_in from;
int fromLength = sizeof( from );
bytes.Resize(1000);
bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recvfrom(this->socket,
bytes,
1000,
MAX_NETWORK_MESSAGE_SIZE,
0,
(sockaddr*)&from,
&fromLength

View File

@ -11,6 +11,8 @@ namespace Oyster
{
namespace Network
{
const int MAX_NETWORK_MESSAGE_SIZE = 1400;
struct ConnectionInfo
{
int socket;
@ -44,6 +46,8 @@ namespace Oyster
//Disconnects the client or server TODO: optimize!
virtual int Disconnect() = 0;
virtual int GetSocket() { return -1; };
};
}
}

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@ -90,6 +90,14 @@ namespace Oyster
Math::Float3 GlowTint;
Math::Float PAD2;
};
struct RenderInstanceData
{
Math::Matrix WV;
Math::Matrix WVP;
Math::Float3 Tint;
Math::Float3 GTint;
};
}
}
}

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@ -19,6 +19,7 @@ namespace Oyster
Math::Float4x4 Projection;
std::vector<Definitions::Pointlight> Lights;
float deltaTime;
int MostModel;
#ifdef _DEBUG
Model::Model* cube;
Model::Model* sphere;
@ -57,9 +58,11 @@ namespace Oyster
debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
cube = CreateModel(L"generic_cube.dan");
cube->Tint = Math::Float3(0.0f,0.0f,1.0f);
cube->Tint = Math::Float3(1.0f,0.0f,0.0f);
cube->Instanced = false;
sphere = CreateModel(L"generic_sphere.dan");
sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f);
sphere->Instanced = false;
D3D11_RASTERIZER_DESC desc;
@ -133,6 +136,35 @@ namespace Oyster
return API::Sucsess;
}
void API::BeginLoadingModels()
{
}
void API::EndLoadingModels()
{
//TODO finalize instance buffers and create rendering map;
int maxModels = 0;
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
if((*i).second->Models > maxModels)
{
maxModels = (*i).second->Models;
}
(*i).second->rid = new Definitions::RenderInstanceData[(*i).second->Models+1];
}
Core::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Definitions::RenderInstanceData);
desc.Type = Core::Buffer::VERTEX_BUFFER;
desc.Usage = Core::Buffer::BUFFER_CPU_WRITE_DISCARD;
desc.InitData = 0;
desc.NumElements = maxModels+1;
Render::Resources::Gather::InstancedData.Init(desc);
}
//returns null for invalid filenames
Model::Model* API::CreateModel(std::wstring filename)
{
@ -142,6 +174,7 @@ namespace Oyster
m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1);
m->GlowTint = Math::Float3(1);
m->Instanced = true;
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
@ -153,6 +186,18 @@ namespace Oyster
return NULL;
}
if(!m->info->Animated)
{
if(Core::loader.GetResourceCount(m->info) == 1)
{
Render::Resources::RenderData[m->info] = new Render::Resources::ModelDataWrapper();
}
else
{
Render::Resources::RenderData[m->info]->Models++;
}
}
return m;
}
@ -187,6 +232,12 @@ namespace Oyster
SAFE_RELEASE(Core::deviceContext);
SAFE_RELEASE(Core::device);
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
SAFE_DELETE((*i).second->rid);
SAFE_DELETE((*i).second);
}
}
void API::AddLight(Definitions::Pointlight light)
@ -208,9 +259,9 @@ namespace Oyster
void API::StartRenderWireFrame()
{
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
//Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
Core::deviceContext->RSSetState(wire);
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
//Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
}
void API::RenderDebugCube(Math::Matrix world)

View File

@ -42,6 +42,10 @@ namespace Oyster
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
static void BeginLoadingModels();
static void EndLoadingModels();
static State ReloadShaders();
//should be called after rendered normal models, before GUI or Text rendering

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@ -26,6 +26,7 @@ namespace Oyster
Oyster::Math::Float3 Tint;
Oyster::Math::Float3 GlowTint;
bool Visible;
bool Instanced;
AnimationData Animation;
};
}

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@ -239,13 +239,25 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherInstPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherInstVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl">
<FxCompile Include="Shader\Passes\Gather\GatherAnimPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
@ -281,7 +293,7 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl">
<FxCompile Include="Shader\Passes\Gather\GatherAnimVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -328,8 +340,9 @@
<ItemGroup>
<None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Gather\InstHeader.hlsli" />
<None Include="Shader\Passes\Light\Defines.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Gather\AnimHeader.hlsli" />
<None Include="Shader\Passes\Light\LightCalc.hlsli" />
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" />

View File

@ -100,8 +100,6 @@
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" />
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl" />
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" />
@ -109,6 +107,10 @@
<FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherAnimPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherAnimVertex.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherInstVertex.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherInstPixel.hlsl" />
</ItemGroup>
<ItemGroup>
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
@ -117,8 +119,9 @@
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" />
<None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Blur\BlurSharedData.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Gather\AnimHeader.hlsli" />
<None Include="Shader\Passes\Gather\InstHeader.hlsli" />
</ItemGroup>
</Project>

View File

@ -19,7 +19,6 @@ namespace Oyster
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
Lights[1];
void* data;
@ -39,15 +38,39 @@ namespace Oyster
data = Resources::Light::PointLightsData.Map();
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Light::PointLightsData.Unmap();
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
(*i).second->Models=0;
}
Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass);
}
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
{
for(int i = 0; i < count; ++i)
{
if(&models[i] == NULL)
if(&models[i] == NULL || !models[i].Visible)
continue;
if(models[i].Visible)
Model::ModelInfo* info = models[i].info;
if(!info->Animated && models[i].Instanced)
{
Definitions::RenderInstanceData rid;
Math::Float3x3 normalTransform;
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
normalTransform.Transpose().Invert();
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
rid.WV = View * m;
rid.WVP = Projection * View * models[i].WorldMatrix;
rid.Tint = models[i].Tint;
rid.GTint = models[i].GlowTint;
Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid;
}
else
{
Definitions::PerModel pm;
Math::Float3x3 normalTransform;
@ -55,7 +78,6 @@ namespace Oyster
normalTransform.Transpose().Invert();
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
pm.WV = View * m;
//pm.WV = models[i].WorldMatrix.GetTranspose().GetInverse();
pm.WVP = Projection * View * models[i].WorldMatrix;
Model::ModelInfo* info = models[i].info;
@ -207,9 +229,47 @@ namespace Oyster
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
}
void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count)
{
if(count < 1)
return;
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
}
info->Vertices->Apply();
if(info->Indexed)
{
info->Indecies->Apply();
}
void* data = Resources::Gather::InstancedData.Map();
memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count);
Resources::Gather::InstancedData.Unmap();
if(info->Indexed)
{
Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0);
//Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
}
else
{
Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0);
//Core::deviceContext->Draw(info->VertexCount,0);
}
}
void DefaultRenderer::EndFrame()
{
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
Resources::Gather::InstancedData.Apply(1);
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
}
Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);

View File

@ -33,7 +33,8 @@ namespace Oyster
ID3D11UnorderedAccessView* Resources::Blur::BufferUAV = {0};
ID3D11ShaderResourceView* Resources::Blur::BufferSRV = {0};
Shader::RenderPass Resources::Gather::Pass;
Shader::RenderPass Resources::Gather::AnimatedPass;
Shader::RenderPass Resources::Gather::InstancedPass;
Shader::RenderPass Resources::Light::Pass;
Shader::RenderPass Resources::Post::Pass;
Shader::RenderPass Resources::Gui::Pass;
@ -43,6 +44,7 @@ namespace Oyster
Buffer Resources::Gather::ModelData = Buffer();
Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Gather::InstancedData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Color = Buffer();
@ -63,6 +65,8 @@ namespace Oyster
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
ID3D11DepthStencilView* Resources::Gui::depth = NULL;
std::map<Model::ModelInfo*, Resources::ModelDataWrapper*> Resources::RenderData = std::map<Model::ModelInfo*, Resources::ModelDataWrapper*>();
#pragma endregion
@ -76,8 +80,12 @@ namespace Oyster
std::wstring end = L".cso";
#endif
//Load Shaders
Core::PipelineManager::Init(path + L"GatherPixel" + end, ShaderType::Pixel, L"Gather");
Core::PipelineManager::Init(path + L"GatherVertex" + end, ShaderType::Vertex, L"Gather");
Core::PipelineManager::Init(path + L"GatherAnimPixel" + end, ShaderType::Pixel, L"AGather");
Core::PipelineManager::Init(path + L"GatherAnimVertex" + end, ShaderType::Vertex, L"AGather");
Core::PipelineManager::Init(path + L"GatherInstPixel" + end, ShaderType::Pixel, L"IGather");
Core::PipelineManager::Init(path + L"GatherInstVertex" + end, ShaderType::Vertex, L"IGather");
#ifdef _DEBUG
path = PathToHLSL+L"Light\\";
#endif
@ -151,6 +159,7 @@ namespace Oyster
desc.NumElements = MAX_LETTER_COUNT;
Gui::Text::Vertex.Init(desc);
return Core::Init::Success;
}
@ -356,10 +365,11 @@ namespace Oyster
{
////---------------- Geometry Pass Setup ----------------------------
Gather::Pass.Shaders.Pixel = GetShader::Pixel(L"Gather");
Gather::Pass.Shaders.Vertex = GetShader::Vertex(L"Gather");
#pragma region Animated Pass
Gather::AnimatedPass.Shaders.Pixel = GetShader::Pixel(L"AGather");
Gather::AnimatedPass.Shaders.Vertex = GetShader::Vertex(L"AGather");
D3D11_INPUT_ELEMENT_DESC indesc[] =
D3D11_INPUT_ELEMENT_DESC AnimInDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
@ -368,20 +378,163 @@ namespace Oyster
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
Shader::CreateInputLayout(indesc,5,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::Pass.CBuffers.Pixel.push_back(Color);
Gather::Pass.RenderStates.Rasterizer = RenderStates::rs;
Gather::Pass.RenderStates.SampleCount = 1;
Gather::Pass.RenderStates.SampleState = RenderStates::ss;
Gather::Pass.RenderStates.DepthStencil = RenderStates::dsState;
Shader::CreateInputLayout(AnimInDesc,5,GetShader::Vertex(L"AGather"),Gather::AnimatedPass.IAStage.Layout);
Gather::AnimatedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::AnimatedPass.CBuffers.Pixel.push_back(Color);
Gather::AnimatedPass.RenderStates.Rasterizer = RenderStates::rs;
Gather::AnimatedPass.RenderStates.SampleCount = 1;
Gather::AnimatedPass.RenderStates.SampleState = RenderStates::ss;
Gather::AnimatedPass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i)
{
Gather::Pass.RTV.push_back(GBufferRTV[i]);
Gather::AnimatedPass.RTV.push_back(GBufferRTV[i]);
}
Gather::Pass.depth = Core::depthStencil;
Gather::AnimatedPass.depth = Core::depthStencil;
#pragma endregion
#pragma region Instanced Pass
Gather::InstancedPass.Shaders.Pixel = GetShader::Pixel(L"IGather");
Gather::InstancedPass.Shaders.Vertex = GetShader::Vertex(L"IGather");
D3D11_INPUT_ELEMENT_DESC InstInDesc[15];
InstInDesc[0].AlignedByteOffset = 0;
InstInDesc[0].SemanticName = "POSITION";
InstInDesc[0].SemanticIndex = 0;
InstInDesc[0].InputSlot = 0;
InstInDesc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[0].InstanceDataStepRate = 0;
InstInDesc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[1].AlignedByteOffset = 12;
InstInDesc[1].SemanticName = "TEXCOORD";
InstInDesc[1].SemanticIndex = 0;
InstInDesc[1].InputSlot = 0;
InstInDesc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[1].InstanceDataStepRate = 0;
InstInDesc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
InstInDesc[2].AlignedByteOffset = 20;
InstInDesc[2].SemanticName = "NORMAL";
InstInDesc[2].SemanticIndex = 0;
InstInDesc[2].InputSlot = 0;
InstInDesc[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[2].InstanceDataStepRate = 0;
InstInDesc[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[3].AlignedByteOffset = 36;
InstInDesc[3].SemanticName = "BONEINDEX";
InstInDesc[3].SemanticIndex = 0;
InstInDesc[3].InputSlot = 0;
InstInDesc[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[3].InstanceDataStepRate = 0;
InstInDesc[3].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[4].AlignedByteOffset = 48;
InstInDesc[4].SemanticName = "BONEWEIGHT";
InstInDesc[4].SemanticIndex = 0;
InstInDesc[4].InputSlot = 0;
InstInDesc[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[4].InstanceDataStepRate = 0;
InstInDesc[4].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
/// Set WV
InstInDesc[5].AlignedByteOffset = 0;
InstInDesc[5].SemanticName = "WV";
InstInDesc[5].SemanticIndex = 0;
InstInDesc[5].InputSlot = 1;
InstInDesc[5].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[5].InstanceDataStepRate = 1;
InstInDesc[5].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[6].AlignedByteOffset = 16;
InstInDesc[6].SemanticName = "WV";
InstInDesc[6].SemanticIndex = 1;
InstInDesc[6].InputSlot = 1;
InstInDesc[6].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[6].InstanceDataStepRate = 1;
InstInDesc[6].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[7].AlignedByteOffset = 32;
InstInDesc[7].SemanticName = "WV";
InstInDesc[7].SemanticIndex = 2;
InstInDesc[7].InputSlot = 1;
InstInDesc[7].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[7].InstanceDataStepRate = 1;
InstInDesc[7].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[8].AlignedByteOffset = 48;
InstInDesc[8].SemanticName = "WV";
InstInDesc[8].SemanticIndex = 3;
InstInDesc[8].InputSlot = 1;
InstInDesc[8].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[8].InstanceDataStepRate = 1;
InstInDesc[8].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
//WVP
InstInDesc[9].AlignedByteOffset = 64;
InstInDesc[9].SemanticName = "WVP";
InstInDesc[9].SemanticIndex = 0;
InstInDesc[9].InputSlot = 1;
InstInDesc[9].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[9].InstanceDataStepRate = 1;
InstInDesc[9].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[10].AlignedByteOffset = 80;
InstInDesc[10].SemanticName = "WVP";
InstInDesc[10].SemanticIndex = 1;
InstInDesc[10].InputSlot = 1;
InstInDesc[10].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[10].InstanceDataStepRate = 1;
InstInDesc[10].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[11].AlignedByteOffset = 96;
InstInDesc[11].SemanticName = "WVP";
InstInDesc[11].SemanticIndex = 2;
InstInDesc[11].InputSlot = 1;
InstInDesc[11].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[11].InstanceDataStepRate = 1;
InstInDesc[11].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[12].AlignedByteOffset = 112;
InstInDesc[12].SemanticName = "WVP";
InstInDesc[12].SemanticIndex = 3;
InstInDesc[12].InputSlot = 1;
InstInDesc[12].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[12].InstanceDataStepRate = 1;
InstInDesc[12].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[13].AlignedByteOffset = 128;
InstInDesc[13].SemanticName = "TINT";
InstInDesc[13].SemanticIndex = 0;
InstInDesc[13].InputSlot = 1;
InstInDesc[13].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[13].InstanceDataStepRate = 1;
InstInDesc[13].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[14].AlignedByteOffset = 140;
InstInDesc[14].SemanticName = "GTINT";
InstInDesc[14].SemanticIndex = 0;
InstInDesc[14].InputSlot = 1;
InstInDesc[14].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[14].InstanceDataStepRate = 1;
InstInDesc[14].Format = DXGI_FORMAT_R32G32B32_FLOAT;
Shader::CreateInputLayout(InstInDesc,15,GetShader::Vertex(L"IGather"),Gather::InstancedPass.IAStage.Layout);
Gather::InstancedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::InstancedPass.RenderStates.Rasterizer = RenderStates::rs;
Gather::InstancedPass.RenderStates.SampleCount = 1;
Gather::InstancedPass.RenderStates.SampleState = RenderStates::ss;
Gather::InstancedPass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i)
{
Gather::InstancedPass.RTV.push_back(GBufferRTV[i]);
}
Gather::InstancedPass.depth = Core::depthStencil;
#pragma endregion
////---------------- Light Pass Setup ----------------------------
Light::Pass.Shaders.Compute = GetShader::Compute(L"LightPass");
@ -496,6 +649,7 @@ namespace Oyster
{
Gather::ModelData.~Buffer();
Gather::AnimationData.~Buffer();
Gather::InstancedData.~Buffer();
Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer();
Gui::Data.~Buffer();
@ -522,20 +676,21 @@ namespace Oyster
SAFE_RELEASE(LBufferSRV[i]);
}
SAFE_RELEASE(Gather::Pass.IAStage.Layout);
SAFE_RELEASE(Gather::AnimatedPass.IAStage.Layout);
SAFE_RELEASE(Gather::InstancedPass.IAStage.Layout);
SAFE_RELEASE(Gather::Pass.RenderStates.BlendState);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.BlendState);
SAFE_RELEASE(Gather::Pass.RenderStates.DepthStencil);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.DepthStencil);
SAFE_RELEASE(Gather::Pass.RenderStates.Rasterizer);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.Rasterizer);
for(int i = 0; i < Gather::Pass.RenderStates.SampleCount; ++i)
for(int i = 0; i < Gather::AnimatedPass.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(Gather::Pass.RenderStates.SampleState[i]);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(Gather::Pass.RenderStates.SampleState);
SAFE_DELETE_ARRAY(Gather::AnimatedPass.RenderStates.SampleState);
SAFE_RELEASE(Gui::Pass.IAStage.Layout);

View File

@ -1,6 +1,8 @@
#pragma once
#include "../Core/Core.h"
#include "../Model/ModelInfo.h"
#include "../Definitions/GraphicalDefinition.h"
namespace Oyster
{
@ -11,6 +13,14 @@ namespace Oyster
class Resources
{
public:
struct ModelDataWrapper
{
Definitions::RenderInstanceData* rid;
int Models;
};
static std::map<Model::ModelInfo*, ModelDataWrapper*> RenderData;
static const int GBufferSize = 3;
static const int LBufferSize = 3;
@ -44,9 +54,11 @@ namespace Oyster
struct Gather
{
static Core::PipelineManager::RenderPass Pass;
static Core::PipelineManager::RenderPass AnimatedPass;
static Core::PipelineManager::RenderPass InstancedPass;
static Core::Buffer ModelData;
static Core::Buffer AnimationData;
static Core::Buffer InstancedData;
};
struct Light

View File

@ -1,4 +1,4 @@
struct VertexIn
struct AnimVertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;

View File

@ -1,4 +1,4 @@
#include "Header.hlsli"
#include "AnimHeader.hlsli"
@ -42,7 +42,7 @@ PixelOut main(VertexOut input)
PixelOut output;
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
//tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE

View File

@ -1,6 +1,6 @@
#include "Header.hlsli"
#include "AnimHeader.hlsli"
VertexOut main( VertexIn input )
VertexOut main( AnimVertexIn input )
{
VertexOut output;

View File

@ -0,0 +1,63 @@
#include "InstHeader.hlsli"
float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
{
// get edge vectors of the pixel triangle
float3 dp1 = ddx( p );
float3 dp2 = ddy( p );
float2 duv1 = ddx( uv );
float2 duv2 = ddy( uv );
// solve the linear system
float3 dp2perp = cross( dp2, N );
float3 dp1perp = cross( N, dp1 );
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = rsqrt( max( dot(T,T), dot(B,B) ) );
return transpose(float3x3( T * invmax, B * invmax, N ));
}
float3 perturb_normal( float3 N, float3 V, float2 texcoord )
{
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
float3 map = Normal.Sample(S1,texcoord).xyz;
map = map * 255./127. - 128./127.;
#ifdef WITH_NORMALMAP_2CHANNEL
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
#endif
#ifdef WITH_NORMALMAP_GREEN_UP
map.y = -map.y;
#endif
float3x3 TBN = cotangent_frame( N, -V, texcoord );
return normalize( mul(transpose(TBN), map) );
}
PixelOut main(VertexOut input)
{
PixelOut output;
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = input.tint * (1-DiffGlow.w) + input.gtint * DiffGlow.w;
//tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);
float3 map = Normal.Sample(S1,input.UV).xyz;
//map = normalize((map * 2) -1);
map = map * 255./127. - 128./127.;
//map = map * 255;
float3 normal = normalize(mul(CoTangentFrame, map));
//normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
//output.NormalSpec = float4(input.normal, Normal.Sample(S1, input.UV).w * 0);
//output.NormalSpec = float4(map,0);
return output;
}

View File

@ -0,0 +1,18 @@
#include "InstHeader.hlsli"
VertexOut main( InstVertexIn input )
{
VertexOut output;
matrix WV = transpose(matrix(input.wv1, input.wv2, input.wv3, input.wv4));
matrix WVP = transpose(matrix(input.wvp1, input.wvp2, input.wvp3, input.wvp4));
output.pos = mul(WVP, float4(input.pos,1));
output.ViewPos = mul(WV, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV;
output.tint = input.Tint;
output.gtint = input.GlowTint;
return output;
}

View File

@ -0,0 +1,44 @@
struct InstVertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
//instance Data
//WV MATRIX
float4 wv1 : WV0;
float4 wv2 : WV1;
float4 wv3 : WV2;
float4 wv4 : WV3;
//WVP MATRIX
float4 wvp1 : WVP0;
float4 wvp2 : WVP1;
float4 wvp3 : WVP2;
float4 wvp4 : WVP3;
float3 Tint : TINT;
float3 GlowTint : GTINT;
};
struct VertexOut
{
float4 pos : SV_POSITION;
float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tint : TINT;
float3 gtint : GTINT;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
SamplerState S1 : register(s0);

View File

@ -25,6 +25,16 @@ cbuffer LightConstants : register(b0)
float4x4 View;
}
struct FrustrumPoints
{
float3 v0;
float3 v1;
float3 v2;
float3 v3;
float3 v4;
float3 v5;
};
Texture2D DiffuseGlow : register(t0);
Texture2D NormalSpec : register(t1);
Texture2D GUI : register(t2);

View File

@ -28,3 +28,8 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
output.Specular = output.Specular * SpecCo;
return output;
}
bool intersects(FrustrumPoints box, int Index)
{
return true;
}

View File

@ -8,13 +8,85 @@
//Calc Ambience Done
//Write Glow
#define EXPAND 1024.0f
#define SHRINK 1.0f/EXPAND
#define UINT_MAX 0xFFFFFFFF
#define FLOAT_MAX 3.402823466e+38
#define BLOCKSIZE 16
#define NUMTHREADS BLOCKSIZE * BLOCKSIZE
#define MAXLIGHTS 100
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
// -- Shared Memory ------------------------------------------------- //
groupshared uint iMinDepth = UINT_MAX,
iMaxDepth = 0;
groupshared uint numVisiblePointLights = 0,
visiblePointlightIndex[MAXLIGHTS];
// ------------------------------------------------------------------ //
[numthreads(BLOCKSIZE, BLOCKSIZE, 1)]
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
{
float2 UV = DTid.xy / Pixels;
UV.x = UV.x * 2 - 1;
UV.y = 1 - 2 * UV.y;
float3 posN = float3(UV, DepthTexture[DTid.xy].x);
// store and load shared minDepth and maxDepth
float minDepth = 0.0f, maxDepth = 0.0f,
depth = posN.z;
{
uint uidepth = (uint)( depth * EXPAND);
InterlockedMin( iMinDepth, uidepth );
InterlockedMax( iMaxDepth, uidepth );
GroupMemoryBarrierWithGroupSync();
minDepth = (float)( iMinDepth ) * SHRINK;
maxDepth = (float)( iMaxDepth ) * SHRINK;
}
// -- Switching to LightCulling ------------------------------------- //
//define collision volume
float2 size = BLOCKSIZE / Pixels;
FrustrumPoints tile;
tile.v0 = float3(size * Gid,minDepth);
tile.v1 = float3(tile.v0.xy+size,maxDepth);
tile.v2 = float3(tile.v1.xy, minDepth);
tile.v3 = float3(tile.v0.x,tile.v1.y,minDepth);
tile.v4 = float3(tile.v1.x, tile.v0.y, minDepth);
tile.v5 = float3(tile.v0.xy, maxDepth);
// culling the tile's near and far to minDepth & maxDepth ( with tolerance )
uint numPass = (Lights + NUMTHREADS - 1) / NUMTHREADS;
numPass = min( numPass, MAXLIGHTS / NUMTHREADS );
for( uint passI = 0; passI < numPass; ++passI )
{
uint lightIndex = (passI * NUMTHREADS) + GI;
lightIndex = min( lightIndex, Lights );
if( lightIndex < Lights )
if( intersects(tile, lightIndex) )
{
uint offset;
InterlockedAdd( numVisiblePointLights, 1, offset );
visiblePointlightIndex[offset] = lightIndex;
}
}
GroupMemoryBarrierWithGroupSync();
float3 ViewPos = ToVpos(DTid.xy, UV);
DiffSpec Shaded;
Shaded.Diffuse = float3(0,0,0);
@ -47,7 +119,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
DepthBase = DepthBase /4;
Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w /* * (2-DepthBase) */,DiffBase.w);
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w ,DiffBase.w);
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
}

View File

@ -288,9 +288,10 @@ void API_Impl::UpdateWorld()
{
this->customBodies[i]->CallSubscription_Move();
}
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
}
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
ICustomBody::State state;
@ -313,8 +314,33 @@ void API_Impl::UpdateWorld()
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
int numContacts = contactManifold->getNumContacts();
for (int j=0;j<numContacts;j++)
{
btManifoldPoint& pt = contactManifold->getContactPoint(j);
if (pt.getDistance()<0.f)
{
if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
const btVector3& ptA = pt.getPositionWorldOnA();
const btVector3& ptB = pt.getPositionWorldOnB();
const btVector3& normalOnB = pt.m_normalWorldOnB;
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
}
}
}
}

View File

@ -22,6 +22,8 @@ SimpleRigidBody::SimpleRigidBody()
this->state.restitutionCoeff = 0.0f;
this->state.reach = Float3(0.0f, 0.0f, 0.0f);
this->collisionFlags = 0;
this->afterCollision = NULL;
this->onMovement = NULL;
@ -85,7 +87,7 @@ void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState)
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
{
this->rigidBody = rigidBody;
this->collisionFlags = rigidBody->getCollisionFlags();
}
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
@ -421,5 +423,10 @@ void SimpleRigidBody::MoveToLimbo()
void SimpleRigidBody::ReleaseFromLimbo()
{
this->rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
this->rigidBody->setCollisionFlags(this->collisionFlags);
}
void SimpleRigidBody::SetPreviousVelocity(::Oyster::Math::Float3 velocity)
{
this->state.previousVelocity = velocity;
}

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@ -64,6 +64,7 @@ namespace Oyster
void SetCollisionShape(btCollisionShape* shape);
void SetMotionState(btDefaultMotionState* motionState);
void SetRigidBody(btRigidBody* rigidBody);
void SetPreviousVelocity(Math::Float3 velocity);
void PreStep(const btCollisionWorld* collisionWorld);
@ -72,6 +73,8 @@ namespace Oyster
void MoveToLimbo();
void ReleaseFromLimbo();
private:
btCollisionShape* collisionShape;
@ -90,6 +93,8 @@ namespace Oyster
btVector3 raySource[2];
btVector3 rayTarget[2];
btScalar rayLambda[2];
int collisionFlags;
};
}
}

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@ -10,7 +10,7 @@ namespace Oyster
{
namespace Struct
{
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 &centerPos, const ::Oyster::Math::Quaternion& quaternion)
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 &centerPos, const ::Oyster::Math::Quaternion& quaternion, ::Oyster::Math::Float3 previousVelocity)
{
this->mass = mass;
this->reach = reach;
@ -19,6 +19,7 @@ namespace Oyster
this->dynamicFrictionCoeff = dynamicFrictionCoeff;
this->centerPos = centerPos;
this->quaternion = quaternion;
this->previousVelocity = ::Oyster::Math::Float3::null;
}
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
@ -30,6 +31,7 @@ namespace Oyster
this->dynamicFrictionCoeff = state.dynamicFrictionCoeff;
this->centerPos = state.centerPos;
this->quaternion = state.quaternion;
this->previousVelocity = state.previousVelocity;
return *this;
}

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@ -16,12 +16,13 @@ namespace Oyster
public:
// Default constructor
CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
::Oyster::Math::Float3 reach = ::Oyster::Math::Float3(0,0,0),
::Oyster::Math::Float3 reach = ::Oyster::Math::Float3::null,
::Oyster::Math::Float restitutionCoeff = 0.5f,
::Oyster::Math::Float staticFrictionCoeff = 1.0f,
::Oyster::Math::Float dynamicFrictionCoeff = 1.0f,
const ::Oyster::Math::Float3 &centerPos = ::Oyster::Math::Float3::null,
const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1));
const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1),
::Oyster::Math::Float3 previousVelocity = ::Oyster::Math::Float3::null);
// Assignment operator
CustomBodyState & operator = ( const CustomBodyState &state );
@ -34,7 +35,7 @@ namespace Oyster
// Variables for state
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
::Oyster::Math::Float3 reach, centerPos;
::Oyster::Math::Float3 reach, centerPos, previousVelocity;
::Oyster::Math::Quaternion quaternion;
};
}