Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
a53b1deb0a
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@ -166,6 +166,7 @@ namespace DanBias
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DanBiasGame::Result DanBiasGame::Update(float deltaTime)
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DanBiasGame::Result DanBiasGame::Update(float deltaTime)
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{
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{
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{ // updating mouse input
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{ // updating mouse input
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// TODO: Is obosolete when Dennis's input system is wired in
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POINT mousePos;
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POINT mousePos;
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GetCursorPos( &mousePos );
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GetCursorPos( &mousePos );
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@ -5,7 +5,7 @@ C_Object::C_Object()
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world = Oyster::Math::Float4x4::identity;
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world = Oyster::Math::Float4x4::identity;
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position = Oyster::Math::Float3::null;
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position = Oyster::Math::Float3::null;
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rotation = Oyster::Math::Quaternion::identity;
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rotation = Oyster::Math::Quaternion::identity;
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scale = Oyster::Math::Float3::null;
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scale = Oyster::Math::Float3(1);
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id = 0;
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id = 0;
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model = NULL;
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model = NULL;
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@ -89,7 +89,10 @@ int C_Object::GetId() const
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}
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}
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void C_Object::Render()
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void C_Object::Render()
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{
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{
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if( this->model )
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{
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Oyster::Graphics::API::RenderModel(model);
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Oyster::Graphics::API::RenderModel(model);
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}
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}
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}
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void C_Object::Release()
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void C_Object::Release()
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{
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{
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@ -100,6 +103,26 @@ void C_Object::Release()
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}
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}
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}
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}
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Oyster::Math::Float3 C_Object::GetTint()
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{
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return model->Tint;
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}
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Oyster::Math::Float3 C_Object::GetGlowTint()
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{
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return model->GlowTint;
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}
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void C_Object::SetTint(Oyster::Math::Float3 tint)
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{
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model->Tint = tint;
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}
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void C_Object::SetGlowTint(Oyster::Math::Float3 tint)
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{
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model->GlowTint = tint;
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}
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////////////////////////////////////////////////
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////////////////////////////////////////////////
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@ -113,14 +136,16 @@ bool C_Object::InitRB(RBInitData RBInit)
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type = RBInit.type;
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type = RBInit.type;
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return true;
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return true;
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}
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}
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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void C_Object::updateRBWorld()
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{
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{
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
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Oyster::Math3D::Float4x4 world = translation * rot * scale;
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RBworld = translation * rot * scale;
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}
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return world;
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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{
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return RBworld;
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}
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}
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void C_Object::setRBPos(Oyster::Math::Float3 newPos)
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void C_Object::setRBPos(Oyster::Math::Float3 newPos)
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{
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{
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@ -40,6 +40,7 @@ namespace DanBias
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Oyster::Math::Float3 scale;
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Oyster::Math::Float3 scale;
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// RB DEBUG
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// RB DEBUG
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Oyster::Math::Float4x4 RBworld;
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Oyster::Math::Float3 RBposition;
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Oyster::Math::Float3 RBposition;
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Oyster::Math::Quaternion RBrotation;
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Oyster::Math::Quaternion RBrotation;
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Oyster::Math::Float3 RBscale;
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Oyster::Math::Float3 RBscale;
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@ -66,7 +67,15 @@ namespace DanBias
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void addScale(Oyster::Math::Float3 deltaScale);
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void addScale(Oyster::Math::Float3 deltaScale);
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Oyster::Math::Float3 getScale() const;
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Oyster::Math::Float3 getScale() const;
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Oyster::Math::Float3 GetTint();
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Oyster::Math::Float3 GetGlowTint();
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void SetTint(Oyster::Math::Float3);
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void SetGlowTint(Oyster::Math::Float3);
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// RB DEBUG
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// RB DEBUG
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void updateRBWorld();
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bool InitRB(RBInitData modelInit);
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bool InitRB(RBInitData modelInit);
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Oyster::Math::Float4x4 getRBWorld() const;
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Oyster::Math::Float4x4 getRBWorld() const;
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void setRBPos(Oyster::Math::Float3 newPos);
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void setRBPos(Oyster::Math::Float3 newPos);
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@ -89,7 +89,9 @@ bool GameState::Init( SharedStateContent &shared )
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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gfxOp.AmbientValue = 1.0f;
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gfxOp.AmbientValue = 0.5f;
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gfxOp.GlobalGlowTint = Math::Float3(2,1,1);
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gfxOp.GlobalTint = Math::Float3(1,1,1);
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Graphics::API::SetOptions(gfxOp);
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Graphics::API::SetOptions(gfxOp);
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//tell server ready
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//tell server ready
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@ -126,6 +128,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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RBData.position = position;
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RBData.position = position;
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.scale = scale;
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RBData.scale = scale;
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RBData.type = RB_Type_Cube;
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// !RB DEBUG
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// !RB DEBUG
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if( isMyPlayer )
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if( isMyPlayer )
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{
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{
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@ -138,7 +141,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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this->privData->myId = id;
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this->privData->myId = id;
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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Float3 offset = Float3( 0.0f );
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Float3 offset = Float3( 0.0f );
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offset.y = this->privData->player.getScale().y * 0.9f;
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// DEBUG position of camera so we can see the player model
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//offset.y = this->privData->player.getScale().y * 5.0f;
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//offset.z = this->privData->player.getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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this->privData->camera.UpdateOrientation();
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}
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}
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@ -182,8 +188,10 @@ bool GameState::Render()
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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{
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if( dynamicObject->second )
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if( dynamicObject->second )
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{
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dynamicObject->second->Render();
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dynamicObject->second->Render();
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}
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}
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}
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/*auto light = this->privData->lights->begin();
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/*auto light = this->privData->lights->begin();
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@ -327,7 +335,11 @@ void GameState::ReadKeyInput()
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{
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{
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static const float mouseSensitivity = Radian( 1.0f );
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static const float mouseSensitivity = Radian( 1.0f );
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this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
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this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(this->privData->input->GetYaw() * mouseSensitivity) );
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float yaw = this->privData->input->GetYaw();
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//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
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{
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
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}
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}
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}
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// shoot
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// shoot
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@ -496,6 +508,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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this->privData->camera.SetRotation( rotation );
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this->privData->camera.SetRotation( rotation );
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this->privData->player.setPos( position );
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this->privData->player.setPos( position );
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this->privData->player.setRot( rotation );
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this->privData->player.setRot( rotation );
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this->privData->player.updateWorld();
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// RB DEBUG
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this->privData->player.setRBPos ( position );
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this->privData->player.setRBRot ( rotation );
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this->privData->player.updateRBWorld();
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// !RB DEBUG
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}
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}
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
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@ -504,9 +522,11 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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object->setPos( position );
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object->setPos( position );
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object->setRot( rotation );
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object->setRot( rotation );
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object->updateWorld();
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// RB DEBUG
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// RB DEBUG
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object->setRBPos ( position );
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object->setRBPos ( position );
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object->setRBRot ( rotation );
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object->setRBRot ( rotation );
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object->updateRBWorld();
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// !RB DEBUG
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// !RB DEBUG
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}
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}
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}
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}
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@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime )
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{
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{
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bool test = this->privData->input->IsMousePressed();
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bool test = this->privData->input->IsMousePressed();
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if(test)
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if(test)
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{
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{ // HACK: debug trap still in use?
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int i = 0;
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int i = 0;
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};
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};
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
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mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
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}
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@ -157,6 +157,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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staticObject->InitRB( RBData );
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staticObject->InitRB( RBData );
|
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staticObject->updateRBWorld();
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}
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}
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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@ -166,6 +167,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.type = RB_Type_Sphere;
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RBData.type = RB_Type_Sphere;
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staticObject->InitRB( RBData );
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staticObject->InitRB( RBData );
|
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staticObject->updateRBWorld();
|
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}
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}
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// !RB DEBUG
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// !RB DEBUG
|
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|
|
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|
|
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@ -5,7 +5,7 @@ using namespace GameLogic;
|
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|
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Game::PlayerData::PlayerData()
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Game::PlayerData::PlayerData()
|
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{
|
{
|
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
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Oyster::Math::Float height = 2.0f;
|
Oyster::Math::Float height = 2.0f;
|
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float radius = 0.5f;
|
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Oyster::Math::Float mass = 40;
|
Oyster::Math::Float mass = 40;
|
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|
@ -24,7 +24,7 @@ Game::PlayerData::PlayerData()
|
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Game::PlayerData::PlayerData(int playerID,int teamID)
|
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||||
{
|
{
|
||||||
|
|
||||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
|
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||||
Oyster::Math::Float height = 2.0f;
|
Oyster::Math::Float height = 2.0f;
|
||||||
Oyster::Math::Float radius = 0.5f;
|
Oyster::Math::Float radius = 0.5f;
|
||||||
Oyster::Math::Float mass = 40;
|
Oyster::Math::Float mass = 40;
|
||||||
|
|
|
@ -300,6 +300,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
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Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
|
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||||
if (dynamicGameObj != NULL)
|
if (dynamicGameObj != NULL)
|
||||||
{
|
{
|
||||||
|
dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||||
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -79,99 +79,133 @@ void Player::BeginFrame()
|
||||||
|
|
||||||
Oyster::Math::Float maxSpeed = 30;
|
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;
|
Oyster::Math::Float4x4 xform;
|
||||||
xform = this->rigidBody->GetState().GetOrientation();
|
xform = this->rigidBody->GetState().GetOrientation();
|
||||||
|
|
||||||
/* Handle turning */
|
|
||||||
/*if (left)
|
|
||||||
m_turnAngle -= dt * m_turnVelocity;
|
|
||||||
if (right)
|
|
||||||
m_turnAngle += dt * m_turnVelocity;
|
|
||||||
|
|
||||||
xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
|
|
||||||
|
|
||||||
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
|
|
||||||
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
|
|
||||||
|
|
||||||
Oyster::Math::Float3 forwardDir = xform.v[2];
|
Oyster::Math::Float3 forwardDir = xform.v[2];
|
||||||
|
Oyster::Math::Float3 upDir = xform.v[1];
|
||||||
Oyster::Math::Float3 rightDir = xform.v[0];
|
Oyster::Math::Float3 rightDir = xform.v[0];
|
||||||
forwardDir.Normalize();
|
forwardDir.Normalize();
|
||||||
|
upDir.Normalize();
|
||||||
rightDir.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::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
|
||||||
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
|
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
|
||||||
|
|
||||||
if (key_forward > 0.001)
|
// Check for input
|
||||||
|
if(key_forward > 0.001)
|
||||||
{
|
{
|
||||||
key_forward -= gameInstance->GetFrameTime();
|
key_forward -= gameInstance->GetFrameTime();
|
||||||
walkDirection += forwardDir;
|
walkDirection += forwardDir;
|
||||||
walkDirection.Normalize();
|
|
||||||
}
|
}
|
||||||
if (key_backward > 0.001)
|
if(key_backward > 0.001)
|
||||||
{
|
{
|
||||||
key_backward -= gameInstance->GetFrameTime();
|
key_backward -= gameInstance->GetFrameTime();
|
||||||
walkDirection -= forwardDir;
|
walkDirection -= forwardDir;
|
||||||
walkDirection.Normalize();
|
|
||||||
}
|
}
|
||||||
if (key_strafeRight > 0.001)
|
if(key_strafeRight > 0.001)
|
||||||
{
|
{
|
||||||
key_strafeRight -= gameInstance->GetFrameTime();
|
key_strafeRight -= gameInstance->GetFrameTime();
|
||||||
walkDirection -= rightDir;
|
walkDirection += rightDir;
|
||||||
walkDirection.Normalize();
|
|
||||||
}
|
}
|
||||||
if (key_strafeLeft > 0.001)
|
if(key_strafeLeft > 0.001)
|
||||||
{
|
{
|
||||||
key_strafeLeft -= gameInstance->GetFrameTime();
|
key_strafeLeft -= gameInstance->GetFrameTime();
|
||||||
walkDirection += rightDir;
|
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 *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
|
||||||
|
}
|
||||||
|
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
|
||||||
|
{
|
||||||
|
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Walk if walkdirection is something
|
||||||
|
if(walkDirection != Oyster::Math::Float3::null)
|
||||||
|
{
|
||||||
walkDirection.Normalize();
|
walkDirection.Normalize();
|
||||||
maxSpeed = 40;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// If on the ground, accelerate normally
|
||||||
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
|
if(this->rigidBody->GetLambda() < 0.9f)
|
||||||
{
|
{
|
||||||
/* Dampen when on the ground and not being moved by the player */
|
if(forwardSpeed < maxSpeed)
|
||||||
linearVelocity *= 0.2f;
|
{
|
||||||
this->rigidBody->SetLinearVelocity (linearVelocity);
|
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
|
||||||
}
|
}
|
||||||
else
|
if(rightSpeed < maxSpeed)
|
||||||
{
|
{
|
||||||
if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
|
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
|
||||||
{
|
|
||||||
Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
|
|
||||||
this->rigidBody->SetLinearVelocity(velocity);
|
|
||||||
}
|
}
|
||||||
else if(speed < maxSpeed)
|
}
|
||||||
|
// If in the air, accelerate slower
|
||||||
|
if(this->rigidBody->GetLambda() >= 0.9f)
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
|
if(forwardSpeed < maxSpeed)
|
||||||
this->rigidBody->SetLinearVelocity(velocity);
|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (key_jump > 0.001)
|
// 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();
|
this->key_jump -= this->gameInstance->GetFrameTime();
|
||||||
if(this->rigidBody->GetLambda() < 1.0f)
|
if(this->rigidBody->GetLambda() < 0.9f)
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
|
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
|
||||||
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
|
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
|
||||||
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
|
|
||||||
if(pos == Oyster::Math::Float3(0,0,0))
|
|
||||||
int i =0;
|
|
||||||
|
|
||||||
//this->weapon->Update(0.01f);
|
//this->weapon->Update(0.01f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::EndFrame()
|
void Player::EndFrame()
|
||||||
{
|
{
|
||||||
// snap to axis
|
|
||||||
Oyster::Math::Float4 rotation;
|
|
||||||
|
|
||||||
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
|
||||||
|
|
||||||
//Object::EndFrame();
|
//Object::EndFrame();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||||
|
@ -235,13 +269,10 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
|
||||||
// this is the camera right vector
|
// this is the camera right vector
|
||||||
this->lookDir = lookDir;
|
this->lookDir = lookDir;
|
||||||
|
|
||||||
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
|
|
||||||
//this->rigidBody->SetUpAndRight(up, right);
|
|
||||||
}
|
}
|
||||||
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
||||||
{
|
{
|
||||||
this->rotationUp += deltaRadians;
|
this->rotationUp += deltaRadians;
|
||||||
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Jump()
|
void Player::Jump()
|
||||||
|
|
|
@ -97,6 +97,8 @@ namespace GameLogic
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
|
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
|
||||||
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
|
||||||
|
// deltaRadian
|
||||||
|
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
|
||||||
this->deltaRadian = deltaRadian;
|
this->deltaRadian = deltaRadian;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,22 @@
|
||||||
|
/////////////////////////////////////////////////////////////////////
|
||||||
|
// Created by [Dan Andersson] [2014]
|
||||||
|
/////////////////////////////////////////////////////////////////////
|
||||||
|
#ifndef INPUT_APPLICATION_KEBOARD_H
|
||||||
|
#define INPUT_APPLICATION_KEBOARD_H
|
||||||
|
|
||||||
|
#include "InputObject.h"
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
namespace Input
|
||||||
|
{
|
||||||
|
class AplicationKeyboard : public InputObject
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
|
||||||
|
protected:
|
||||||
|
AplicationKeyboard();
|
||||||
|
~AplicationKeyboard();
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // !INPUT_KEBOARD_H
|
|
@ -0,0 +1,24 @@
|
||||||
|
/////////////////////////////////////////////////////////////////////
|
||||||
|
// Created by [Dan Andersson] [2014]
|
||||||
|
/////////////////////////////////////////////////////////////////////
|
||||||
|
#ifndef INPUT_WIN32_APPLICATION_KEBOARD_H
|
||||||
|
#define INPUT_WIN32_APPLICATION_KEBOARD_H
|
||||||
|
|
||||||
|
#include "..\ApplicationKeyboard.h"
|
||||||
|
//#include <Windows.h>
|
||||||
|
|
||||||
|
namespace Input
|
||||||
|
{
|
||||||
|
class Win32ApplicationKeyboard :public AplicationKeyboard
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
Win32ApplicationKeyboard();
|
||||||
|
~Win32ApplicationKeyboard();
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // !INPUT_WIN32_APPLICATION_KEBOARD_H
|
|
@ -28,6 +28,7 @@
|
||||||
<ClCompile Include="Source\Win32\Win32Mouse.cpp" />
|
<ClCompile Include="Source\Win32\Win32Mouse.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClInclude Include="Include\ApplicationKeyboard.h" />
|
||||||
<ClInclude Include="Include\Common.h" />
|
<ClInclude Include="Include\Common.h" />
|
||||||
<ClInclude Include="Include\Input.h" />
|
<ClInclude Include="Include\Input.h" />
|
||||||
<ClInclude Include="Include\InputManager.h" />
|
<ClInclude Include="Include\InputManager.h" />
|
||||||
|
@ -35,6 +36,7 @@
|
||||||
<ClInclude Include="Include\Keyboard.h" />
|
<ClInclude Include="Include\Keyboard.h" />
|
||||||
<ClInclude Include="Include\Mouse.h" />
|
<ClInclude Include="Include\Mouse.h" />
|
||||||
<ClInclude Include="Include\PreReq.h" />
|
<ClInclude Include="Include\PreReq.h" />
|
||||||
|
<ClInclude Include="Include\Win32\Win32ApplicationKeyboard.h" />
|
||||||
<ClInclude Include="Include\Win32\Win32Input.h" />
|
<ClInclude Include="Include\Win32\Win32Input.h" />
|
||||||
<ClInclude Include="Include\Win32\Win32Keyboard.h" />
|
<ClInclude Include="Include\Win32\Win32Keyboard.h" />
|
||||||
<ClInclude Include="Include\Win32\Win32Mouse.h" />
|
<ClInclude Include="Include\Win32\Win32Mouse.h" />
|
||||||
|
|
|
@ -189,7 +189,7 @@ float InputClass::GetPitch( )
|
||||||
float InputClass::GetYaw( )
|
float InputClass::GetYaw( )
|
||||||
{
|
{
|
||||||
float dX = (static_cast<float>( m_mouseState.lX)/5);
|
float dX = (static_cast<float>( m_mouseState.lX)/5);
|
||||||
return -dX;
|
return dX;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool InputClass::IsMousePressed()
|
bool InputClass::IsMousePressed()
|
||||||
|
|
|
@ -0,0 +1,218 @@
|
||||||
|
#include "ConnectionUDP.h"
|
||||||
|
|
||||||
|
#include <WinSock2.h>
|
||||||
|
|
||||||
|
using namespace Oyster::Network;
|
||||||
|
|
||||||
|
ConnectionUDP::ConnectionUDP()
|
||||||
|
{
|
||||||
|
this->ipSize = 16;
|
||||||
|
this->socket = -1;
|
||||||
|
this->stillSending = false;
|
||||||
|
this->closed = true;
|
||||||
|
this->Address = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
ConnectionUDP::ConnectionUDP( int socket )
|
||||||
|
{
|
||||||
|
this->ipSize = 16;
|
||||||
|
this->socket = socket;
|
||||||
|
this->stillSending = false;
|
||||||
|
this->closed = true;
|
||||||
|
this->Address = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
ConnectionUDP::~ConnectionUDP()
|
||||||
|
{
|
||||||
|
closesocket( this->socket );
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::Connect(unsigned short port, const char serverName[])
|
||||||
|
{
|
||||||
|
this->port = port;
|
||||||
|
|
||||||
|
closed = false;
|
||||||
|
stillSending = true;
|
||||||
|
|
||||||
|
struct hostent *hostEnt;
|
||||||
|
if((hostEnt = gethostbyname(serverName)) == NULL)
|
||||||
|
{
|
||||||
|
return SOCKET_ERROR;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
this->Address = *(unsigned long*)hostEnt->h_addr;
|
||||||
|
this->port = htons(this->port);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::Disconnect()
|
||||||
|
{
|
||||||
|
int result = closesocket(this->socket);
|
||||||
|
|
||||||
|
if(result == SOCKET_ERROR)
|
||||||
|
{
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::InitiateServer(unsigned short port)
|
||||||
|
{
|
||||||
|
int errorCode = 0;
|
||||||
|
|
||||||
|
if((errorCode = InitiateSocket()) != 0)
|
||||||
|
{
|
||||||
|
return errorCode;
|
||||||
|
}
|
||||||
|
|
||||||
|
struct sockaddr_in server;
|
||||||
|
server.sin_family = AF_INET;
|
||||||
|
server.sin_addr.s_addr = INADDR_ANY;
|
||||||
|
server.sin_port = htons(port);
|
||||||
|
|
||||||
|
if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
|
||||||
|
{
|
||||||
|
errorCode = SOCKET_ERROR;
|
||||||
|
closesocket(this->socket);
|
||||||
|
return errorCode;
|
||||||
|
}
|
||||||
|
|
||||||
|
closed = false;
|
||||||
|
stillSending = true;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::InitiateClient()
|
||||||
|
{
|
||||||
|
return InitiateSocket();
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::InitiateBroadcast(unsigned short port)
|
||||||
|
{
|
||||||
|
int result = InitiateSocket();
|
||||||
|
|
||||||
|
|
||||||
|
int flag = 1;
|
||||||
|
result = setsockopt(this->socket, /* socket affected */
|
||||||
|
SOL_SOCKET, /* set option at TCP level */
|
||||||
|
SO_BROADCAST, /* name of option */
|
||||||
|
(char *) &flag, /* the cast is historical cruft */
|
||||||
|
sizeof(flag)); /* length of option value */
|
||||||
|
if (result < 0)
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::Send(OysterByte &bytes)
|
||||||
|
{
|
||||||
|
int nBytes;
|
||||||
|
struct sockaddr_in reciever;
|
||||||
|
reciever.sin_family = AF_INET;
|
||||||
|
reciever.sin_addr.s_addr = this->Address;
|
||||||
|
reciever.sin_port = port;
|
||||||
|
|
||||||
|
//printf("Send: %d\n", bytes.GetSize());
|
||||||
|
nBytes = sendto(this->socket,
|
||||||
|
bytes,
|
||||||
|
bytes.GetSize(),
|
||||||
|
0,
|
||||||
|
(sockaddr*)&reciever,
|
||||||
|
sizeof(sockaddr_in)
|
||||||
|
);
|
||||||
|
|
||||||
|
if ( nBytes != bytes.GetSize() )
|
||||||
|
{
|
||||||
|
return nBytes;
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::Recieve(OysterByte &bytes)
|
||||||
|
{
|
||||||
|
int nBytes;
|
||||||
|
sockaddr_in from;
|
||||||
|
int fromLength = sizeof( from );
|
||||||
|
|
||||||
|
bytes.Resize(1000);
|
||||||
|
nBytes = recvfrom(this->socket,
|
||||||
|
bytes,
|
||||||
|
1000,
|
||||||
|
0,
|
||||||
|
(sockaddr*)&from,
|
||||||
|
&fromLength
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
if(nBytes <= 0)
|
||||||
|
{
|
||||||
|
bytes.SetSize(0);
|
||||||
|
return WSAGetLastError();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
bytes.SetSize(nBytes);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//address and port of the client who sent the message
|
||||||
|
unsigned int from_address = ntohl( from.sin_addr.s_addr );
|
||||||
|
unsigned int from_port = ntohs( from.sin_port );
|
||||||
|
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ConnectionUDP::IsSending()
|
||||||
|
{
|
||||||
|
return stillSending;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ConnectionUDP::IsConnected()
|
||||||
|
{
|
||||||
|
if(closed)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ConnectionUDP::SetBlockingMode( bool blocking )
|
||||||
|
{
|
||||||
|
DWORD nonBlocking;
|
||||||
|
|
||||||
|
if(blocking)
|
||||||
|
{
|
||||||
|
nonBlocking = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
nonBlocking = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
int result = ioctlsocket(this->socket, FIONBIO, &nonBlocking);
|
||||||
|
if(result != 0)
|
||||||
|
{
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
//Success
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
//////////////////////////////////////
|
||||||
|
// Private Methods
|
||||||
|
//////////////////////////////////////
|
||||||
|
|
||||||
|
int ConnectionUDP::InitiateSocket()
|
||||||
|
{
|
||||||
|
this->socket = (int)::socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
||||||
|
|
||||||
|
if(this->socket == SOCKET_ERROR)
|
||||||
|
{
|
||||||
|
return socket;
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
#ifndef NETWORK_DEPENDENCIES_CONNECTIONUDP_H
|
||||||
|
#define NETWORK_DEPENDENCIES_CONNECTIONUDP_H
|
||||||
|
|
||||||
|
//////////////////////////////////
|
||||||
|
// Created by Sam Svensson 2013 //
|
||||||
|
//////////////////////////////////
|
||||||
|
|
||||||
|
#include "IConnection.h"
|
||||||
|
#include "../NetworkDependencies/OysterByte.h"
|
||||||
|
|
||||||
|
namespace Oyster
|
||||||
|
{
|
||||||
|
namespace Network
|
||||||
|
{
|
||||||
|
class ConnectionUDP : public IConnection
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ConnectionUDP();
|
||||||
|
ConnectionUDP( int socket);
|
||||||
|
virtual ~ConnectionUDP();
|
||||||
|
|
||||||
|
virtual int InitiateServer( unsigned short port );
|
||||||
|
virtual int InitiateClient();
|
||||||
|
|
||||||
|
virtual int InitiateBroadcast(unsigned short port);
|
||||||
|
|
||||||
|
virtual int Send ( OysterByte &byte );
|
||||||
|
virtual int Recieve( OysterByte &byte );
|
||||||
|
|
||||||
|
virtual int Connect( unsigned short port, const char serverName[] );
|
||||||
|
|
||||||
|
virtual int Disconnect();
|
||||||
|
|
||||||
|
bool IsSending();
|
||||||
|
bool IsConnected();
|
||||||
|
int GetIpSize();
|
||||||
|
|
||||||
|
int SetBlockingMode( bool blocking );
|
||||||
|
|
||||||
|
private:
|
||||||
|
int InitiateSocket();
|
||||||
|
|
||||||
|
int socket;
|
||||||
|
//char ipAddress[16];
|
||||||
|
//unsigned short port;
|
||||||
|
int ipSize;
|
||||||
|
|
||||||
|
unsigned long Address;
|
||||||
|
unsigned short port;
|
||||||
|
|
||||||
|
bool stillSending;
|
||||||
|
bool closed;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -147,6 +147,7 @@
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="Connection.cpp" />
|
<ClCompile Include="Connection.cpp" />
|
||||||
|
<ClCompile Include="ConnectionUDP.cpp" />
|
||||||
<ClCompile Include="Listener.cpp" />
|
<ClCompile Include="Listener.cpp" />
|
||||||
<ClCompile Include="Messages\MessageHeader.cpp" />
|
<ClCompile Include="Messages\MessageHeader.cpp" />
|
||||||
<ClCompile Include="Messages\MessagePlayerPos.cpp" />
|
<ClCompile Include="Messages\MessagePlayerPos.cpp" />
|
||||||
|
@ -157,6 +158,7 @@
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="Connection.h" />
|
<ClInclude Include="Connection.h" />
|
||||||
|
<ClInclude Include="ConnectionUDP.h" />
|
||||||
<ClInclude Include="IConnection.h" />
|
<ClInclude Include="IConnection.h" />
|
||||||
<ClInclude Include="IPostBox.h" />
|
<ClInclude Include="IPostBox.h" />
|
||||||
<ClInclude Include="Listener.h" />
|
<ClInclude Include="Listener.h" />
|
||||||
|
|
|
@ -9,6 +9,7 @@
|
||||||
<ClCompile Include="OysterByte.cpp" />
|
<ClCompile Include="OysterByte.cpp" />
|
||||||
<ClCompile Include="ThreadedClient.cpp" />
|
<ClCompile Include="ThreadedClient.cpp" />
|
||||||
<ClCompile Include="WinsockFunctions.cpp" />
|
<ClCompile Include="WinsockFunctions.cpp" />
|
||||||
|
<ClCompile Include="ConnectionUDP.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="Connection.h" />
|
<ClInclude Include="Connection.h" />
|
||||||
|
@ -25,5 +26,6 @@
|
||||||
<ClInclude Include="Protocols.h" />
|
<ClInclude Include="Protocols.h" />
|
||||||
<ClInclude Include="ThreadedClient.h" />
|
<ClInclude Include="ThreadedClient.h" />
|
||||||
<ClInclude Include="WinsockFunctions.h" />
|
<ClInclude Include="WinsockFunctions.h" />
|
||||||
|
<ClInclude Include="ConnectionUDP.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -62,6 +62,9 @@ namespace Oyster
|
||||||
struct PostData
|
struct PostData
|
||||||
{
|
{
|
||||||
float Amb;
|
float Amb;
|
||||||
|
Math::Float3 Tint;
|
||||||
|
Math::Float3 GlowTint;
|
||||||
|
float PAD;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Text2D
|
struct Text2D
|
||||||
|
@ -79,6 +82,14 @@ namespace Oyster
|
||||||
unsigned int StopY;
|
unsigned int StopY;
|
||||||
Math::Float4 BlurMask;
|
Math::Float4 BlurMask;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct TintData
|
||||||
|
{
|
||||||
|
Math::Float3 Tint;
|
||||||
|
Math::Float PAD;
|
||||||
|
Math::Float3 GlowTint;
|
||||||
|
Math::Float PAD2;
|
||||||
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -123,6 +123,8 @@ namespace Oyster
|
||||||
|
|
||||||
Definitions::PostData pd;
|
Definitions::PostData pd;
|
||||||
pd.Amb = option.AmbientValue;
|
pd.Amb = option.AmbientValue;
|
||||||
|
pd.Tint = option.GlobalTint;
|
||||||
|
pd.GlowTint = option.GlobalGlowTint;
|
||||||
|
|
||||||
void* data = Render::Resources::Post::Data.Map();
|
void* data = Render::Resources::Post::Data.Map();
|
||||||
memcpy(data,&pd,sizeof(Definitions::PostData));
|
memcpy(data,&pd,sizeof(Definitions::PostData));
|
||||||
|
@ -139,6 +141,7 @@ namespace Oyster
|
||||||
m->Visible = true;
|
m->Visible = true;
|
||||||
m->Animation.AnimationPlaying = NULL;
|
m->Animation.AnimationPlaying = NULL;
|
||||||
m->Tint = Math::Float3(1);
|
m->Tint = Math::Float3(1);
|
||||||
|
m->GlowTint = Math::Float3(1);
|
||||||
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
|
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;
|
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
|
||||||
|
@ -224,7 +227,7 @@ namespace Oyster
|
||||||
#else
|
#else
|
||||||
API::State API::ReloadShaders()
|
API::State API::ReloadShaders()
|
||||||
{
|
{
|
||||||
|
return API::State::Sucsess;
|
||||||
}
|
}
|
||||||
|
|
||||||
void API::StartRenderWireFrame()
|
void API::StartRenderWireFrame()
|
||||||
|
|
|
@ -30,6 +30,9 @@ namespace Oyster
|
||||||
//between 0-1
|
//between 0-1
|
||||||
float AmbientValue;
|
float AmbientValue;
|
||||||
|
|
||||||
|
Math::Float3 GlobalTint;
|
||||||
|
Math::Float3 GlobalGlowTint;
|
||||||
|
|
||||||
Math::Float2 Resolution;
|
Math::Float2 Resolution;
|
||||||
|
|
||||||
//Bytes on the GPU
|
//Bytes on the GPU
|
||||||
|
@ -38,7 +41,7 @@ namespace Oyster
|
||||||
typedef void* Texture;
|
typedef void* Texture;
|
||||||
|
|
||||||
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
|
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
|
||||||
#ifdef _DEBUG
|
|
||||||
static State ReloadShaders();
|
static State ReloadShaders();
|
||||||
|
|
||||||
//should be called after rendered normal models, before GUI or Text rendering
|
//should be called after rendered normal models, before GUI or Text rendering
|
||||||
|
@ -51,7 +54,6 @@ namespace Oyster
|
||||||
static void RenderDebugSphere(Math::Matrix world);
|
static void RenderDebugSphere(Math::Matrix world);
|
||||||
|
|
||||||
static void StartRenderFullModel();
|
static void StartRenderFullModel();
|
||||||
#endif
|
|
||||||
|
|
||||||
//! @todo Memory Leaks
|
//! @todo Memory Leaks
|
||||||
|
|
||||||
|
|
|
@ -24,6 +24,7 @@ namespace Oyster
|
||||||
ModelInfo* info;
|
ModelInfo* info;
|
||||||
Oyster::Math::Float4x4 WorldMatrix;
|
Oyster::Math::Float4x4 WorldMatrix;
|
||||||
Oyster::Math::Float3 Tint;
|
Oyster::Math::Float3 Tint;
|
||||||
|
Oyster::Math::Float3 GlowTint;
|
||||||
bool Visible;
|
bool Visible;
|
||||||
AnimationData Animation;
|
AnimationData Animation;
|
||||||
};
|
};
|
||||||
|
|
|
@ -136,8 +136,15 @@ namespace Oyster
|
||||||
memcpy(data,&(pm),sizeof(pm));
|
memcpy(data,&(pm),sizeof(pm));
|
||||||
Resources::Gather::ModelData.Unmap();
|
Resources::Gather::ModelData.Unmap();
|
||||||
|
|
||||||
|
Definitions::TintData td;
|
||||||
|
td.GlowTint = models[i].GlowTint;
|
||||||
|
td.Tint = models[i].Tint;
|
||||||
|
td.PAD = 0;
|
||||||
|
td.PAD2 = 0;
|
||||||
|
int s = sizeof(Definitions::TintData);
|
||||||
|
|
||||||
data = Render::Resources::Color.Map();
|
data = Render::Resources::Color.Map();
|
||||||
memcpy(data,&models[i].Tint,sizeof(Math::Float3));
|
memcpy(data,&td,sizeof(Definitions::TintData));
|
||||||
Render::Resources::Color.Unmap();
|
Render::Resources::Color.Unmap();
|
||||||
|
|
||||||
if(info->Material.size())
|
if(info->Material.size())
|
||||||
|
|
|
@ -123,7 +123,7 @@ namespace Oyster
|
||||||
Gather::AnimationData.Init(desc);
|
Gather::AnimationData.Init(desc);
|
||||||
|
|
||||||
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
|
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
|
||||||
desc.ElementSize = sizeof(Math::Float3);
|
desc.ElementSize = sizeof(Definitions::TintData);
|
||||||
Color.Init(desc);
|
Color.Init(desc);
|
||||||
|
|
||||||
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
|
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
|
||||||
|
@ -176,7 +176,7 @@ namespace Oyster
|
||||||
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
|
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
|
||||||
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
sdesc.MipLODBias = 0;
|
sdesc.MipLODBias = 0;
|
||||||
sdesc.MaxAnisotropy =4;
|
sdesc.MaxAnisotropy =4;
|
||||||
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
|
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
|
||||||
|
|
|
@ -40,7 +40,10 @@ float3 perturb_normal( float3 N, float3 V, float2 texcoord )
|
||||||
PixelOut main(VertexOut input)
|
PixelOut main(VertexOut input)
|
||||||
{
|
{
|
||||||
PixelOut output;
|
PixelOut output;
|
||||||
output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
|
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
|
||||||
|
float3 tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
|
||||||
|
tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
|
||||||
|
output.DiffuseGlow = DiffGlow * float4(tint,1);
|
||||||
|
|
||||||
//NORMALIZE
|
//NORMALIZE
|
||||||
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);
|
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);
|
||||||
|
|
|
@ -42,4 +42,7 @@ cbuffer PerModel : register(b1)
|
||||||
cbuffer Tint : register(b0)
|
cbuffer Tint : register(b0)
|
||||||
{
|
{
|
||||||
float3 Color;
|
float3 Color;
|
||||||
|
float PAD;
|
||||||
|
float3 GlowColor;
|
||||||
|
float PAD2;
|
||||||
}
|
}
|
|
@ -47,7 +47,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
||||||
DepthBase = DepthBase /4;
|
DepthBase = DepthBase /4;
|
||||||
Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
|
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(Pixels.x/2, 0)] = GUI[DTid.xy];
|
||||||
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w * 10 /* * (2-DepthBase) */,1);
|
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w /* * (2-DepthBase) */,DiffBase.w);
|
||||||
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
|
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#include "Defines.hlsli"
|
#include "Defines.hlsli"
|
||||||
#include "PosManipulation.hlsli"
|
#include "PosManipulation.hlsli"
|
||||||
|
|
||||||
static float Radius = 10;
|
static float Radius = 1;
|
||||||
|
|
||||||
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||||
{
|
{
|
||||||
|
|
|
@ -9,6 +9,8 @@ SamplerState S1 : register(s0);
|
||||||
cbuffer Size : register(b0)
|
cbuffer Size : register(b0)
|
||||||
{
|
{
|
||||||
float AmbFactor;
|
float AmbFactor;
|
||||||
|
float3 Color;
|
||||||
|
float3 GlowColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
[numthreads(16, 16, 1)]
|
[numthreads(16, 16, 1)]
|
||||||
|
@ -26,9 +28,10 @@ void main( uint3 DTid : SV_DispatchThreadID )
|
||||||
SSAO = SSAO / 16;
|
SSAO = SSAO / 16;
|
||||||
|
|
||||||
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
|
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
|
||||||
float3 Amb = Ambient[DTid.xy/2].xyz * SSAO;
|
float3 Amb = Ambient[DTid.xy/2].xyz * SSAO * Color;
|
||||||
|
|
||||||
float3 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)].xyz;
|
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
|
||||||
|
Glow = float4(Glow.xyz * GlowColor, 1);
|
||||||
|
|
||||||
float4 GUI;
|
float4 GUI;
|
||||||
uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
|
uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
|
||||||
|
|
|
@ -283,6 +283,11 @@ void API_Impl::UpdateWorld()
|
||||||
SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]);
|
SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]);
|
||||||
this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity);
|
this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity);
|
||||||
simpleBody->PreStep(this->dynamicsWorld);
|
simpleBody->PreStep(this->dynamicsWorld);
|
||||||
|
|
||||||
|
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
|
||||||
|
{
|
||||||
|
this->customBodies[i]->CallSubscription_Move();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
|
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
|
||||||
|
@ -296,11 +301,6 @@ void API_Impl::UpdateWorld()
|
||||||
trans = simpleBody->GetRigidBody()->getWorldTransform();
|
trans = simpleBody->GetRigidBody()->getWorldTransform();
|
||||||
this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z()));
|
this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z()));
|
||||||
this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()));
|
this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()));
|
||||||
|
|
||||||
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
|
|
||||||
{
|
|
||||||
this->customBodies[i]->CallSubscription_Move();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds();
|
int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds();
|
||||||
|
|
|
@ -168,9 +168,15 @@ void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxi
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float s = sin(angularAxis.w/2);
|
||||||
|
float x = angularAxis.x * s;
|
||||||
|
float y = angularAxis.y * s;
|
||||||
|
float z = angularAxis.z * s;
|
||||||
|
float w = cos(angularAxis.w/2);
|
||||||
|
|
||||||
btTransform trans;
|
btTransform trans;
|
||||||
btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
|
btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
|
||||||
btQuaternion quaternion(vector, angularAxis.w);
|
btQuaternion quaternion(x,y,z,w);
|
||||||
|
|
||||||
trans = this->rigidBody->getWorldTransform();
|
trans = this->rigidBody->getWorldTransform();
|
||||||
trans.setRotation(quaternion);
|
trans.setRotation(quaternion);
|
||||||
|
@ -263,22 +269,11 @@ Float4x4 SimpleRigidBody::GetRotation() const
|
||||||
Float4 SimpleRigidBody::GetRotationAsAngularAxis()
|
Float4 SimpleRigidBody::GetRotationAsAngularAxis()
|
||||||
{
|
{
|
||||||
Float4 axis = Float4::null;
|
Float4 axis = Float4::null;
|
||||||
Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real);
|
btTransform trans;
|
||||||
|
|
||||||
axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real);
|
trans = this->rigidBody->getWorldTransform();
|
||||||
|
axis.xyz = trans.getRotation().getAxis();
|
||||||
if(1 - this->state.quaternion.real > 0.001f)
|
axis.w = trans.getRotation().getAngle();
|
||||||
{
|
|
||||||
axis.x = this->state.quaternion.imaginary.x/s;
|
|
||||||
axis.y = this->state.quaternion.imaginary.y/s;
|
|
||||||
axis.z = this->state.quaternion.imaginary.z/s;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
axis.x = this->state.quaternion.imaginary.x;
|
|
||||||
axis.y = this->state.quaternion.imaginary.y;
|
|
||||||
axis.z = this->state.quaternion.imaginary.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
return axis;
|
return axis;
|
||||||
}
|
}
|
||||||
|
@ -353,7 +348,8 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
{
|
{
|
||||||
btTransform xform;
|
btTransform xform;
|
||||||
xform = this->rigidBody->getWorldTransform ();
|
xform = this->rigidBody->getWorldTransform ();
|
||||||
btVector3 down = -xform.getBasis()[1];
|
Float3 normalDown = -this->state.centerPos.GetNormalized();
|
||||||
|
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
|
||||||
btVector3 forward = xform.getBasis()[2];
|
btVector3 forward = xform.getBasis()[2];
|
||||||
down.normalize ();
|
down.normalize ();
|
||||||
forward.normalize();
|
forward.normalize();
|
||||||
|
@ -361,12 +357,17 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
this->raySource[0] = xform.getOrigin();
|
this->raySource[0] = xform.getOrigin();
|
||||||
this->raySource[1] = xform.getOrigin();
|
this->raySource[1] = xform.getOrigin();
|
||||||
|
|
||||||
|
if(this->state.reach.y < 1.0f)
|
||||||
|
|
||||||
|
|
||||||
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
|
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
|
||||||
down.setZ(-down.z());
|
//down.setZ(-down.z());
|
||||||
down.setX(-down.x());
|
|
||||||
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
|
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
|
||||||
|
|
||||||
|
if(this->state.mass == 40)
|
||||||
|
{
|
||||||
|
const char* breakpoint = "STOP";
|
||||||
|
}
|
||||||
|
|
||||||
this->rayTarget[0] = this->raySource[0] + targetPlus;
|
this->rayTarget[0] = this->raySource[0] + targetPlus;
|
||||||
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
|
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
|
||||||
|
@ -383,7 +384,6 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
{
|
{
|
||||||
if (rayResult.m_collisionObject == m_me)
|
if (rayResult.m_collisionObject == m_me)
|
||||||
return 1.0;
|
return 1.0;
|
||||||
|
|
||||||
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
||||||
}
|
}
|
||||||
protected:
|
protected:
|
||||||
|
|
Loading…
Reference in New Issue