GL - starting to send lookdir to server
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121fd51c45
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@ -267,12 +267,14 @@ void GameState::readKeyInput(InputClass* KeyInput)
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//send delta mouse movement
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//send delta mouse movement
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if (KeyInput->IsMousePressed())
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if (KeyInput->IsMousePressed())
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{
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{
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GameLogic::Protocol_PlayerMouse deltaMouseMove;
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deltaMouseMove.dxMouse = KeyInput->GetYaw();
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deltaMouseMove.dyMouse = KeyInput->GetPitch();
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//privData->nwClient->Send(deltaMouseMove);
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camera->Yaw(KeyInput->GetYaw());
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camera->Yaw(KeyInput->GetYaw());
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camera->Pitch(KeyInput->GetPitch());
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camera->Pitch(KeyInput->GetPitch());
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camera->UpdateViewMatrix();
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GameLogic::Protocol_PlayerLook playerLookDir;
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//deltaMouseMove.camera->GetLook();
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//privData->nwClient->Send(playerLookDir);
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}
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}
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@ -54,10 +54,14 @@ namespace DanBias
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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}
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}
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break;
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break;
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case protocol_Gameplay_PlayerMouseMovement:
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case protocol_Gameplay_PlayerLookDir:
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{
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{
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Protocol_PlayerMouse m; m = p;
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Protocol_PlayerLook m; m = p;
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c->GetPlayer()->Rotate(m.dxMouse, m.dyMouse);
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Oyster::Math3D::Float3 lookDir;
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lookDir.x = p.Get(1).value.netFloat;
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lookDir.y = p.Get(2).value.netFloat;
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lookDir.z = p.Get(3).value.netFloat;
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c->GetPlayer()->Rotate(lookDir);
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}
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}
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break;
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break;
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case protocol_Gameplay_PlayerChangeWeapon:
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case protocol_Gameplay_PlayerChangeWeapon:
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@ -39,7 +39,7 @@ namespace GameLogic
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Oyster::Math::Float4x4 GetOrientation() override;
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Oyster::Math::Float4x4 GetOrientation() override;
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int GetID() const override;
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int GetID() const override;
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OBJECT_TYPE GetObjectType() const override;
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OBJECT_TYPE GetObjectType() const override;
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void Rotate(const float x, const float y) override;
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void Rotate(const Oyster::Math3D::Float3 lookDir) override;
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Player *player;
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Player *player;
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};
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};
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@ -79,7 +79,7 @@ namespace GameLogic
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* @param x: The relative x axis
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* @param x: The relative x axis
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* @param y: The relative y axis
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* @param y: The relative y axis
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**/
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**/
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virtual void Rotate(const float x, const float y) = 0;
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virtual void Rotate(const const Oyster::Math3D::Float3 lookDir) = 0;
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/********************************************************
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/********************************************************
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* Uses the chosen players weapon based on input
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* Uses the chosen players weapon based on input
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@ -49,7 +49,7 @@ OBJECT_TYPE Game::PlayerData::GetObjectType() const
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{
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{
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return this->player->GetType();
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return this->player->GetType();
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}
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}
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void Game::PlayerData::Rotate(const float x, const float y)
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void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
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{
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{
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this->player->Rotate(x, y);
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this->player->Rotate(lookDir);
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}
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}
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@ -92,7 +92,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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this->lookDir = Oyster::Math::Float4(1,0,0);
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this->lookDir = Oyster::Math::Float4(1,0,0);
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}
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}
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void Player::Rotate(float dx, float dy)
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void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
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{
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{
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//this->lookDir = lookDir;
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//this->lookDir = lookDir;
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@ -42,7 +42,7 @@ namespace GameLogic
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void Respawn(Oyster::Math::Float3 spawnPoint);
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void Respawn(Oyster::Math::Float3 spawnPoint);
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void Rotate(float x, float y);
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void Rotate(const Oyster::Math3D::Float3 lookDir);
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/********************************************************
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/********************************************************
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* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
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* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
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@ -56,33 +56,36 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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Oyster::Network::CustomNetProtocol protocol;
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};
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};
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struct Protocol_PlayerMouse :public Oyster::Network::CustomProtocolObject
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struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
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{
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{
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float dxMouse;
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float lookDirX;
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float dyMouse;
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float lookDirY;
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float lookDirZ;
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Protocol_PlayerLook()
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Protocol_PlayerMouse()
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{
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerMouseMovement;
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerLookDir;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
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}
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}
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const Protocol_PlayerMouse& operator=(Oyster::Network::CustomNetProtocol& val)
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const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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{
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dxMouse = val[1].value.netFloat;
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lookDirX = val[1].value.netFloat;
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dyMouse = val[2].value.netFloat;
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lookDirY = val[2].value.netFloat;
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lookDirZ = val[3].value.netFloat;
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return *this;
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return *this;
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}
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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{
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this->protocol[1].value = dxMouse;
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this->protocol[1].value = lookDirX;
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this->protocol[2].value = dyMouse;
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this->protocol[2].value = lookDirY;
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this->protocol[3].value = lookDirZ;
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return &protocol;
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return &protocol;
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}
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}
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@ -47,7 +47,7 @@
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/***********[ 300 - 399 ]***********/
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/***********[ 300 - 399 ]***********/
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#define protocol_GameplayMIN 300
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#define protocol_GameplayMIN 300
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#define protocol_Gameplay_PlayerMovement 300
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#define protocol_Gameplay_PlayerMovement 300
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#define protocol_Gameplay_PlayerMouseMovement 301
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#define protocol_Gameplay_PlayerLookDir 301
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#define protocol_Gameplay_PlayerChangeWeapon 302
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#define protocol_Gameplay_PlayerChangeWeapon 302
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#define protocol_Gameplay_ObjectPickup 303
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#define protocol_Gameplay_ObjectPickup 303
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#define protocol_Gameplay_ObjectDamage 304
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#define protocol_Gameplay_ObjectDamage 304
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