diff --git a/Bin/Content/Shaders/DebugVertex.cso b/Bin/Content/Shaders/DebugVertex.cso new file mode 100644 index 00000000..4e8292c6 Binary files /dev/null and b/Bin/Content/Shaders/DebugVertex.cso differ diff --git a/Bin/Content/Shaders/TextureDebug.cso b/Bin/Content/Shaders/TextureDebug.cso new file mode 100644 index 00000000..23c9aa23 Binary files /dev/null and b/Bin/Content/Shaders/TextureDebug.cso differ diff --git a/Code/DanBias.sln b/Code/DanBias.sln index 315bd416..894caec6 100644 --- a/Code/DanBias.sln +++ b/Code/DanBias.sln @@ -196,6 +196,7 @@ Global {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32 diff --git a/Code/Game/DanBiasGame/DanBiasGame.vcxproj b/Code/Game/DanBiasGame/DanBiasGame.vcxproj index 1784ca35..76a7554e 100644 --- a/Code/Game/DanBiasGame/DanBiasGame.vcxproj +++ b/Code/Game/DanBiasGame/DanBiasGame.vcxproj @@ -72,7 +72,7 @@ $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ $(ProjectName)_$(PlatformShortName)D $(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath) - $(SolutionDir)..\External\Include\;$(IncludePath) + $(SolutionDir)Network/NetworkAPI;$(IncludePath) true @@ -106,7 +106,7 @@ Disabled DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) + $(SolutionDir)Game/GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories) Windows @@ -123,12 +123,12 @@ Disabled DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) + $(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) Windows true - OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies) + GameProtocols_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies) OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs) @@ -142,14 +142,14 @@ true DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) + $(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) Windows true true true - OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies) + GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies) OysterGraphics_x86.dll;%(DelayLoadDLLs) @@ -163,14 +163,14 @@ true DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) + $(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories) Windows true true true - OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies) + GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies) OysterGraphics_x86.dll;%(DelayLoadDLLs) @@ -181,6 +181,9 @@ {2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee} + + {460d625f-2ac9-4559-b809-0ba89ceaedf4} + {0ec83e64-230e-48ef-b08c-6ac9651b4f82} diff --git a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp index 535256f9..e38b8cc9 100644 --- a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp +++ b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp @@ -5,6 +5,10 @@ #include "GameClientState/GameClientState.h" #include "GameClientState\GameState.h" #include "GameClientState\LobbyState.h" +#include "PlayerProtocols.h" +#include "NetworkClient.h" + +#include "L_inputClass.h" #include "vld.h" namespace DanBias @@ -12,11 +16,40 @@ namespace DanBias __int64 DanBiasGame::cntsPerSec = 0; __int64 DanBiasGame::prevTimeStamp = 0; float DanBiasGame::secsPerCnt = 0; - InputClass* DanBiasGame::inputObj = NULL; HINSTANCE DanBiasGame::g_hInst = NULL; HWND DanBiasGame::g_hWnd = NULL; #pragma region Game Data + + + struct MyRecieverObject // :public PontusRecieverObject + { + Oyster::Network::NetworkClient nwClient; + + static void ProtocolRecieved(Network::CustomNetProtocol* p) + { + int pType = ((*p)[0]).value.netInt; + switch (pType) + { + case protocol_PlayerNavigation: + + break; + case protocol_PlayerPosition: + //int x = ((*p)[1]).value.netInt; + //int y = ((*p)[2]).value.netInt; + //int z = ((*p)[3]).value.netInt; + break; + + + case protocol_ObjectPosition: + // DanBiasGame::protocolRecived(); + break; + + default: + break; + } + } + }; class DanBiasGamePrivateData { @@ -32,12 +65,22 @@ namespace DanBias public: Client::GameClientState* gameClientState; + InputClass* inputObj; + GameLogic::Protocol_PlayerMovement player_move; + //Oyster::Network::NetworkClient nwClient; + MyRecieverObject r; + // gameClient; } data; #pragma endregion - DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData(); + + DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData(); + void DanBiasGame::protocolRecived() + { + //m_data->gameClientState.setPos() + } //-------------------------------------------------------------------------------------- // Interface API functions //-------------------------------------------------------------------------------------- @@ -163,8 +206,8 @@ namespace DanBias //------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitInput() { - inputObj = new InputClass; - if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768)) + m_data->inputObj = new InputClass; + if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768)) { MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return E_FAIL; @@ -174,10 +217,10 @@ namespace DanBias HRESULT DanBiasGame::Update(float deltaTime) { - inputObj->Update(); + m_data->inputObj->Update(); DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; - state = m_data->gameClientState->Update(deltaTime, inputObj); + state = m_data->gameClientState->Update(deltaTime, m_data->inputObj); if(state != Client::GameClientState::ClientState_Same) { @@ -206,7 +249,7 @@ namespace DanBias HRESULT DanBiasGame::Render(float deltaTime) { int isPressed = 0; - if(inputObj->IsKeyPressed(DIK_A)) + if(m_data->inputObj->IsKeyPressed(DIK_A)) { isPressed = 1; } @@ -224,8 +267,9 @@ namespace DanBias { m_data->gameClientState->Release(); delete m_data->gameClientState; + delete m_data->inputObj; delete m_data; - delete inputObj; + Oyster::Graphics::API::Clean(); return S_OK; diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index fb81e23a..a95b6798 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -12,6 +12,7 @@ struct GameState::myData Oyster::Math3D::Float4x4 proj; C_Object* object[3]; int modelCount; + //Oyster::Network::NetworkClient* nwClient; gameStateState state; }privData; @@ -86,6 +87,8 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI case gameStateState_playing: // read server data // update objects + // Client.send(obj); + if(KeyInput->IsKeyPressed(DIK_L)) privData->state = GameState::gameStateState_end; break; diff --git a/Code/Game/DanBiasGame/Include/DanBiasGame.h b/Code/Game/DanBiasGame/Include/DanBiasGame.h index 519eda13..756460d4 100644 --- a/Code/Game/DanBiasGame/Include/DanBiasGame.h +++ b/Code/Game/DanBiasGame/Include/DanBiasGame.h @@ -52,11 +52,13 @@ namespace DanBias static HRESULT Update(float deltaTime); static HRESULT Render(float deltaTime); static HRESULT CleanUp(); + + static void protocolRecived(); private: static __int64 cntsPerSec; static __int64 prevTimeStamp; static float secsPerCnt; - static InputClass* inputObj; + static HINSTANCE g_hInst; static HWND g_hWnd; static DanBiasGamePrivateData* m_data; diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index 18324149..b7687acb 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -1,4 +1,5 @@ #include "AttatchmentMassDriver.h" +#include "PhysicsAPI.h" using namespace GameLogic; @@ -19,11 +20,20 @@ struct AttatchmentMassDriver::PrivateData AttatchmentMassDriver::AttatchmentMassDriver(void) { + myData = new PrivateData(); + this->owner = 0; +} + +AttatchmentMassDriver::AttatchmentMassDriver(Player &owner) +{ + myData = new PrivateData(); + this->owner = &owner; } AttatchmentMassDriver::~AttatchmentMassDriver(void) { + delete myData; } /******************************************************** @@ -31,15 +41,33 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void) ********************************************************/ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput) { - ForcePush(fireInput); -} - -/******************************************************** -* This is a specific functionallity of the weapon -********************************************************/ -void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput) -{ + //switch case to determin what functionallity to use in the attatchment + switch (fireInput) + { + case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: + ForcePush(fireInput); + break; + case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: + ForcePull(fireInput); + break; + } } +/******************************************************** +* Pushes objects in a cone in front of the weapon when fired +********************************************************/ +void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput) +{ + //create coneRigidBody that will then collide with object and push them in the aimed direction +} + +/******************************************************** +* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack) +********************************************************/ +void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput) +{ + Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100); +} + diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.h b/Code/Game/GameLogic/AttatchmentMassDriver.h index bc95c327..879938fe 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.h +++ b/Code/Game/GameLogic/AttatchmentMassDriver.h @@ -8,6 +8,7 @@ namespace GameLogic { public: AttatchmentMassDriver(void); + AttatchmentMassDriver(Player &owner); ~AttatchmentMassDriver(void); @@ -15,6 +16,7 @@ namespace GameLogic private: void ForcePush(const WEAPON_FIRE &fireInput); + void ForcePull(const WEAPON_FIRE &fireInput); private: struct PrivateData; diff --git a/Code/Game/GameLogic/AttatchmentSocket.cpp b/Code/Game/GameLogic/AttatchmentSocket.cpp index 86e0850b..288a1a4e 100644 --- a/Code/Game/GameLogic/AttatchmentSocket.cpp +++ b/Code/Game/GameLogic/AttatchmentSocket.cpp @@ -14,7 +14,7 @@ struct AttatchmentSocket::PrivateData } - IAttatchment *Attatchment; + IAttatchment *attatchment; }myData; @@ -30,5 +30,23 @@ AttatchmentSocket::~AttatchmentSocket(void) IAttatchment* AttatchmentSocket::GetAttatchment() { - return myData->Attatchment; + return myData->attatchment; +} + +void AttatchmentSocket::SetAttatchment(IAttatchment *attatchment) +{ + if (myData->attatchment) + { + delete myData->attatchment; + } + + myData->attatchment = attatchment; +} + +void AttatchmentSocket::RemoveAttatchment() +{ + if (myData->attatchment) + { + delete myData->attatchment; + } } diff --git a/Code/Game/GameLogic/AttatchmentSocket.h b/Code/Game/GameLogic/AttatchmentSocket.h index 1067e339..f9be588b 100644 --- a/Code/Game/GameLogic/AttatchmentSocket.h +++ b/Code/Game/GameLogic/AttatchmentSocket.h @@ -11,6 +11,8 @@ namespace GameLogic ~AttatchmentSocket(void); IAttatchment* GetAttatchment(); + void SetAttatchment(IAttatchment *attatchment); + void RemoveAttatchment(); private: struct PrivateData; diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index 52eaa4f3..3d1af2a1 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -1,4 +1,8 @@ #include "CollisionManager.h" +#include "PhysicsAPI.h" +#include "Object.h" +#include "DynamicObject.h" +#include "Player.h" using namespace Oyster; @@ -8,42 +12,44 @@ namespace GameLogic namespace CollisionManager { + void PlayerVBox(Player &player, DynamicObject &box); + + Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj) { - Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyPlayer)); - Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj); + Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef)); + Object *realObj = (Object*)obj->gameObjectRef; switch (realObj->GetType()) { - case Object::OBJECT_TYPE_BOX: + case OBJECT_TYPE_BOX: PlayerVBox(*player,(*(DynamicObject*) realObj)); break; - case Object::OBJECT_TYPE_PLAYER: + case OBJECT_TYPE_PLAYER: break; } - //spela ljud? ta skada? etc etc return Physics::ICustomBody::SubscriptMessage_none; } void PlayerVBox(Player &player, DynamicObject &box) { - //spela ljud? ta skada? etc etc + player.DamageLife(20); } Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj) { - DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyBox)); - Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj); + DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef; + Object *realObj = (Object*)obj->gameObjectRef; switch (realObj->GetType()) { - case Object::OBJECT_TYPE_BOX: + case OBJECT_TYPE_BOX: break; - case Object::OBJECT_TYPE_PLAYER: - PlayerVBox(*(Player*)realObj,*box); + case OBJECT_TYPE_PLAYER: + //PlayerVBox(*(Player*)realObj,*box); break; } diff --git a/Code/Game/GameLogic/CollisionManager.h b/Code/Game/GameLogic/CollisionManager.h index f88404cc..d19ce8e3 100644 --- a/Code/Game/GameLogic/CollisionManager.h +++ b/Code/Game/GameLogic/CollisionManager.h @@ -3,9 +3,6 @@ #include "Object.h" #include "PhysicsAPI.h" -#include "RefManager.h" -#include "DynamicObject.h" -#include "Player.h" namespace GameLogic { @@ -18,8 +15,8 @@ namespace GameLogic Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj); //these are the specific collision case functions - void PlayerVBox(Player &player, DynamicObject &box); - void BoxVBox(DynamicObject &box1, DynamicObject &box2); + //void PlayerVBox(Player &player, DynamicObject &box); + //void BoxVBox(DynamicObject &box1, DynamicObject &box2); }; diff --git a/Code/Game/GameLogic/DynamicObject.cpp b/Code/Game/GameLogic/DynamicObject.cpp index 8786255c..a8ea1ab4 100644 --- a/Code/Game/GameLogic/DynamicObject.cpp +++ b/Code/Game/GameLogic/DynamicObject.cpp @@ -1,29 +1,23 @@ #include "DynamicObject.h" +#include "CollisionManager.h" using namespace GameLogic; -struct DynamicObject::PrivateData -{ - PrivateData() - { - - } - - ~PrivateData() - { - - } - -}myData; - DynamicObject::DynamicObject() + :Object() { - myData = new PrivateData(); + +} + +DynamicObject::DynamicObject(void* collisionFunc, OBJECT_TYPE type) + :Object(collisionFunc, type) +{ + } DynamicObject::~DynamicObject(void) { - delete myData; + } \ No newline at end of file diff --git a/Code/Game/GameLogic/DynamicObject.h b/Code/Game/GameLogic/DynamicObject.h index ecf1e905..70bb8c11 100644 --- a/Code/Game/GameLogic/DynamicObject.h +++ b/Code/Game/GameLogic/DynamicObject.h @@ -1,27 +1,24 @@ ////////////////////////////////////////////////// //Created by Erik and Linda of the GameLogic team ////////////////////////////////////////////////// - - #ifndef DYNAMICOBJECT_H #define DYNAMICOBJECT_H +#include "Object.h" namespace GameLogic { - class DynamicObject + class DynamicObject : public Object { public: DynamicObject(); + DynamicObject(void* collisionFunc, OBJECT_TYPE type); ~DynamicObject(void); - void Update(); - private: - struct PrivateData; - PrivateData *myData; + }; } diff --git a/Code/Game/GameLogic/GameLogic.vcxproj b/Code/Game/GameLogic/GameLogic.vcxproj index 03430feb..13491d28 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj +++ b/Code/Game/GameLogic/GameLogic.vcxproj @@ -176,7 +176,6 @@ - @@ -191,7 +190,6 @@ - diff --git a/Code/Game/GameLogic/GameLogicStates.h b/Code/Game/GameLogic/GameLogicStates.h index 3c2b9997..3e72647e 100644 --- a/Code/Game/GameLogic/GameLogicStates.h +++ b/Code/Game/GameLogic/GameLogicStates.h @@ -36,6 +36,13 @@ namespace GameLogic WEAPON_STATE_IDLE = 1, WEAPON_STATE_RELOADING = 2, }; -} + + enum OBJECT_TYPE + { + OBJECT_TYPE_PLAYER = 0, + OBJECT_TYPE_BOX = 1, + OBJECT_TYPE_UNKNOWN = 2, + }; +}; #endif \ No newline at end of file diff --git a/Code/Game/GameLogic/IAttatchment.cpp b/Code/Game/GameLogic/IAttatchment.cpp index c1e2a997..4b0b1961 100644 --- a/Code/Game/GameLogic/IAttatchment.cpp +++ b/Code/Game/GameLogic/IAttatchment.cpp @@ -3,22 +3,6 @@ using namespace GameLogic; -struct IAttatchment::PrivateData -{ - PrivateData() - { - - } - - ~PrivateData() - { - - } - - - -}myData; - IAttatchment::IAttatchment(void) { } diff --git a/Code/Game/GameLogic/IAttatchment.h b/Code/Game/GameLogic/IAttatchment.h index c134026f..0b6cb061 100644 --- a/Code/Game/GameLogic/IAttatchment.h +++ b/Code/Game/GameLogic/IAttatchment.h @@ -1,6 +1,7 @@ #ifndef IATTATCHMENT_H #define IATTATCHMENT_H #include "GameLogicStates.h" +#include "Player.h" namespace GameLogic { @@ -16,9 +17,10 @@ namespace GameLogic virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0; - private: - struct PrivateData; - PrivateData *myData; + private: + + protected: + Player *owner; }; } diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index c83056c6..38865f63 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -9,14 +9,10 @@ struct Level::PrivateData { PrivateData() { - gameMode = new GameMode(); + } ~PrivateData() { - if (gameMode) - { - delete gameMode; - } } @@ -40,3 +36,5 @@ Level::~Level(void) { delete myData; } + + diff --git a/Code/Game/GameLogic/Level.h b/Code/Game/GameLogic/Level.h index 217a60e4..9c7adb1a 100644 --- a/Code/Game/GameLogic/Level.h +++ b/Code/Game/GameLogic/Level.h @@ -14,6 +14,8 @@ namespace GameLogic Level(void); ~Level(void); + void CreateBox(); + private: struct PrivateData; PrivateData *myData; diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index 67385874..dcd32bf1 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -1,48 +1,55 @@ #include "Object.h" #include "OysterMath.h" -#include "DllInterfaces\GFXAPI.h" #include "CollisionManager.h" using namespace GameLogic; using namespace Oyster::Math; -using namespace Oyster::Graphics::Model; - -using namespace Utility::DynamicMemory; using namespace Oyster::Physics; -Object::Object(std::wstring objFile) -{ - - //model = new Model(); - model = Oyster::Graphics::API::CreateModel(objFile); - +Object::Object() +{ API::SimpleBodyDescription sbDesc; //sbDesc.centerPosition = //poi ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); - GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this); + rigidBody->gameObjectRef = this; + this->type = OBJECT_TYPE_UNKNOWN; + +} + +Object::Object(void* collisionFunc, OBJECT_TYPE type) +{ + API::SimpleBodyDescription sbDesc; + //sbDesc.centerPosition = + + //poi + ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); + + rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc)); + + rigidBody->gameObjectRef = this; + + this->type = type; } Object::~Object(void) { - Oyster::Graphics::API::DeleteModel(model); } -void Object::Render() -{ - this->rigidBody->GetOrientation(model->WorldMatrix); - Oyster::Graphics::API::RenderScene(model, 1); -} - -Object::OBJECT_TYPE Object::GetType() +OBJECT_TYPE Object::GetType() { return this->type; } + +Oyster::Physics::ICustomBody* Object::GetRigidBody() +{ + return this->rigidBody; +} diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h index 1c1c2830..c79c5de1 100644 --- a/Code/Game/GameLogic/Object.h +++ b/Code/Game/GameLogic/Object.h @@ -7,11 +7,7 @@ #define OBJECT_H #include "PhysicsAPI.h" -#include "DllInterfaces/GFXAPI.h" - -#include "Model/Model.h" -#include "Utilities.h" - +#include "GameLogicStates.h" namespace GameLogic @@ -19,29 +15,18 @@ namespace GameLogic class Object { public: - - enum OBJECT_TYPE - { - OBJECT_TYPE_PLAYER, - OBJECT_TYPE_BOX, - }; - Object(std::wstring objFile ); - virtual ~Object(void); - - void Render(); + Object(); + Object(void* collisionFunc, OBJECT_TYPE type); + ~Object(void); OBJECT_TYPE GetType(); + Oyster::Physics::ICustomBody* GetRigidBody(); + private: OBJECT_TYPE type; - protected: - //either a model pointer or an ID to an arraypos filled with models that are to be rendered - //rigidBody - Oyster::Physics::ICustomBody *rigidBody; - Oyster::Graphics::Model::Model *model; - }; } diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 9bc9d752..bae54e9a 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -15,8 +15,7 @@ struct Player::PrivateData life = 100; playerState = PLAYER_STATE_IDLE; - rigidBody->SetSubscription(CollisionManager::PlayerCollision); - + lookDir = Oyster::Math::Float3(1,0,0); } ~PrivateData() @@ -30,16 +29,16 @@ struct Player::PrivateData int life; Weapon *weapon; PLAYER_STATE playerState; - - ICustomBody *rigidBody; + Oyster::Math::Float3 lookDir; }myData; Player::Player() + :Object(CollisionManager::PlayerCollision, OBJECT_TYPE_PLAYER) { myData = new PrivateData(); - } + Player::~Player(void) { delete myData; @@ -61,12 +60,16 @@ void Player::Update() ********************************************************/ void Player::Move(const PLAYER_MOVEMENT &movement) { + Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity(); + switch(movement) { case PLAYER_MOVEMENT_FORWARD: + API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100); break; case PLAYER_MOVEMENT_BACKWARD: + API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100); break; case PLAYER_MOVEMENT_LEFT: @@ -83,9 +86,9 @@ void Player::Move(const PLAYER_MOVEMENT &movement) /******************************************************** * Uses the players weapon based on user input ********************************************************/ -void Player::Shoot(const WEAPON_FIRE &fireInput) +void Player::UseWeapon(const WEAPON_FIRE &fireInput) { - myData->weapon->UseWeapon(fireInput); + myData->weapon->Use(fireInput); } /******************************************************** @@ -94,7 +97,7 @@ void Player::Shoot(const WEAPON_FIRE &fireInput) ********************************************************/ void Player::Jump() { - + API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100); } bool Player::IsWalking() @@ -112,7 +115,12 @@ bool Player::IsIdle() Oyster::Math::Float3 Player::GetPos() { - return myData->rigidBody->GetCenter(); + return rigidBody->GetCenter(); +} + +Oyster::Math::Float3 Player::GetLookDir() +{ + return myData->lookDir; } /******************************************************** @@ -123,3 +131,9 @@ void Player::Respawn() { } + + +void Player::DamageLife(int damage) +{ + myData->life -= damage; +} \ No newline at end of file diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index 20fc8de6..7cf7187b 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -5,10 +5,11 @@ #define PLAYER_H #include "GameLogicStates.h" #include "OysterMath.h" +#include "Object.h" namespace GameLogic { - class Player + class Player : public Object { public: @@ -17,7 +18,7 @@ namespace GameLogic void Update(); void Move(const PLAYER_MOVEMENT &movement); - void Shoot(const WEAPON_FIRE &fireInput); + void UseWeapon(const WEAPON_FIRE &fireInput); void Jump(); bool IsWalking(); @@ -25,8 +26,12 @@ namespace GameLogic bool IsIdle(); Oyster::Math::Float3 GetPos(); + Oyster::Math::Float3 GetLookDir(); + void Respawn(); + void DamageLife(int damage); + private: struct PrivateData; PrivateData *myData; diff --git a/Code/Game/GameLogic/RefManager.h b/Code/Game/GameLogic/RefManager.h index a184e220..fa4080c9 100644 --- a/Code/Game/GameLogic/RefManager.h +++ b/Code/Game/GameLogic/RefManager.h @@ -8,7 +8,6 @@ #include #include "Object.h" -#include "PhysicsAPI.h" namespace GameLogic { diff --git a/Code/Game/GameLogic/StaticObject.cpp b/Code/Game/GameLogic/StaticObject.cpp index c58fb83c..155834fe 100644 --- a/Code/Game/GameLogic/StaticObject.cpp +++ b/Code/Game/GameLogic/StaticObject.cpp @@ -2,28 +2,22 @@ using namespace GameLogic; -struct StaticObject::PrivateData -{ - PrivateData() - { - - } - - ~PrivateData() - { - - } - -}myData; StaticObject::StaticObject() + :Object() { - myData = new PrivateData(); + +} + +StaticObject::StaticObject(void* collisionFunc, OBJECT_TYPE type) + :Object(collisionFunc,type) +{ + } StaticObject::~StaticObject(void) { - delete myData; + } diff --git a/Code/Game/GameLogic/StaticObject.h b/Code/Game/GameLogic/StaticObject.h index 2f292795..31121447 100644 --- a/Code/Game/GameLogic/StaticObject.h +++ b/Code/Game/GameLogic/StaticObject.h @@ -11,16 +11,16 @@ namespace GameLogic { - class StaticObject + class StaticObject : public Object { public: StaticObject(); + StaticObject(void* collisionFunc, OBJECT_TYPE type); ~StaticObject(void); private: - struct PrivateData; - PrivateData *myData; + }; } diff --git a/Code/Game/GameLogic/Weapon.cpp b/Code/Game/GameLogic/Weapon.cpp index 2a575039..4bf4311c 100644 --- a/Code/Game/GameLogic/Weapon.cpp +++ b/Code/Game/GameLogic/Weapon.cpp @@ -9,20 +9,23 @@ struct Weapon::PrivateData PrivateData() { weaponState = WEAPON_STATE_IDLE; - SelectedAttatchment = new AttatchmentMassDriver(); + SelectedAttatchment = 0; + currentNrOfAttatchments = 0; + selectedSocketID = 0; } ~PrivateData() { - delete SelectedAttatchment; } WEAPON_STATE weaponState; AttatchmentSocket **attatchmentSockets; - int nrOfAttatchmentSockets; + int MaxNrOfSockets; + int currentNrOfAttatchments; IAttatchment *SelectedAttatchment; + int selectedSocketID; }myData; @@ -31,6 +34,17 @@ Weapon::Weapon() myData = new PrivateData(); } +Weapon::Weapon(int MaxNrOfSockets) +{ + myData = new PrivateData(); + myData->MaxNrOfSockets = MaxNrOfSockets; + myData->attatchmentSockets = new AttatchmentSocket*[MaxNrOfSockets]; + for (int i = 0; i < MaxNrOfSockets; i++) + { + myData->attatchmentSockets[i] = new AttatchmentSocket(); + } +} + Weapon::~Weapon(void) { @@ -40,7 +54,7 @@ Weapon::~Weapon(void) /******************************************************** * Uses the weapon based on the input given and the current chosen attatchment ********************************************************/ -void Weapon::UseWeapon(const WEAPON_FIRE &fireInput) +void Weapon::Use(const WEAPON_FIRE &fireInput) { myData->SelectedAttatchment->UseAttatchment(fireInput); } @@ -67,3 +81,56 @@ bool Weapon::IsReloading() return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING); } +bool Weapon::IsValidSocket(int socketID) +{ + if(socketID < myData->MaxNrOfSockets && socketID >= 0) + { + if (myData->attatchmentSockets[socketID]->GetAttatchment() != 0) + { + return true; + } + } + + return false; +} + +int Weapon::GetCurrentSocketID() +{ + return myData->selectedSocketID; +} + + +void Weapon::AddNewAttatchment(IAttatchment *attatchment) +{ + if(myData->currentNrOfAttatchments < myData->MaxNrOfSockets) + { + myData->attatchmentSockets[myData->currentNrOfAttatchments]->SetAttatchment(attatchment); + myData->currentNrOfAttatchments++; + } +} + +void Weapon::SwitchAttatchment(IAttatchment *attatchment, int socketID) +{ + if (IsValidSocket(socketID)) + { + myData->attatchmentSockets[socketID]->SetAttatchment(attatchment); + } +} + +void Weapon::RemoveAttatchment(int socketID) +{ + if (IsValidSocket(socketID)) + { + myData->attatchmentSockets[socketID]->RemoveAttatchment(); + } +} + +void Weapon::SelectAttatchment(int socketID) +{ + if (IsValidSocket(socketID)) + { + myData->SelectedAttatchment = myData->attatchmentSockets[socketID]->GetAttatchment(); + myData->selectedSocketID = socketID; + } + +} \ No newline at end of file diff --git a/Code/Game/GameLogic/Weapon.h b/Code/Game/GameLogic/Weapon.h index 74a408e9..cdd1a3b7 100644 --- a/Code/Game/GameLogic/Weapon.h +++ b/Code/Game/GameLogic/Weapon.h @@ -4,6 +4,8 @@ #ifndef WEAPON_H #define WEAPON_H #include "GameLogicStates.h" +#include "IAttatchment.h" +#include "Player.h" namespace GameLogic { @@ -15,14 +17,24 @@ namespace GameLogic Weapon(void); + Weapon(int nrOfAttatchmentSockets); ~Weapon(void); - void UseWeapon(const WEAPON_FIRE &fireInput); + void Use(const WEAPON_FIRE &fireInput); + void AddNewAttatchment(IAttatchment *attatchment, Player *owner); + void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner); + void RemoveAttatchment(int socketID); + + void SelectAttatchment(int socketID); bool IsFireing(); bool IsIdle(); bool IsReloading(); + bool IsValidSocket(int socketID); + + int GetCurrentSocketID(); + private: diff --git a/Code/Game/GameProtocols/GameProtocols.vcxproj b/Code/Game/GameProtocols/GameProtocols.vcxproj index bf58e575..12584afb 100644 --- a/Code/Game/GameProtocols/GameProtocols.vcxproj +++ b/Code/Game/GameProtocols/GameProtocols.vcxproj @@ -154,6 +154,7 @@ + diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h new file mode 100644 index 00000000..32a86259 --- /dev/null +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -0,0 +1,67 @@ +#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H +#define GAMELOGIC_PLAYER_PROTOCOLS_H + +#include +#include "ProtocolIdentificationID.h" + + + +namespace GameLogic +{ + struct Protocol_ObjectPosition :public Network::CustomProtocolObject + { + float worldMatrix[16]; + // look at dir + + Protocol_ObjectPosition() + { + this->protocol[0].value = protocol_PlayerPosition; + this->protocol[0].type = Network::NetAttributeType_Int; + + this->protocol[1].type = Network::NetAttributeType_Float; + this->protocol[2].type = Network::NetAttributeType_Float; + this->protocol[3].type = Network::NetAttributeType_Float; + this->protocol[4].type = Network::NetAttributeType_Float; + this->protocol[5].type = Network::NetAttributeType_Float; + this->protocol[6].type = Network::NetAttributeType_Float; + this->protocol[7].type = Network::NetAttributeType_Float; + this->protocol[8].type = Network::NetAttributeType_Float; + this->protocol[9].type = Network::NetAttributeType_Float; + this->protocol[10].type = Network::NetAttributeType_Float; + this->protocol[11].type = Network::NetAttributeType_Float; + this->protocol[12].type = Network::NetAttributeType_Float; + this->protocol[13].type = Network::NetAttributeType_Float; + this->protocol[14].type = Network::NetAttributeType_Float; + this->protocol[15].type = Network::NetAttributeType_Float; + this->protocol[16].type = Network::NetAttributeType_Float; + + } + Network::CustomNetProtocol* GetProtocol() override + { + + this->protocol[1].value = worldMatrix[0]; + this->protocol[2].value = worldMatrix[1]; + this->protocol[3].value = worldMatrix[2]; + this->protocol[4].value = worldMatrix[4]; + this->protocol[5].value = worldMatrix[5]; + this->protocol[6].value = worldMatrix[6]; + this->protocol[7].value = worldMatrix[7]; + this->protocol[8].value = worldMatrix[8]; + this->protocol[9].value = worldMatrix[9]; + this->protocol[10].value = worldMatrix[10]; + this->protocol[11].value = worldMatrix[11]; + this->protocol[12].value = worldMatrix[12]; + this->protocol[13].value = worldMatrix[13]; + this->protocol[14].value = worldMatrix[14]; + this->protocol[15].value = worldMatrix[15]; + this->protocol[16].value = worldMatrix[16]; + return &protocol; + } + + private: + Network::CustomNetProtocol protocol; + }; + +} + +#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H \ No newline at end of file diff --git a/Code/Game/GameProtocols/PlayerProtocols.h b/Code/Game/GameProtocols/PlayerProtocols.h index 5d107fd0..201e8f1d 100644 --- a/Code/Game/GameProtocols/PlayerProtocols.h +++ b/Code/Game/GameProtocols/PlayerProtocols.h @@ -50,6 +50,35 @@ namespace GameLogic private: Oyster::Network::CustomNetProtocol protocol; }; + + struct Protocol_PlayerPosition :public Network::CustomProtocolObject + { + float position[3]; + // look at dir + + Protocol_PlayerPosition() + { + this->protocol[0].value = protocol_PlayerPosition; + this->protocol[0].type = Network::NetAttributeType_Int; + + this->protocol[1].type = Network::NetAttributeType_Float; + this->protocol[2].type = Network::NetAttributeType_Float; + this->protocol[3].type = Network::NetAttributeType_Float; + + } + Network::CustomNetProtocol* GetProtocol() override + { + + this->protocol[1].value = position[0]; + this->protocol[2].value = position[1]; + this->protocol[3].value = position[2]; + return &protocol; + } + + private: + Network::CustomNetProtocol protocol; + }; + } #endif // !GAMELOGIC_PLAYER_PROTOCOLS_H diff --git a/Code/Game/GameProtocols/ProtocolIdentificationID.h b/Code/Game/GameProtocols/ProtocolIdentificationID.h index 747d25ff..cb0eb552 100644 --- a/Code/Game/GameProtocols/ProtocolIdentificationID.h +++ b/Code/Game/GameProtocols/ProtocolIdentificationID.h @@ -4,6 +4,8 @@ /* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */ #define protocol_PlayerNavigation 0 +#define protocol_PlayerPosition 1 +#define protocol_ObjectPosition 2 #define PROTOCOL_TEST 2 diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index 540002a1..06e64fd1 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -91,9 +91,12 @@ Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true + + @@ -102,9 +105,12 @@ Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true + + @@ -115,11 +121,14 @@ true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true true true + + @@ -130,11 +139,14 @@ true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true true true + + @@ -154,6 +166,8 @@ + + diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index 694a8ec7..15221691 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -36,6 +36,12 @@ Header Files\Implementation + + Header Files\Include + + + Header Files\Include + diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index 1da6045b..b841b49d 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -39,7 +39,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef) data.next = NULL; data.prev = NULL; data.customBodyRef = customBodyRef; - this->mapReferences.insert(std::pair (customBodyRef, this->leafData.size())); + this->mapReferences.insert(std::pair (data.customBodyRef, this->leafData.size())); this->leafData.push_back(data); /*if(tempPtr != NULL) @@ -184,6 +184,7 @@ unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const void Octree::SetAsAltered( unsigned int tempRef ) { + this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere(); //! @todo TODO: implement stub } diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 3d3080da..46b3369c 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -20,36 +20,36 @@ namespace float deltaWhen; Float3 worldWhere; - if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) + if( proto->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) { proto->CallSubscription( proto, deuter ); } } } -Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius) +Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Sphere(mass, radius); + return targetMem = Formula::MomentOfInertia::Sphere(mass, radius); } -Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius) +Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::HollowSphere(mass, radius); + return targetMem = Formula::MomentOfInertia::HollowSphere(mass, radius); } -Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth ) +Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Cuboid(mass, height, width, depth); + return targetMem = Formula::MomentOfInertia::Cuboid(mass, height, width, depth); } -Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius ) +Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Cylinder(mass, height, radius); + return targetMem = Formula::MomentOfInertia::Cylinder(mass, height, radius); } -Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length ) +Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::RodCenter(mass, length); + return targetMem = Formula::MomentOfInertia::RodCenter(mass, length); } API & API::Instance() diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 70bc6938..80e352ea 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -42,6 +42,23 @@ UniquePointer SimpleRigidBody::Clone() const return new SimpleRigidBody( *this ); } +SimpleRigidBody::State SimpleRigidBody::GetState() const +{ + return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const +{ + return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) +{ /** @todo TODO: temporary solution! Need to know it's occtree */ + this->rigid.box.boundingOffset = state.GetReach(); + this->rigid.box.center = state.GetCenterPosition(); + this->rigid.box.rotation = state.GetRotation(); +} + void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { this->collisionAction( proto, deuter ); @@ -107,6 +124,12 @@ Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const return targetMem = this->rigid.GetView(); } +Float3 SimpleRigidBody::GetRigidLinearVelocity() const +{ + return this->rigid.GetLinearVelocity(); +} + + UpdateState SimpleRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); @@ -177,4 +200,9 @@ void SimpleRigidBody::SetOrientation( const Float4x4 &orientation ) void SimpleRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); +} + +void SimpleRigidBody::SetMomentum( const Float3 &worldG ) +{ + this->rigid.SetLinearMomentum( worldG ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index a674a20d..9eefeb48 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -15,6 +15,11 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; + State GetState() const; + State & GetState( State &targetMem ) const; + void SetState( const State &state ); + ::Oyster::Math::Float3 GetRigidLinearVelocity() const; + void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; @@ -41,6 +46,7 @@ namespace Oyster { namespace Physics void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetSize( const ::Oyster::Math::Float3 &size ); + void SetMomentum( const ::Oyster::Math::Float3 &worldG ); private: ::Oyster::Physics3D::RigidBody rigid; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp index c741a68a..364d7454 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp @@ -44,6 +44,23 @@ UniquePointer SphericalRigidBody::Clone() const return new SphericalRigidBody( *this ); } +SphericalRigidBody::State SphericalRigidBody::GetState() const +{ + return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const +{ + return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +void SphericalRigidBody::SetState( const SphericalRigidBody::State &state ) +{ /** @todo TODO: temporary solution! Need to know it's occtree */ + this->rigid.box.boundingOffset = state.GetReach(); + this->rigid.box.center = state.GetCenterPosition(); + this->rigid.box.rotation = state.GetRotation(); +} + void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { this->collisionAction( proto, deuter ); @@ -109,6 +126,11 @@ Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const return targetMem = this->rigid.GetView(); } +Float3 SphericalRigidBody::GetRigidLinearVelocity() const +{ + return this->rigid.GetLinearVelocity(); +} + UpdateState SphericalRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); @@ -183,4 +205,9 @@ void SphericalRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )? +} + +void SphericalRigidBody::SetMomentum( const Float3 &worldG ) +{ + this->rigid.SetLinearMomentum( worldG ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h index 37263e91..4d003f99 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.h +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.h @@ -16,6 +16,11 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; + State GetState() const; + State & GetState( State &targetMem = State() ) const; + void SetState( const State &state ); + ::Oyster::Math::Float3 GetRigidLinearVelocity() const; + void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; @@ -42,6 +47,7 @@ namespace Oyster { namespace Physics void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetSize( const ::Oyster::Math::Float3 &size ); + void SetMomentum( const ::Oyster::Math::Float3 &worldG ); private: ::Oyster::Physics3D::RigidBody rigid; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 29014214..84a3d639 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -17,6 +17,13 @@ namespace Oyster class API; class ICustomBody; + namespace Struct + { + struct SimpleBodyDescription; + struct SphericalBodyDescription; + struct CustomBodyState; + } + enum UpdateState { UpdateState_resting, @@ -31,22 +38,22 @@ namespace Oyster class PHYSICS_DLL_USAGE MomentOfInertia { public: - static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); - - static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); + static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); + + static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); + static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); + static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); + static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); }; class PHYSICS_DLL_USAGE API { public: - struct SimpleBodyDescription; - struct SphericalBodyDescription; + typedef Struct::SimpleBodyDescription SimpleBodyDescription; + typedef Struct::SphericalBodyDescription SphericalBodyDescription; typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer proto ); @@ -236,7 +243,15 @@ namespace Oyster SubscriptMessage_ignore_collision_response }; + /******************************************************** + * @param gameObjectRef: a pointer to the object in the game owning the rigid body. + ********************************************************/ + void* gameObjectRef; + typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter ); + typedef Struct::SimpleBodyDescription SimpleBodyDescription; + typedef Struct::SphericalBodyDescription SphericalBodyDescription; + typedef Struct::CustomBodyState State; virtual ~ICustomBody() {}; @@ -251,6 +266,26 @@ namespace Oyster ********************************************************/ virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0; + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual State GetState() const = 0; + + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual State & GetState( State &targetMem ) const = 0; + + /******************************************************** + * @return the linear velocity of the rigid body in a vector. + ********************************************************/ + virtual Math::Float3 GetRigidLinearVelocity() const = 0; + + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual void SetState( const State &state ) = 0; + /******************************************************** * @return true if Engine should apply gravity on this object. ********************************************************/ @@ -390,49 +425,16 @@ namespace Oyster * Use API::SetSize(...) ********************************************************/ virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0; - }; - struct API::SimpleBodyDescription - { - ::Oyster::Math::Float4x4 rotation; - ::Oyster::Math::Float3 centerPosition; - ::Oyster::Math::Float3 size; - ::Oyster::Math::Float mass; - ::Oyster::Math::Float4x4 inertiaTensor; - ICustomBody::EventAction_Collision subscription; - bool ignoreGravity; - - SimpleBodyDescription() - { - this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float3::null; - this->size = ::Oyster::Math::Float3( 1.0f ); - this->mass = 12.0f; - this->inertiaTensor = ::Oyster::Math::Float4x4::identity; - this->subscription = NULL; - this->ignoreGravity = false; - } - }; - - struct API::SphericalBodyDescription - { - ::Oyster::Math::Float4x4 rotation; - ::Oyster::Math::Float3 centerPosition; - ::Oyster::Math::Float radius; - ::Oyster::Math::Float mass; - ICustomBody::EventAction_Collision subscription; - bool ignoreGravity; - - SphericalBodyDescription() - { - this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float3::null; - this->radius = 0.5f; - this->mass = 10.0f; - this->subscription = NULL; - this->ignoreGravity = false; - } + /******************************************************** + * To not be called if is in Engine + * Use API::?? @todo TODO: + ********************************************************/ + virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0; }; } } + +#include "PhysicsStructs.h" + #endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs-Impl.h b/Code/GamePhysics/PhysicsStructs-Impl.h new file mode 100644 index 00000000..3de46ee2 --- /dev/null +++ b/Code/GamePhysics/PhysicsStructs-Impl.h @@ -0,0 +1,117 @@ +#ifndef PHYSICS_STRUCTS_IMPL_H +#define PHYSICS_STRUCTS_IMPL_H + +#include "PhysicsStructs.h" + +namespace Oyster { namespace Physics +{ + namespace Struct + { + inline SimpleBodyDescription::SimpleBodyDescription() + { + this->rotation = ::Oyster::Math::Float4x4::identity; + this->centerPosition = ::Oyster::Math::Float3::null; + this->size = ::Oyster::Math::Float3( 1.0f ); + this->mass = 12.0f; + this->inertiaTensor = ::Oyster::Math::Float4x4::identity; + this->subscription = NULL; + this->ignoreGravity = false; + } + + inline SphericalBodyDescription::SphericalBodyDescription() + { + this->rotation = ::Oyster::Math::Float4x4::identity; + this->centerPosition = ::Oyster::Math::Float3::null; + this->radius = 0.5f; + this->mass = 10.0f; + this->subscription = NULL; + this->ignoreGravity = false; + } + + + inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation ) + { + this->reach = ::Oyster::Math::Float4( reach, 0.0f ); + this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f ); + this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f ); + this->isSpatiallyAltered = this->isDisturbed = false; + } + + inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state ) + { + this->reach = state.reach; + this->centerPos = state.centerPos; + this->angularAxis = state.angularAxis; + + this->isSpatiallyAltered = state.isSpatiallyAltered; + this->isDisturbed = state.isDisturbed; + return *this; + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const + { + return this->reach; + } + + inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const + { + return 2.0f * this->GetReach(); + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const + { + return this->centerPos; + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const + { + return this->angularAxis; + } + + inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const + { + return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz ); + } + + inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size ) + { + this->SetReach( 0.5f * size ); + } + + inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize ) + { + this->reach.xyz = halfSize; + this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null ); + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ) + { + this->centerPos.xyz = centerPos; + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis ) + { + this->angularAxis.xyz = angularAxis; + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation ) + { + this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz ); + } + + inline bool CustomBodyState::IsSpatiallyAltered() const + { + return this->isSpatiallyAltered; + } + + inline bool CustomBodyState::IsDisturbed() const + { + return this->isDisturbed; + } + } +} } + +#endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs.h b/Code/GamePhysics/PhysicsStructs.h new file mode 100644 index 00000000..c1f74640 --- /dev/null +++ b/Code/GamePhysics/PhysicsStructs.h @@ -0,0 +1,70 @@ +#ifndef PHYSICS_STRUCTS_H +#define PHYSICS_STRUCTS_H + +#include "OysterMath.h" +#include "PhysicsAPI.h" + +namespace Oyster { namespace Physics +{ + namespace Struct + { + struct SimpleBodyDescription + { + ::Oyster::Math::Float4x4 rotation; + ::Oyster::Math::Float3 centerPosition; + ::Oyster::Math::Float3 size; + ::Oyster::Math::Float mass; + ::Oyster::Math::Float4x4 inertiaTensor; + ::Oyster::Physics::ICustomBody::EventAction_Collision subscription; + bool ignoreGravity; + + SimpleBodyDescription(); + }; + + struct SphericalBodyDescription + { + ::Oyster::Math::Float4x4 rotation; + ::Oyster::Math::Float3 centerPosition; + ::Oyster::Math::Float radius; + ::Oyster::Math::Float mass; + ::Oyster::Physics::ICustomBody::EventAction_Collision subscription; + bool ignoreGravity; + + SphericalBodyDescription(); + }; + + struct CustomBodyState + { + public: + CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null, + const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null, + const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null ); + + CustomBodyState & operator = ( const CustomBodyState &state ); + + const ::Oyster::Math::Float4 & GetReach() const; + ::Oyster::Math::Float4 GetSize() const; + const ::Oyster::Math::Float4 & GetCenterPosition() const; + const ::Oyster::Math::Float4 & GetAngularAxis() const; + ::Oyster::Math::Float4x4 GetRotation() const; + + void SetSize( const ::Oyster::Math::Float3 &size ); + void SetReach( const ::Oyster::Math::Float3 &halfSize ); + void SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ); + void SetRotation( const ::Oyster::Math::Float3 &angularAxis ); + void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); + + bool IsSpatiallyAltered() const; + bool IsDisturbed() const; + + private: + ::Oyster::Math::Float4 reach, centerPos, angularAxis; + + bool isSpatiallyAltered, isDisturbed; + }; + } +} } + +#include "PhysicsStructs-Impl.h" + +#endif \ No newline at end of file diff --git a/Code/OysterMath/LinearMath.h b/Code/OysterMath/LinearMath.h index 0495939d..8bca1c19 100644 --- a/Code/OysterMath/LinearMath.h +++ b/Code/OysterMath/LinearMath.h @@ -11,6 +11,27 @@ #include "Quaternion.h" #include +namespace std +{ + template + inline ::LinearAlgebra::Vector2 asin( const ::LinearAlgebra::Vector2 &vec ) + { + return ::LinearAlgebra::Vector2( asin(vec.x), asin(vec.y) ); + } + + template + inline ::LinearAlgebra::Vector3 asin( const ::LinearAlgebra::Vector3 &vec ) + { + return ::LinearAlgebra::Vector3( asin(vec.x), asin(vec.y), asin(vec.z) ); + } + + template + inline ::LinearAlgebra::Vector4 asin( const ::LinearAlgebra::Vector4 &vec ) + { + return ::LinearAlgebra::Vector4( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) ); + } +} + // x2 template @@ -233,6 +254,18 @@ namespace LinearAlgebra2D namespace LinearAlgebra3D { + template + inline ::LinearAlgebra::Vector4 AngularAxis( const ::LinearAlgebra::Matrix3x3 &rotationMatrix ) + { + return ::std::asin( ::LinearAlgebra::Vector4(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) ); + } + + template + inline ::LinearAlgebra::Vector4 AngularAxis( const ::LinearAlgebra::Matrix4x4 &rotationMatrix ) + { + return ::std::asin( ::LinearAlgebra::Vector4(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) ); + } + template inline ::LinearAlgebra::Matrix4x4 & TranslationMatrix( const ::LinearAlgebra::Vector3 &position, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { @@ -286,7 +319,9 @@ namespace LinearAlgebra3D template inline ::LinearAlgebra::Matrix3x3 & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3 &targetMem = ::LinearAlgebra::Matrix3x3() ) - { return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); } + { + return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); + } template inline ::LinearAlgebra::Matrix4x4 & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) @@ -300,7 +335,21 @@ namespace LinearAlgebra3D } template - ::LinearAlgebra::Matrix4x4 & RotationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem ) + inline ::LinearAlgebra::Matrix4x4 RotationMatrix( const ::LinearAlgebra::Vector3 &angularAxis ) + { + ScalarType radian = angularAxis.GetMagnitude(); + if( radian != 0 ) + { + return RotationMatrix( angularAxis / radian, radian ); + } + else + { + return ::LinearAlgebra::Matrix4x4::identity; + } + } + + template + ::LinearAlgebra::Matrix4x4 & RotationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { /// TODO: not verified ScalarType r = radian * 0.5f, s = std::sin( r ), @@ -462,7 +511,7 @@ namespace LinearAlgebra3D ::LinearAlgebra::Matrix4x4 & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), - dDepth = farClip / (farClip - nearClip); + dDepth = farClip / (farClip - nearClip); return targetMem = ::LinearAlgebra::Matrix4x4( fov / aspect, 0, 0, 0, 0, fov, 0, 0, 0, 0, dDepth, -(dDepth * nearClip), @@ -473,7 +522,7 @@ namespace LinearAlgebra3D ::LinearAlgebra::Matrix4x4 & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { /** @todo TODO: not tested */ ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), - dDepth = farClip / (farClip - nearClip); + dDepth = farClip / (farClip - nearClip); return targetMem = ::LinearAlgebra::Matrix4x4( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0, 0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0, 0, 0, dDepth, -(dDepth * nearClip), diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp index a82658ee..cf9fa8ae 100644 --- a/Code/OysterMath/OysterMath.cpp +++ b/Code/OysterMath/OysterMath.cpp @@ -81,20 +81,45 @@ namespace Oyster { namespace Math2D namespace Oyster { namespace Math3D { + Float4 AngularAxis( const Float3x3 &rotationMatrix ) + { + return ::LinearAlgebra3D::AngularAxis( rotationMatrix ); + } + + Float4 AngularAxis( const Float4x4 &rotationMatrix ) + { + return ::LinearAlgebra3D::AngularAxis( rotationMatrix ); + } + Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); } + { + return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); + } Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); + } Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); + } Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); + } + + Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem ) + { + return targetMem = ::LinearAlgebra3D::RotationMatrix( angularAxis ); + } Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); + } Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem ) { @@ -103,7 +128,8 @@ namespace Oyster { namespace Math3D Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem ) { - return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); +// return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); + return targetMem = rotation.GetTranspose(); } Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem ) diff --git a/Code/OysterMath/OysterMath.h b/Code/OysterMath/OysterMath.h index ab3b307f..72fe7478 100644 --- a/Code/OysterMath/OysterMath.h +++ b/Code/OysterMath/OysterMath.h @@ -147,6 +147,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized { using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace + //! Extracts the angularAxis from rotationMatrix + Float4 AngularAxis( const Float3x3 &rotationMatrix ); + + //! Extracts the angularAxis from rotationMatrix + Float4 AngularAxis( const Float4x4 &rotationMatrix ); + /// Sets and returns targetMem to a translationMatrix with position as translation. Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() ); @@ -159,6 +165,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized /// Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() ); + /// Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis. + Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() ); + /// Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis. /// Please make sure normalizedAxis is normalized. Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() ); diff --git a/Code/OysterPhysics3D/OysterCollision3D.cpp b/Code/OysterPhysics3D/OysterCollision3D.cpp index 131cad62..5df9761c 100644 --- a/Code/OysterPhysics3D/OysterCollision3D.cpp +++ b/Code/OysterPhysics3D/OysterCollision3D.cpp @@ -393,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const BoxAxisAligned &box, const Sphere &sphere ) { // by Dan Andersson - Float3 e = Max( box.minVertex - sphere.center, Float3::null ); - e += Max( sphere.center - box.maxVertex, Float3::null ); + Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null ); + e += Max( Float4(sphere.center - box.maxVertex, 0.0f), Float4::null ); if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; @@ -459,12 +459,12 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const Box &box, const Sphere &sphere ) { // by Dan Andersson - Float3 e = sphere.center - box.center, - centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) ); - - e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null ); - e += Max( centerL - box.boundingOffset, Float3::null ); - + // center: sphere's center in the box's view space + Float4 center = TransformVector( InverseRotationMatrix(box.rotation), Float4(sphere.center - box.center, 0.0f) ); + + Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - center, Float4::null ); + e += Max( center - Float4(box.boundingOffset, 0.0f), Float4::null ); + if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; } diff --git a/Code/OysterPhysics3D/Point.cpp b/Code/OysterPhysics3D/Point.cpp index cf1186c9..d81c91a3 100644 --- a/Code/OysterPhysics3D/Point.cpp +++ b/Code/OysterPhysics3D/Point.cpp @@ -38,7 +38,7 @@ bool Point::Intersects( const ICollideable &target ) const case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance ); - case Type_sphere: Utility::Intersect( *(Sphere*)&target, *this ); + case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this ); diff --git a/Code/OysterPhysics3D/Ray.cpp b/Code/OysterPhysics3D/Ray.cpp index 09fb13ec..79e4dbd5 100644 --- a/Code/OysterPhysics3D/Ray.cpp +++ b/Code/OysterPhysics3D/Ray.cpp @@ -60,7 +60,7 @@ bool Ray::Contains( const ICollideable &target ) const switch( target.type ) { case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance ); - case Type_ray: Utility::Contains( *this, *(Ray*)&target ); + case Type_ray: return Utility::Contains( *this, *(Ray*)&target ); default: return false; } } \ No newline at end of file diff --git a/Code/OysterPhysics3D/Sphere.cpp b/Code/OysterPhysics3D/Sphere.cpp index 0cc8bc3b..4f6f76f7 100644 --- a/Code/OysterPhysics3D/Sphere.cpp +++ b/Code/OysterPhysics3D/Sphere.cpp @@ -35,7 +35,7 @@ bool Sphere::Intersects( const ICollideable &target ) const case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); - case Type_sphere: Utility::Intersect( *this, *(Sphere*)&target ); + case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );