diff --git a/Code/DanBias.sln b/Code/DanBias.sln index 80a76dea..e14d2c37 100644 --- a/Code/DanBias.sln +++ b/Code/DanBias.sln @@ -45,6 +45,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameClient", "Game\GameClie EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities\Utilities.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -679,6 +681,40 @@ Global {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x64.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.RelWithDebInfo|x86.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Any CPU.ActiveCfg = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Mixed Platforms.Build.0 = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Win32.ActiveCfg = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|Win32.Build.0 = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x64.ActiveCfg = Debug|x64 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x64.Build.0 = Debug|x64 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x86.ActiveCfg = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Debug|x86.Build.0 = Debug|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Any CPU.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Any CPU.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Mixed Platforms.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Mixed Platforms.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Win32.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Win32.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x64.ActiveCfg = Release|x64 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x64.Build.0 = Release|x64 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x86.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|x86.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Any CPU.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.Build.0 = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32 + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -692,6 +728,7 @@ Global {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} = {20720CA7-795C-45AD-A302-9383A6DD503A} {8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A} {2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A} + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63} = {20720CA7-795C-45AD-A302-9383A6DD503A} {C4C76A8D-44C5-4452-9F61-39C7E01CBDB4} = {F156EEBC-0195-4020-8700-4433208DE12B} {3EA5F14D-2A71-4588-A69D-87C4571C580F} = {F156EEBC-0195-4020-8700-4433208DE12B} {7E3990D2-3D94-465C-B58D-64A74B3ECF9B} = {1322B12B-5E37-448A-AAAF-F637460DCB23} diff --git a/Code/Game/GameClient/GameClient.vcxproj b/Code/Game/GameClient/GameClient.vcxproj index 349a88ec..c084532d 100644 --- a/Code/Game/GameClient/GameClient.vcxproj +++ b/Code/Game/GameClient/GameClient.vcxproj @@ -106,7 +106,7 @@ Disabled DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader Windows @@ -123,7 +123,7 @@ Disabled DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader Windows @@ -142,7 +142,7 @@ true DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader Windows @@ -163,7 +163,7 @@ true DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) true - $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc\Utilities;$(SolutionDir)Game\LevelLoader Windows @@ -196,6 +196,9 @@ {143bd516-20a1-4890-a3e4-f8bfd02220e7} + + {6391e709-d9fa-4fef-a3b9-4343db5a0c63} + @@ -204,6 +207,7 @@ + @@ -211,16 +215,15 @@ + + - - - - + @@ -231,21 +234,20 @@ + + + - - - - - + diff --git a/Code/Game/GameClient/GameClient.vcxproj.user b/Code/Game/GameClient/GameClient.vcxproj.user index 2e28d6f7..4b847ee6 100644 --- a/Code/Game/GameClient/GameClient.vcxproj.user +++ b/Code/Game/GameClient/GameClient.vcxproj.user @@ -1,7 +1,7 @@  - true + false $(OutDir) diff --git a/Code/Game/GameClient/GameClientState/C_Light.cpp b/Code/Game/GameClient/GameClientState/C_Light.cpp new file mode 100644 index 00000000..17016ae5 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/C_Light.cpp @@ -0,0 +1,37 @@ +#include "C_Light.h" +using namespace DanBias::Client; +C_Light::C_Light( Oyster::Graphics::Definitions::Pointlight pointLightDesc, int id ) +{ + this->pointLightDesc = pointLightDesc; + this->id = id; +} +C_Light::~C_Light() +{ + +} +Oyster::Graphics::Definitions::Pointlight C_Light::getLightDesc() const +{ + return this->pointLightDesc; +} +void C_Light::setLightDesc( Oyster::Graphics::Definitions::Pointlight pointLightDesc ) +{ + this->pointLightDesc = pointLightDesc; +} +Oyster::Math::Float3 C_Light::getPos() const +{ + return this->pointLightDesc.Pos; +} +void C_Light::setPos( Oyster::Math::Float3 newPos) +{ + this->pointLightDesc.Pos = newPos; +} + +int C_Light::GetId() const +{ + return this->id; +} +void C_Light::Render() +{ + // will be changed to new API + Oyster::Graphics::API::AddLight(pointLightDesc); +} diff --git a/Code/Game/GameClient/GameClientState/C_Light.h b/Code/Game/GameClient/GameClientState/C_Light.h new file mode 100644 index 00000000..4802339d --- /dev/null +++ b/Code/Game/GameClient/GameClientState/C_Light.h @@ -0,0 +1,29 @@ +#ifndef DANBIAS_CLIENT_CLIGHT_H +#define DANBIAS_CLIENT_CLIGHT_H +#include "DllInterfaces/GFXAPI.h" +namespace DanBias +{ + namespace Client + { + class C_Light + { + private: + Oyster::Graphics::Definitions::Pointlight pointLightDesc; + int id; + + public: + C_Light( Oyster::Graphics::Definitions::Pointlight pointLightDesc, int id ); + virtual ~C_Light(); + + Oyster::Graphics::Definitions::Pointlight getLightDesc() const; + void setLightDesc( Oyster::Graphics::Definitions::Pointlight pointLightDesc ); + + Oyster::Math::Float3 getPos() const; + void setPos( Oyster::Math::Float3 newPos); + void Render(); + int GetId() const; + }; + } +} + +#endif diff --git a/Code/Game/GameClient/GameClientState/C_Object.cpp b/Code/Game/GameClient/GameClientState/C_Object.cpp index 92b55c53..ccea9a86 100644 --- a/Code/Game/GameClient/GameClientState/C_Object.cpp +++ b/Code/Game/GameClient/GameClientState/C_Object.cpp @@ -9,6 +9,10 @@ C_Object::C_Object() id = 0; model = NULL; + + // RB DEBUG + type = RB_Type_None; + // !RB DEBUG } C_Object::~C_Object() { @@ -31,32 +35,27 @@ void C_Object::updateWorld() { Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); - //Oyster::Math3D::Float4x4 scale = Oyster::Math3D::; - Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Matrix::identity; - scale.v[0].x = this->scale[0]; - scale.v[1].y = this->scale[1]; - scale.v[2].z = this->scale[2]; + Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale); world = translation * rot * scale; model->WorldMatrix = world; } -void C_Object::setWorld(Oyster::Math::Float4x4 world) -{ - model->WorldMatrix = world; -} Oyster::Math::Float4x4 C_Object::getWorld() const { + Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); + Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); + Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale); + Oyster::Math3D::Float4x4 world = translation * rot * scale; + return world; } void C_Object::setPos(Oyster::Math::Float3 newPos) { this->position = newPos; - updateWorld(); } void C_Object::addPos(Oyster::Math::Float3 deltaPos) { this->position += deltaPos; - updateWorld(); } Oyster::Math::Float3 C_Object::getPos() const { @@ -65,12 +64,6 @@ Oyster::Math::Float3 C_Object::getPos() const void C_Object::setRot(Oyster::Math::Quaternion newRot) { this->rotation = newRot; - updateWorld(); -} -void C_Object::addRot(Oyster::Math::Quaternion deltaRot) -{ - this->rotation += deltaRot; - updateWorld(); } Oyster::Math::Quaternion C_Object::getRotation() const { @@ -79,12 +72,10 @@ Oyster::Math::Quaternion C_Object::getRotation() const void C_Object::setScale(Oyster::Math::Float3 newScale) { this->scale = newScale; - updateWorld(); } void C_Object::addScale(Oyster::Math::Float3 deltaScale) { this->scale += deltaScale; - updateWorld(); } Oyster::Math::Float3 C_Object::getScale() const { @@ -105,4 +96,56 @@ void C_Object::Release() Oyster::Graphics::API::DeleteModel(model); this->model = nullptr; } -} \ No newline at end of file +} + + + +//////////////////////////////////////////////// +// RB DEBUG +//////////////////////////////////////////////// +bool C_Object::InitRB(RBInitData RBInit) +{ + RBposition = RBInit.position; + RBrotation = RBInit.rotation; + RBscale = RBInit.scale; + type = RBInit.type; + return true; +} +Oyster::Math::Float4x4 C_Object::getRBWorld() const +{ + Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition); + Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation); + Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale); + Oyster::Math3D::Float4x4 world = translation * rot * scale; + + return world; +} +void C_Object::setRBPos(Oyster::Math::Float3 newPos) +{ + this->RBposition = newPos; +} +Oyster::Math::Float3 C_Object::getRBPos() const +{ + return this->RBposition; +} +void C_Object::setRBRot(Oyster::Math::Quaternion newRot) +{ + this->RBrotation = newRot; +} +Oyster::Math::Quaternion C_Object::getRBRotation() const +{ + return this->RBrotation; +} +void C_Object::setRBScale(Oyster::Math::Float3 newScale) +{ + this->RBscale = newScale; +} +Oyster::Math::Float3 C_Object::getRBScale() const +{ + return this->RBscale; +} +RB_Type C_Object::getBRtype()const +{ + return this->type; +} +// !RB DEBUG \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/C_Object.h b/Code/Game/GameClient/GameClientState/C_Object.h index 20e0eb60..dcc2731c 100644 --- a/Code/Game/GameClient/GameClientState/C_Object.h +++ b/Code/Game/GameClient/GameClientState/C_Object.h @@ -5,6 +5,21 @@ namespace DanBias { namespace Client { + // RB DEBUG + enum RB_Type + { + RB_Type_Cube, + RB_Type_Sphere, + RB_Type_None, + }; + struct RBInitData + { + Oyster::Math::Float3 position; + Oyster::Math::Quaternion rotation; + Oyster::Math::Float3 scale; + RB_Type type; + }; + // !RB DEBUG struct ModelInitData { @@ -23,28 +38,46 @@ namespace DanBias Oyster::Math::Float3 position; Oyster::Math::Quaternion rotation; Oyster::Math::Float3 scale; - + + // RB DEBUG + Oyster::Math::Float3 RBposition; + Oyster::Math::Quaternion RBrotation; + Oyster::Math::Float3 RBscale; + RB_Type type; + // !RB DEBUG + int id; - void updateWorld(); + protected: Oyster::Graphics::Model::Model *model; public: C_Object(); virtual ~C_Object(); virtual bool Init(ModelInitData modelInit); - - void setWorld(Oyster::Math::Float4x4 world); + void updateWorld(); + //void setWorld(Oyster::Math::Float4x4 world); Oyster::Math::Float4x4 getWorld() const; void setPos(Oyster::Math::Float3 newPos); Oyster::Math::Float3 getPos() const; void addPos(Oyster::Math::Float3 deltaPos); void setRot(Oyster::Math::Quaternion newRot); Oyster::Math::Quaternion getRotation() const; - void addRot(Oyster::Math::Quaternion deltaRot); void setScale(Oyster::Math::Float3 newScale); void addScale(Oyster::Math::Float3 deltaScale); Oyster::Math::Float3 getScale() const; + // RB DEBUG + bool InitRB(RBInitData modelInit); + Oyster::Math::Float4x4 getRBWorld() const; + void setRBPos(Oyster::Math::Float3 newPos); + Oyster::Math::Float3 getRBPos() const; + void setRBRot(Oyster::Math::Quaternion newRot); + Oyster::Math::Quaternion getRBRotation() const; + void setRBScale(Oyster::Math::Float3 newScale); + Oyster::Math::Float3 getRBScale() const; + RB_Type getBRtype()const; + // !RB DEBUG + virtual void Render(); virtual void Release(); virtual int GetId() const; diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp index 12506d3c..f2f3c1ad 100644 --- a/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp +++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp @@ -10,6 +10,7 @@ Camera_FPSV2::Camera_FPSV2() this->headOffset = this->body.translation = Float3::null; this->body.rotation = Quaternion::identity; + this->pitchHaveChanged = false; } Camera_FPSV2::~Camera_FPSV2() {} @@ -21,6 +22,7 @@ Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera ) this->headOffset = camera.headOffset; this->body.translation = camera.body.translation; this->body.rotation = camera.body.rotation; + this->pitchHaveChanged = camera.pitchHaveChanged; return *this; } @@ -38,8 +40,14 @@ void Camera_FPSV2::SetPosition( const Float3 &translation ) void Camera_FPSV2::SetRotation( const Quaternion &rotation ) { + if( !Within(rotation.GetNorm(), .99f, 1.01f) ) + { // HACK: bug trap + const char *breakPoint = "Caught an invalid rotation!"; + } + this->body.rotation = rotation; - this->head.SetRotation( rotation * Rotation(this->pitchUp, this->GetNormalOf(Float3::standard_unit_x) ) ); + this->head.SetRotation( rotation * Rotation(this->pitchUp, WorldAxisOf(rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; } void Camera_FPSV2::SetAngular( const Float3 &axis ) @@ -64,6 +72,12 @@ void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRati void Camera_FPSV2::UpdateOrientation() { + if( this->pitchHaveChanged ) + { + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; + } + Float4x4 orientation; OrientationMatrix( this->body.rotation, this->body.translation, orientation ); @@ -73,7 +87,8 @@ void Camera_FPSV2::UpdateOrientation() void Camera_FPSV2::SnapUpToNormal( const Float3 &normal ) { this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) ); - this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp * Float3::standard_unit_x) ); + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; } void Camera_FPSV2::Move( const Float3 &deltaPosition ) @@ -84,8 +99,8 @@ void Camera_FPSV2::Move( const Float3 &deltaPosition ) void Camera_FPSV2::Rotate( const Quaternion &deltaRotation ) { - this->head.Rotate( deltaRotation ); this->body.rotation *= deltaRotation; + this->pitchHaveChanged = true; } void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis ) @@ -116,7 +131,7 @@ void Camera_FPSV2::StrafeLeft( Float distance ) void Camera_FPSV2::PitchUp( Float radian ) { this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); - this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, Float3::standard_unit_x) ); + this->pitchHaveChanged = true; } void Camera_FPSV2::PitchDown( Float radian ) @@ -147,6 +162,12 @@ const Float3 & Camera_FPSV2::GetPosition() const Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const { + if( this->pitchHaveChanged ) + { + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; + } + return this->head.GetViewMatrix( targetMem ); } @@ -157,11 +178,23 @@ const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const { + if( this->pitchHaveChanged ) + { + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; + } + return this->head.GetViewsProjMatrix( targetMem ); } Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const { + if( this->pitchHaveChanged ) + { + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; + } + return this->head.GetNormalOf( axis ); } @@ -177,6 +210,12 @@ Float3 Camera_FPSV2::GetUp() const Float3 Camera_FPSV2::GetLook() const { + if( this->pitchHaveChanged ) + { + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) ); + this->pitchHaveChanged = false; + } + return this->head.GetNormalOf( -Float3::standard_unit_z ); } diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.h b/Code/Game/GameClient/GameClientState/Camera_FPSV2.h index 7f66b185..210c9707 100644 --- a/Code/Game/GameClient/GameClientState/Camera_FPSV2.h +++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.h @@ -50,7 +50,7 @@ public: ::Oyster::Math::Float3 GetForward() const; private: - Camera_BasicV2 head; + mutable Camera_BasicV2 head; ::Oyster::Math::Float pitchUp; ::Oyster::Math::Float3 headOffset; struct @@ -58,6 +58,7 @@ private: ::Oyster::Math::Float3 translation; ::Oyster::Math::Quaternion rotation; } body; + mutable bool pitchHaveChanged; }; #endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/GameClientState.h b/Code/Game/GameClient/GameClientState/GameClientState.h index 9891a16c..d336e196 100644 --- a/Code/Game/GameClient/GameClientState/GameClientState.h +++ b/Code/Game/GameClient/GameClientState/GameClientState.h @@ -35,7 +35,7 @@ namespace DanBias { namespace Client /****************************************************************** * @param message of the event - * @return message or GameClientState::event_processed. + * @return message or a reference to GameClientState::event_processed. ******************************************************************/ virtual const NetEvent & DataRecieved( const NetEvent &message ); }; diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index 7c23a910..ed04c009 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -4,7 +4,7 @@ #include "NetworkClient.h" #include "Camera_FPSV2.h" #include - +#include "C_Light.h" #include "C_obj/C_Player.h" #include "C_obj/C_DynamicObj.h" #include "C_obj/C_StaticObj.h" @@ -28,6 +28,7 @@ struct GameState::MyData ::std::map> *staticObjects; ::std::map> *dynamicObjects; + ::std::map> *lights; bool key_forward; bool key_backward; @@ -36,7 +37,11 @@ struct GameState::MyData bool key_Shoot; bool key_Jump; + // DEGUG KEYS bool key_Reload_Shaders; + bool key_Wireframe_Toggle; + bool renderWhireframe; + // !DEGUG KEYS C_Player player; Camera_FPSV2 camera; @@ -78,15 +83,28 @@ bool GameState::Init( SharedStateContent &shared ) this->privData->input = shared.input; this->privData->staticObjects = &shared.staticObjects; this->privData->dynamicObjects = &shared.dynamicObjects; + this->privData->lights = &shared.lights; Graphics::API::Option gfxOp = Graphics::API::GetOption(); Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; - this->privData->camera.SetPerspectiveProjection( Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); + this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); //tell server ready this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) ); + // DEGUG KEYS + this->privData->key_Reload_Shaders = false; + this->privData->key_Wireframe_Toggle = false; + this->privData->renderWhireframe = false; + // !DEGUG KEYS + + auto light = this->privData->lights->begin(); + for( ; light != this->privData->lights->end(); ++light ) + { + light->second->Render(); + } + return true; } @@ -100,10 +118,20 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa StringToWstring( modelName, modelData.modelPath ); modelData.id = id; + // RB DEBUG + RBInitData RBData; + RBData.position = position; + RBData.rotation = ArrayToQuaternion( rotation ); + RBData.scale = scale; + // !RB DEBUG if( isMyPlayer ) { if( this->privData->player.Init(modelData) ) { + // RB DEBUG + this->privData->player.InitRB( RBData ); + // !RB DEBUG + this->privData->myId = id; this->privData->camera.SetPosition( this->privData->player.getPos() ); Float3 offset = Float3( 0.0f ); @@ -117,6 +145,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa C_DynamicObj *p = new C_DynamicObj(); if( p->Init(modelData) ) { + // RB DEBUG + this->privData->player.InitRB( RBData ); + // !RB DEBUG + (*this->privData->dynamicObjects)[id] = p; } } @@ -150,6 +182,55 @@ bool GameState::Render() dynamicObject->second->Render(); } + + /*auto light = this->privData->lights->begin(); + for( ; light != this->privData->lights->end(); ++light ) + { + light->second->Render(); + }*/ + + // RB DEBUG render wire frame + if(this->privData->renderWhireframe) + { + Oyster::Graphics::API::StartRenderWireFrame(); + + Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20)); + Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f)); + Oyster::Math3D::Float4x4 world = translation * scale; + Oyster::Graphics::API::RenderDebugCube( world ); + Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld()); + + staticObject = this->privData->staticObjects->begin(); + for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) + { + if( staticObject->second->getBRtype() == RB_Type_Cube) + { + Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld()); + } + if( staticObject->second->getBRtype() == RB_Type_Sphere) + { + Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld()); + } + } + + dynamicObject = this->privData->dynamicObjects->begin(); + for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject ) + { + if( dynamicObject->second ) + { + if( dynamicObject->second->getBRtype() == RB_Type_Cube) + { + Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld()); + } + if( dynamicObject->second->getBRtype() == RB_Type_Sphere) + { + Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld()); + } + } + } + } + // !RB DEBUG + Oyster::Graphics::API::EndFrame(); return true; } @@ -170,8 +251,15 @@ bool GameState::Release() dynamicObject->second = nullptr; } + auto light = this->privData->lights->begin(); + for( ; light != this->privData->lights->end(); ++light ) + { + light->second->Render(); + } + this->privData->staticObjects->clear(); this->privData->dynamicObjects->clear(); + this->privData->lights->clear(); privData = NULL; } @@ -229,28 +317,11 @@ void GameState::ReadKeyInput() else this->privData->key_strafeRight = false; - if( this->privData->input->IsKeyPressed(DIK_R) ) - { - if( !this->privData->key_Reload_Shaders ) - { - //this->privData->nwClient->Send( Protocol_PlayerMovementRight() ); -#ifdef _DEBUG - Graphics::API::ReloadShaders(); -#endif - this->privData->key_Reload_Shaders = true; - } - } - else - this->privData->key_Reload_Shaders = false; - - //send delta mouse movement { - this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f ); - this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f ); - this->privData->camera.UpdateOrientation(); - - privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) ); + static const float mouseSensitivity = Radian( 1.0f ); + this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity ); + this->privData->nwClient->Send( Protocol_PlayerLeftTurn(this->privData->input->GetYaw() * mouseSensitivity) ); } // shoot @@ -309,6 +380,35 @@ void GameState::ReadKeyInput() else this->privData->key_Jump = false; + + // DEGUG KEYS + + // Reload shaders + if( this->privData->input->IsKeyPressed(DIK_R) ) + { + if( !this->privData->key_Reload_Shaders ) + { +#ifdef _DEBUG + Graphics::API::ReloadShaders(); +#endif + this->privData->key_Reload_Shaders = true; + } + } + else + this->privData->key_Reload_Shaders = false; + + // toggle wire frame render + if( this->privData->input->IsKeyPressed(DIK_T) ) + { + if( !this->privData->key_Wireframe_Toggle ) + { + this->privData->renderWhireframe = !this->privData->renderWhireframe; + this->privData->key_Wireframe_Toggle = true; + } + } + else + this->privData->key_Wireframe_Toggle = false; + // !DEGUG KEYS // TODO: implement sub-menu } @@ -342,12 +442,18 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState this->privData->camera.SetPosition( decoded.position ); (*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position ); + // RB DEBUG + (*this->privData->dynamicObjects)[decoded.object_ID]->setRBPos ( decoded.position ); + // !RB DEBUG } return GameClientState::event_processed; case protocol_Gameplay_ObjectScale: { Protocol_ObjectScale decoded(data); (*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale ); + // RB DEBUG + (*this->privData->dynamicObjects)[decoded.object_ID]->setRBScale ( decoded.scale ); + // !RB DEBUG } return GameClientState::event_processed; case protocol_Gameplay_ObjectRotation: @@ -360,6 +466,9 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState this->privData->camera.SetRotation( rotation ); (*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation ); + // RB DEBUG + (*this->privData->dynamicObjects)[decoded.object_ID]->setRBRot ( rotation ); + // !RB DEBUG } return GameClientState::event_processed; case protocol_Gameplay_ObjectPositionRotation: @@ -372,16 +481,21 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState if( this->privData->myId == decoded.object_ID ) { this->privData->camera.SetPosition( position ); - //this->privData->camera.SetRotation( rotation ); + this->privData->camera.SetRotation( rotation ); this->privData->player.setPos( position ); - //this->privData->player.setRot( rotation ); + this->privData->player.setRot( rotation ); } C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID]; + if( object ) { object->setPos( position ); object->setRot( rotation ); + // RB DEBUG + object->setRBPos ( position ); + object->setRBRot ( rotation ); + // !RB DEBUG } } return GameClientState::event_processed; @@ -406,7 +520,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState ModelInitData modelData; { modelData.position = Float3( decoded.position ); - modelData.rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); + modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] ); modelData.scale = Float3( decoded.scale ); modelData.visible = true; modelData.id = decoded.object_ID; @@ -414,6 +528,15 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState ::Utility::String::StringToWstring( decoded.name, modelData.modelPath ); } object->Init(modelData); + // RB DEBUG + // Is just using the model position since the rigid body data should never be sent to the client + RBInitData RBData; + RBData.position = decoded.position; + RBData.rotation = ArrayToQuaternion( decoded.position ); + RBData.scale = Float3( decoded.scale ); + + this->privData->player.InitRB( RBData ); + // !RB DEBUG (*this->privData->dynamicObjects)[decoded.object_ID] = object; diff --git a/Code/Game/GameClient/GameClientState/GameStateUI.cpp b/Code/Game/GameClient/GameClientState/GameStateUI.cpp new file mode 100644 index 00000000..6b8b7ed5 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/GameStateUI.cpp @@ -0,0 +1,17 @@ +#include "GameStateUI.h" + +using namespace ::DanBias::Client; +using namespace ::Oyster::Network; + +GameStateUI::GameStateUI() +{ + this->nextState = GameStateUI::UIState_same; +} + +GameStateUI::~GameStateUI() { /* Do nothing */ } + +const GameStateUI::NetEvent & GameStateUI::DataRecieved( const GameStateUI::NetEvent &message ) +{ + /* Do nothing */ + return message; +} \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/GameStateUI.h b/Code/Game/GameClient/GameClientState/GameStateUI.h new file mode 100644 index 00000000..40350211 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/GameStateUI.h @@ -0,0 +1,58 @@ +#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H +#define DANBIAS_CLIENT_GAMECLIENTSTATE_H + +#include "Utilities.h" +#include "NetworkClient.h" + +namespace DanBias { namespace Client +{ + class GameStateUI + { + public: + enum UIState + { + UIState_same, + UIState_gaming, + + + UIState_main_menu, + UIState_shut_down + }; + + typedef ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> NetEvent; + static const NetEvent event_processed; + + GameStateUI(); + virtual ~GameStateUI(); + virtual UIState Update( float deltaTime ) = 0; + virtual bool HaveGUIRender() const = 0; + virtual bool HaveTextRender() const = 0; + virtual void RenderGUI() const = 0; + virtual void RenderText() const = 0; + virtual bool Release() = 0; + + /****************************************************************** + * @param message of the event + * @return message or a reference to GameStateUI::event_processed. + ******************************************************************/ + virtual const NetEvent & DataRecieved( const NetEvent &message ); + + protected: + UIState nextState; + }; +} } + +namespace Utility { namespace DynamicMemory +{ // template specializationto allowuse of dynamicmemory tools + template<> + inline void SafeDeleteInstance( ::DanBias::Client::GameStateUI *dynamicInstance ) + { + if( dynamicInstance ) + { + dynamicInstance->Release(); + delete dynamicInstance; + } + } +} } + +#endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/GamingUI.cpp b/Code/Game/GameClient/GameClientState/GamingUI.cpp new file mode 100644 index 00000000..8ff43d88 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/GamingUI.cpp @@ -0,0 +1,153 @@ +#include "GamingUI.h" +#include +#include "Utilities.h" + +using namespace ::DanBias::Client; +using namespace ::Oyster::Network; +using namespace ::GameLogic; +using namespace ::Utility::Value; + +GamingUI::GamingUI() : + GameStateUI() +{ + /* Should never be called! */ + this->input = nullptr; + this->netClient = nullptr; + this->camera = nullptr; +} + +GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) : + GameStateUI() +{ + this->input = input; + this->netClient = connection; + this->camera = camera; +} + +GamingUI::~GamingUI() { /* Do nothing */ } + +GameStateUI::UIState GamingUI::Update( float deltaTime ) +{ + return this->nextState; +} + +bool GamingUI::HaveGUIRender() const +{ + return false; // TODO: change to true when we want UI elements like a crosshair +} + +bool GamingUI::HaveTextRender() const +{ + return false; // TODO: change to true when we want UI elements like a chat window +} + +void GamingUI::RenderGUI() const +{ + // TODO: Render crosshairs and such here. Don't forget to adjust GamingUI::HaveGUIRender +} + +void GamingUI::RenderText() const +{ + // TODO: Render chattext and such here. Don't forget to adjust GamingUI::HaveGUIRender +} + +bool GamingUI::Release() +{ + // TODO: Release UI components here. + return true; +} + +void GamingUI::ReadKeyInput() +{ + if( this->input->IsKeyPressed(DIK_W) ) + { + this->netClient->Send( Protocol_PlayerMovementForward() ); + } + + if( this->input->IsKeyPressed(DIK_S) ) + { + this->netClient->Send( Protocol_PlayerMovementBackward() ); + } + + if( this->input->IsKeyPressed(DIK_A) ) + { + this->netClient->Send( Protocol_PlayerMovementLeft() ); + } + + if( this->input->IsKeyPressed(DIK_D) ) + { + this->netClient->Send( Protocol_PlayerMovementRight() ); + } + +// if( this->input->IsKeyPressed(DIK_R) ) +// { +// if( !this->key_Reload_Shaders ) +// { +//#ifdef _DEBUG +// Graphics::API::ReloadShaders(); +//#endif +// this->key_Reload_Shaders = true; +// } +// } +// else +// this->key_Reload_Shaders = false; + + //send delta mouse movement + { + static const float mouseSensitivity = Radian( 1.0f ); + this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity ); + this->netClient->Send( Protocol_PlayerLeftTurn(this->input->GetYaw() * mouseSensitivity) ); + } + + // shoot + //if( this->input->IsKeyPressed(DIK_Z) ) + //{ + // if( !this->key_Shoot ) + // { + // Protocol_PlayerShot playerShot; + // playerShot.primaryPressed = true; + // playerShot.secondaryPressed = false; + // playerShot.utilityPressed = false; + // this->netClient->Send( playerShot ); + // this->key_Shoot = true; + // } + //} + //else + // this->key_Shoot = false; + + //if( this->input->IsKeyPressed(DIK_X) ) + //{ + // if( !this->key_Shoot ) + // { + // Protocol_PlayerShot playerShot; + // playerShot.primaryPressed = false; + // playerShot.secondaryPressed = true; + // playerShot.utilityPressed = false; + // this->netClient->Send( playerShot ); + // this->key_Shoot = true; + // } + //} + //else + // this->key_Shoot = false; + + //if( this->input->IsKeyPressed(DIK_C) ) + //{ + // if( !this->key_Shoot ) + // { + // Protocol_PlayerShot playerShot; + // playerShot.primaryPressed = false; + // playerShot.secondaryPressed = false; + // playerShot.utilityPressed = true; + // this->netClient->Send( playerShot ); + // this->key_Shoot = true; + // } + //} + //else + // this->key_Shoot = false; + + // jump + if( this->input->IsKeyPressed(DIK_SPACE) ) + { + this->netClient->Send( Protocol_PlayerJump() ); + } +} \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/GamingUI.h b/Code/Game/GameClient/GameClientState/GamingUI.h new file mode 100644 index 00000000..9f93674b --- /dev/null +++ b/Code/Game/GameClient/GameClientState/GamingUI.h @@ -0,0 +1,33 @@ +#ifndef DANBIAS_CLIENT_GAMING_UI_H +#define DANBIAS_CLIENT_GAMING_UI_H + +#include "GameStateUI.h" +#include "L_inputClass.h" +#include "Camera_FPSV2.h" + +namespace DanBias { namespace Client +{ + class GamingUI : public GameStateUI + { + public: + GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera ); + virtual ~GamingUI(); + + UIState Update( float deltaTime ); + bool HaveGUIRender() const; + bool HaveTextRender() const; + void RenderGUI() const; + void RenderText() const; + bool Release(); + + private: + InputClass *input; + ::Oyster::Network::NetworkClient *netClient; + Camera_FPSV2 *camera; + + GamingUI(); + void ReadKeyInput(); + }; +} } + +#endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.cpp b/Code/Game/GameClient/GameClientState/NetLoadState.cpp index fac7b00c..b2475cc6 100644 --- a/Code/Game/GameClient/GameClientState/NetLoadState.cpp +++ b/Code/Game/GameClient/GameClientState/NetLoadState.cpp @@ -2,10 +2,11 @@ #include "NetworkClient.h" #include "OysterMath.h" #include "Protocols.h" -#include "LevelLoader\LevelLoader.h" +#include "LevelLoader.h" #include "Utilities.h" #include "C_obj\C_StaticObj.h" #include "C_obj\C_DynamicObj.h" +#include "C_Light.h" using namespace ::DanBias::Client; using namespace ::Oyster; @@ -23,6 +24,7 @@ struct NetLoadState::MyData Graphics::API::Texture background; ::std::map> *staticObjects; ::std::map> *dynamicObjects; + ::std::map> *lights; bool loading; }; @@ -49,6 +51,7 @@ bool NetLoadState::Init( SharedStateContent &shared ) this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); this->privData->dynamicObjects = &shared.dynamicObjects; this->privData->staticObjects = &shared.staticObjects; + this->privData->lights = &shared.lights; this->privData->loading = false; @@ -141,17 +144,31 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) desc.scale = oh->scale; desc.visible = true; - // HACK: untill the world is right in lvl format - if( oh->specialTypeID == ObjectSpecialType_World) - { - desc.position = Float3(0,0,0); - desc.rotation = Quaternion::identity; - desc.scale = Float3(300,300,300); - } - C_StaticObj *staticObject = new C_StaticObj(); if( staticObject->Init( desc ) ) { + + // RB DEBUG + RBInitData RBData; + if(oh->boundingVolume.geoType == CollisionGeometryType_Box) + { + RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position; + RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation + RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size; + RBData.type = RB_Type_Cube; + staticObject->InitRB( RBData ); + } + + if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) + { + RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position; + RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation + RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius; + RBData.type = RB_Type_Sphere; + staticObject->InitRB( RBData ); + } + // !RB DEBUG + (*this->privData->staticObjects)[objectID] = staticObject; } else @@ -175,6 +192,27 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) C_DynamicObj *dynamicObject = new C_DynamicObj(); if( dynamicObject->Init( desc ) ) { + // RB DEBUG + RBInitData RBData; + if(oh->boundingVolume.geoType == CollisionGeometryType_Box) + { + RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position; + RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation + RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size; + RBData.type = RB_Type_Cube; + dynamicObject->InitRB( RBData ); + } + + if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) + { + RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position; + RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation + RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius; + RBData.type = RB_Type_Sphere; + dynamicObject->InitRB( RBData ); + } + // !RB DEBUG + (*this->privData->dynamicObjects)[objectID] = dynamicObject; } else @@ -185,7 +223,17 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) break; case ObjectType::ObjectType_Light: { - /* TODO: implement light into the leveformat */ + BasicLight *light = (BasicLight*)oth; + Graphics::Definitions::Pointlight pointLight; + + pointLight.Color = light->color; + pointLight.Pos = light->position; + pointLight.Bright = light->intensity; + pointLight.Radius = light->raduis; + + C_Light *newLight = new C_Light( pointLight, objectID ); + + (*this->privData->lights)[objectID] = newLight; } break; default: break; diff --git a/Code/Game/GameClient/GameClientState/RespawnUI.cpp b/Code/Game/GameClient/GameClientState/RespawnUI.cpp new file mode 100644 index 00000000..4588d367 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/RespawnUI.cpp @@ -0,0 +1,58 @@ +#include "RespawnUI.h" + +using namespace ::DanBias::Client; +using namespace ::Oyster::Network; +using namespace ::Utility::Value; + +RespawnUI::RespawnUI() : + GameStateUI() +{ + /* Should never be called! */ + this->netClient = nullptr; + this->countDown = 0.0f; +} + +RespawnUI::RespawnUI( NetworkClient *connection, float delay ) : + GameStateUI() +{ + this->netClient = connection; + this->countDown = delay; +} + +RespawnUI::~RespawnUI() { /* Do nothing */ } + +GameStateUI::UIState RespawnUI::Update( float deltaTime ) +{ + this->countDown = Max( this->countDown - deltaTime, 0.0f ); + return this->nextState; +} + +bool RespawnUI::HaveGUIRender() const +{ + return false; // TODO: change to true when we want UI elements like a crosshair +} + +bool RespawnUI::HaveTextRender() const +{ + return false; // TODO: change to true when we want UI elements like a chat window +} + +void RespawnUI::RenderGUI() const +{ + // TODO: We need? +} + +void RespawnUI::RenderText() const +{ + // TODO: Text countdown somewhere on screen would be nice +} + +bool RespawnUI::Release() +{ + // TODO: Release UI components here. + return true; +} + + + + diff --git a/Code/Game/GameClient/GameClientState/RespawnUI.h b/Code/Game/GameClient/GameClientState/RespawnUI.h new file mode 100644 index 00000000..c45616b7 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/RespawnUI.h @@ -0,0 +1,29 @@ +#ifndef DANBIAS_CLIENT_RESPAWN_UI_H +#define DANBIAS_CLIENT_RESPAWN_UI_H + +#include "GameStateUI.h" + +namespace DanBias { namespace Client +{ + class RespawnUI : public GameStateUI + { + public: + RespawnUI( ::Oyster::Network::NetworkClient *connection, float delay ); + virtual ~RespawnUI(); + + UIState Update( float deltaTime ); + bool HaveGUIRender() const; + bool HaveTextRender() const; + void RenderGUI() const; + void RenderText() const; + bool Release(); + + private: + ::Oyster::Network::NetworkClient *netClient; + float countDown; + + RespawnUI(); + }; +} } + +#endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/SharedStateContent.h b/Code/Game/GameClient/GameClientState/SharedStateContent.h index da9dc759..49d01775 100644 --- a/Code/Game/GameClient/GameClientState/SharedStateContent.h +++ b/Code/Game/GameClient/GameClientState/SharedStateContent.h @@ -13,6 +13,7 @@ #include "C_Object.h" #include "C_obj\C_StaticObj.h" #include "C_obj\C_DynamicObj.h" +#include "C_Light.h" #include "NetworkClient.h" #include "L_inputClass.h" @@ -23,6 +24,7 @@ namespace DanBias { namespace Client public: ::std::map> staticObjects; ::std::map> dynamicObjects; + ::std::map> lights; ::Oyster::Network::NetworkClient *network; InputClass* input; }; diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h index b4ef9fa6..66cf5ea2 100644 --- a/Code/Game/GameLogic/GameAPI.h +++ b/Code/Game/GameLogic/GameAPI.h @@ -12,7 +12,7 @@ #include "GameLogicDef.h" #include "GameLogicStates.h" #include -#include "LevelLoader\ObjectDefines.h" +#include "..\LevelLoader\ObjectDefines.h" #include "DynamicArray.h" diff --git a/Code/Game/GameLogic/GameLogic.vcxproj b/Code/Game/GameLogic/GameLogic.vcxproj index ad129c3b..52b7722b 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj +++ b/Code/Game/GameLogic/GameLogic.vcxproj @@ -99,7 +99,7 @@ Level3 Disabled true - $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions) @@ -113,7 +113,7 @@ Level3 Disabled true - $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions) @@ -129,7 +129,7 @@ true true true - $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions) @@ -147,7 +147,7 @@ true true true - $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;%(AdditionalIncludeDirectories) + $(SolutionDir)Misc\Utilities;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Physics\GamePhysics;$(SolutionDir)Game\LevelLoader DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions) @@ -172,12 +172,7 @@ - - - - - @@ -198,11 +193,7 @@ - - - - @@ -223,6 +214,9 @@ {3ea5f14d-2a71-4588-a69d-87c4571c580f} + + {6391e709-d9fa-4fef-a3b9-4343db5a0c63} + diff --git a/Code/Game/GameLogic/GameLogic.vcxproj.user b/Code/Game/GameLogic/GameLogic.vcxproj.user index 4b847ee6..2e28d6f7 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj.user +++ b/Code/Game/GameLogic/GameLogic.vcxproj.user @@ -1,7 +1,7 @@  - false + true $(OutDir) diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index c517bb85..a79b2a9f 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -24,7 +24,7 @@ Game::PlayerData::PlayerData() } Game::PlayerData::PlayerData(int playerID,int teamID) { - Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0); + Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0); Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f); Oyster::Math::Float mass = 60; diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 85d82c68..b3a8b101 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -4,6 +4,10 @@ #include "JumpPad.h" #include "ExplosiveCrate.h" #include "Portal.h" + +//Conversion from wstring to string +#include + using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; @@ -200,9 +204,16 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) bool Level::InitiateLevel(std::wstring levelPath) { LevelLoader ll; - ll.SetFolderPath(L"..\\Content\\Worlds\\"); + ll.SetFolderPath("..\\Content\\Worlds\\"); std::vector> objects; - objects = ll.LoadLevel(levelPath); + + //Convert from wstring to string + typedef std::codecvt_utf8 convert_typeX; + std::wstring_convert converterX; + + std::string convertedLevelPath = converterX.to_bytes(levelPath); + objects = ll.LoadLevel(convertedLevelPath); + if(objects.size() == 0) return false; @@ -231,34 +242,8 @@ bool Level::InitiateLevel(std::wstring levelPath) ICustomBody* rigidBody_Static = NULL; - // HACK: untill the world is right in lvl format - if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World) - { - Oyster::Math::Float3 rigidWorldPos; - Oyster::Math::Float4 rigidWorldRotation; - float rigidBodyMass; - float rigidBodyRadius; - - //offset the rigidPosition from modelspace to worldspace; - rigidWorldPos = Oyster::Math::Float3(0,0,0); - //scales the position so the collision geomentry is in the right place - - //offset the rigidRotation from modelspace to worldspace; - - rigidWorldRotation = Oyster::Math::Float4(0,0,0,1); - - //mass scaled - rigidBodyMass = 0; - - //Radius scaled - rigidBodyRadius = 150; - - //create the rigid body - rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, 1,1,1); - - } // collision shape - else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) + if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { rigidBody_Static = InitRigidBodySphere(staticObjData); } diff --git a/Code/Game/GameLogic/Level.h b/Code/Game/GameLogic/Level.h index 14269c73..fb26280c 100644 --- a/Code/Game/GameLogic/Level.h +++ b/Code/Game/GameLogic/Level.h @@ -14,7 +14,7 @@ #include "PhysicsAPI.h" #include "TeamManager.h" #include "DynamicArray.h" -#include "LevelLoader/LevelLoader.h" +#include "LevelLoader.h" namespace GameLogic { diff --git a/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp b/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp deleted file mode 100644 index 205da712..00000000 --- a/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp +++ /dev/null @@ -1,52 +0,0 @@ -////////////////////////////////// -// Created by Sam Svensson 2013 // -////////////////////////////////// - -#include "LevelLoader.h" -#include "LevelParser.h" - -using namespace GameLogic; -using namespace GameLogic::LevelFileLoader; - -struct LevelLoader::PrivData -{ - LevelParser parser; - std::wstring folderPath; -}; - -LevelLoader::LevelLoader() - : pData(new PrivData) -{ - //standard path - pData->folderPath = L""; -} - -LevelLoader::LevelLoader(std::wstring folderPath) - : pData(new PrivData) -{ - pData->folderPath = folderPath; -} - -LevelLoader::~LevelLoader() -{ -} - -std::vector> LevelLoader::LoadLevel(std::wstring fileName) -{ - return pData->parser.Parse(pData->folderPath + fileName); -} - -LevelMetaData LevelLoader::LoadLevelHeader(std::wstring fileName) -{ - return pData->parser.ParseHeader(pData->folderPath + fileName); -} - -std::wstring LevelLoader::GetFolderPath() -{ - return this->pData->folderPath; -} - -void LevelLoader::SetFolderPath(std::wstring folderPath) -{ - this->pData->folderPath = folderPath; -} \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/LevelLoader.h b/Code/Game/GameLogic/LevelLoader/LevelLoader.h deleted file mode 100644 index c14e2c4c..00000000 --- a/Code/Game/GameLogic/LevelLoader/LevelLoader.h +++ /dev/null @@ -1,56 +0,0 @@ -////////////////////////////////// -// Created by Sam Svensson 2013 // -////////////////////////////////// - -#ifndef LEVELLOADER_H -#define LEVELLOADER_H - -#include -#include -#include "Utilities.h" -#include "ObjectDefines.h" - -namespace GameLogic -{ - class LevelLoader - { - - public: - LevelLoader(); - /*********************************************************** - * Lets you set the standard folderpath for the levels - ********************************************************/ - LevelLoader(std::wstring folderPath); - ~LevelLoader(); - - /******************************************************** - * Loads the level and objects from file. - * @param fileName: Path/name to the level-file that you want to load. - * @return: Returns all structs with objects and information about the level. - ********************************************************/ - std::vector> LoadLevel(std::wstring fileName); - - /******************************************************** - * Just for fast access for the meta information about the level. - * @param fileName: Path to the level-file that you want to load. - * @return: Returns the meta information about the level. - ********************************************************/ - LevelMetaData LoadLevelHeader(std::wstring fileName); //. - - /*********************************************************** - * @return: Returns the current standard folder path - ********************************************************/ - std::wstring GetFolderPath(); - - /*********************************************************** - * Sets the standard folder path - ********************************************************/ - void SetFolderPath(std::wstring folderPath); - - private: - struct PrivData; - Utility::DynamicMemory::SmartPointer pData; - }; -} - -#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp deleted file mode 100644 index 2d23f069..00000000 --- a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp +++ /dev/null @@ -1,320 +0,0 @@ -///////////////////////////////////// -// Created by Pontus Fransson 2013 // -///////////////////////////////////// - -#include "LevelParser.h" -#include "Loader.h" -#include "ParseFunctions.h" - -using namespace GameLogic; -using namespace ::LevelFileLoader; -using namespace Utility::DynamicMemory; - -LevelParser::LevelParser() -{ - formatVersion.formatVersionMajor = 3; - formatVersion.formatVersionMinor = 0; -} - -LevelParser::~LevelParser() -{ -} - -std::vector> LevelParser::Parse(std::wstring filename) -{ - int bufferSize = 0; - int counter = 0; - bool loadCgf; - - std::vector> objects; - - //Read entire level file. - Loader loader; - char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); - - // Check if file was loaded, else return empty vector - if(!buffer) - { - return std::vector>(); - } - - //Read format version - LevelLoaderInternal::FormatVersion levelFormatVersion; - ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion)); - counter += sizeof(levelFormatVersion); - if(this->formatVersion != levelFormatVersion) - { - //Returns an empty vector, because it will most likely fail to read the level format. - return objects; - } - - while(counter < bufferSize) - { - loadCgf = true; - //Get typeID - ObjectType typeID; - ParseObject(&buffer[counter], &typeID, sizeof(typeID)); - switch((int)typeID) - { - case ObjectType_LevelMetaData: - { - SmartPointer header = new LevelMetaData; - ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter); - objects.push_back(header); - break; - } - - case ObjectType_SpawnPoint: - { - loadCgf = false; - ObjectHeader* header = new ObjectHeader; - ParseObject(&buffer[counter], *header, counter, loadCgf); - - SpawnPointAttributes* spawn = new SpawnPointAttributes; - - spawn->typeID = header->typeID; - - for(int i = 0; i < 3; i++) - { - spawn->position[i] = header->position[i]; - } - - delete header; - //objects.push_back(header); - objects.push_back(spawn); - break; - } - - //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. - //Unless they are changed to not be the same. - case ObjectType_Static: case ObjectType_Dynamic: - { - //Get specialType. - ObjectSpecialType specialType; - ParseObject(&buffer[counter+4], &specialType, sizeof(typeID)); - - switch(specialType) - { - //there is no difference when parsing these specialTypes. - case ObjectSpecialType_CrystalShard: - case ObjectSpecialType_CrystalFormation: - case ObjectSpecialType_Spike: - case ObjectSpecialType_SpikeBox: - case ObjectSpecialType_RedExplosiveBox: - case ObjectSpecialType_StandardBox: - case ObjectSpecialType_Stone: - case ObjectSpecialType_Building: - { - ObjectHeader* header = new ObjectHeader; - ParseObject(&buffer[counter], *header, counter, loadCgf); - objects.push_back(header); - - break; - } - - case ObjectSpecialType_JumpPad: - { - JumpPadAttributes* header = new JumpPadAttributes; - ParseObject(&buffer[counter], *header, counter, loadCgf); - - //Read the spec - ParseObject(&buffer[counter], header->direction, 16); - counter += 16; - objects.push_back(header); - - break; - } - - case ObjectSpecialType_Portal: - { - PortalAttributes* header = new PortalAttributes; - ParseObject(&buffer[counter], *header, counter, loadCgf); - - ParseObject(&buffer[counter], header->destination, 12); - counter += 12; - objects.push_back(header); - - break; - } - - case ObjectSpecialType_World: - { - WorldAttributes* header = new WorldAttributes; - ParseObject(&buffer[counter], *header, counter, loadCgf); - - ParseObject(&buffer[counter], &header->worldSize, 8); - counter += 8; - objects.push_back(header); - break; - } - - case ObjectSpecialType_Sky: - { - loadCgf = false; - SkyAttributes* header = new SkyAttributes; - ParseObject(&buffer[counter], *header, counter, loadCgf); - - ParseObject(&buffer[counter], &header->skySize, 4); - counter += 4; - objects.push_back(header); - break; - } - - default: - //Couldn't find specialType - break; - } - break; - } - - case ObjectType_Light: - { - LightType lightType; - - //Get Light type - ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); - - //We only support PointLight for now. - BasicLight* header = new BasicLight; - ParseObject(&buffer[counter], header, sizeof(*header)); - counter += sizeof(*header); - objects.push_back(header); - /*switch(lightType) - { - case LightType_PointLight: - { - PointLight* header = new PointLight; - ParseObject(&buffer[counter], header, sizeof(*header)); - counter += sizeof(*header); - objects.push_back(header); - break; - } - case LightType_DirectionalLight: - { - DirectionalLight* header = new DirectionalLight; - ParseObject(&buffer[counter], header, sizeof(*header)); - counter += sizeof(*header); - objects.push_back(header); - break; - } - case LightType_SpotLight: - { - SpotLight* header = new SpotLight; - ParseObject(&buffer[counter], header, sizeof(*header)); - counter += sizeof(*header); - objects.push_back(header); - break; - } - default: - //Undefined LightType. - break; - } - break;*/ - } - default: - //Couldn't find typeID. FAIL!!!!!! - break; - } - } - - return objects; -} - -//för meta information om leveln. -LevelMetaData LevelParser::ParseHeader(std::wstring filename) -{ - int bufferSize = 0; - int counter = 0; - - LevelMetaData levelHeader; - levelHeader.typeID = ObjectType::ObjectType_Unknown; - - //Read entire level file. - Loader loader; - char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); - - //Read format version - LevelLoaderInternal::FormatVersion levelFormatVersion; - ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion)); - counter += sizeof(levelFormatVersion); - if(this->formatVersion != levelFormatVersion) - { - //Do something if it's not the same version - - //Returns an empty levelHeader with ObjectType_Unknown. - //Because it will not be able to read another version of the level format. - return levelHeader; - } - - //Find the header in the returned string. - while(counter < bufferSize) - { - ObjectType typeID; - ParseObject(&buffer[counter], &typeID, sizeof(typeID)); - - switch(typeID) - { - case ObjectType_LevelMetaData: - ParseLevelMetaData(&buffer[counter], levelHeader, counter); - return levelHeader; - break; - - //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. - case ObjectType_Static: case ObjectType_Dynamic: - { - ObjectHeader header; - ParseObject(&buffer[counter], &header, counter); - - switch(header.specialTypeID) - { - case ObjectSpecialType_JumpPad: - counter += sizeof(16); - break; - case ObjectSpecialType_Portal: - counter += sizeof(12); - break; - default: - break; - } - break; - } - - case ObjectType_Light: - { - LightType lightType; - ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); - - //We only support pointlight for now. - counter += sizeof(BasicLight); - /* - switch(lightType) - { - case LightType_PointLight: - { - counter += sizeof(PointLight); - break; - } - case LightType_DirectionalLight: - { - counter += sizeof(DirectionalLight); - break; - } - case LightType_SpotLight: - { - counter += sizeof(SpotLight); - break; - } - default: - //Undefined LightType. - break; - }*/ - } - - default: - //Couldn't find typeID. FAIL!!!!!! - break; - } - } - - return levelHeader; -} \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.h b/Code/Game/GameLogic/LevelLoader/LevelParser.h deleted file mode 100644 index d0cb1f03..00000000 --- a/Code/Game/GameLogic/LevelLoader/LevelParser.h +++ /dev/null @@ -1,31 +0,0 @@ -#ifndef LEVEL_PARSER_H -#define LEVEL_PARSER_H - -#include -#include -#include "ObjectDefines.h" -#include "Utilities.h" - -namespace GameLogic -{ - namespace LevelFileLoader - { - class LevelParser - { - public: - LevelParser(); - ~LevelParser(); - - // - std::vector> Parse(std::wstring filename); - - // - LevelMetaData ParseHeader(std::wstring filename); - - private: - LevelLoaderInternal::FormatVersion formatVersion; - - }; - } -} -#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/Loader.cpp b/Code/Game/GameLogic/LevelLoader/Loader.cpp deleted file mode 100644 index 19ffa0f1..00000000 --- a/Code/Game/GameLogic/LevelLoader/Loader.cpp +++ /dev/null @@ -1,22 +0,0 @@ -////////////////////////////////// -// Created by Sam Svensson 2013 // -////////////////////////////////// - -#include "Loader.h" -#include - -using namespace GameLogic::LevelFileLoader; -using namespace Oyster::Resource; -using namespace std; - -char* Loader::LoadFile(std::wstring fileName, int &size) -{ - //convert from string to wstring - //std::wstring temp(fileName.begin(), fileName.end()); - - //convert from wstring to wchar then loads the file - char* buffer = (char*)OysterResource::LoadResource(fileName.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false); - - size = OysterResource::GetResourceSize(buffer); - return buffer; -} \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/Loader.h b/Code/Game/GameLogic/LevelLoader/Loader.h deleted file mode 100644 index 6deb8900..00000000 --- a/Code/Game/GameLogic/LevelLoader/Loader.h +++ /dev/null @@ -1,28 +0,0 @@ -////////////////////////////////// -// Created by Sam Svensson 2013 // -////////////////////////////////// - -#ifndef LOADER_H -#define LOADER_H - -#include "Resource\OysterResource.h" -#include - -namespace GameLogic -{ - namespace LevelFileLoader - { - class Loader - { - public: - Loader (){}; - ~Loader(){}; - char* LoadFile(std::wstring fileName, int &size); - - //TODO: - //Add functionality to load physicsObjects (hitboxes) - }; - } -} - -#endif; \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h deleted file mode 100644 index 131b2938..00000000 --- a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h +++ /dev/null @@ -1,290 +0,0 @@ -#ifndef OBJECT_DEFINES_H -#define OBJECT_DEFINES_H - -#include -#include - -namespace GameLogic -{ - /************************************ - Enums - *************************************/ - - enum ObjectType - { - ObjectType_LevelMetaData, - ObjectType_Static, - ObjectType_Dynamic, - ObjectType_Light, - ObjectType_SpawnPoint, - //Etc - - ObjectType_NUM_OF_TYPES, - - ObjectType_Unknown = -1 - }; - - enum ObjectSpecialType - { - ObjectSpecialType_None, - ObjectSpecialType_Sky, - ObjectSpecialType_World, //Always the main celestial body - ObjectSpecialType_Building, - ObjectSpecialType_Stone, - ObjectSpecialType_StandardBox, - ObjectSpecialType_RedExplosiveBox, - ObjectSpecialType_SpikeBox, - ObjectSpecialType_Spike, - ObjectSpecialType_CrystalFormation, - ObjectSpecialType_CrystalShard, - ObjectSpecialType_JumpPad, - ObjectSpecialType_Portal, - ObjectSpecialType_Player, - ObjectSpecialType_Generic, - - - ObjectSpecialType_Count, - ObjectSpecialType_Unknown = -1 - }; - - enum CollisionGeometryType - { - CollisionGeometryType_Box, - CollisionGeometryType_Sphere, - CollisionGeometryType_Cylinder, - CollisionGeometryType_TriangleMesh, - - CollisionGeometryType_Count, - CollisionGeometryType_Unknown = -1 - }; - - //Only supports Pointlight right now. - enum LightType - { - LightType_PointLight, - //LightType_DirectionalLight, - //LightType_SpotLight, - - LightType_Count, - LightType_Unknown = -1 - }; - - //Should this be moved somewhere else? - enum GameMode - { - GameMode_FreeForAll, - GameMode_TeamDeathMatch, - //Etc - - GameMode_Count, - GameMode_Unknown = -1 - }; - - enum WorldSize - { - WorldSize_Tiny, - WorldSize_Small, - WorldSize_Medium, - WorldSize_Big, - WorldSize_Humongous, - - WorldSize_Count, - WorldSize_Unknown = -1 - }; - - - /************************************ - Structs - *************************************/ - namespace LevelLoaderInternal - { - struct FormatVersion - { - unsigned int formatVersionMajor; - unsigned int formatVersionMinor; - - FormatVersion() - : formatVersionMajor(0), formatVersionMinor(0) - {} - - FormatVersion(unsigned int major, unsigned int minor) - : formatVersionMajor(major), formatVersionMinor(minor) - {} - - bool operator ==(const FormatVersion& obj) - { - return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor); - } - - bool operator !=(const FormatVersion& obj) - { - return !(*this == obj); - } - }; - } - - struct ObjectTypeHeader - { - ObjectType typeID; - - //Unless this is here the object destructor wont be called. - virtual ~ObjectTypeHeader(){} - }; - - namespace LevelLoaderInternal - { - const FormatVersion boundingVolumeVersion(2, 0); - - struct BoundingVolumeBase - { - CollisionGeometryType geoType; - float position[3]; - float rotation[4]; - float frictionCoeffStatic; - float frictionCoeffDynamic; - float restitutionCoeff; - float mass; - }; - - struct BoundingVolumeBox : public BoundingVolumeBase - { - float size[3]; - }; - - struct BoundingVolumeSphere : public BoundingVolumeBase - { - float radius; - }; - - struct BoundingVolumeCylinder : public BoundingVolumeBase - { - float length; - float radius; - }; - - struct BoundingVolumeTriangleMesh : public BoundingVolumeBase - { - //Null terminated - wchar_t* filename; - }; - - struct BoundingVolume - { - CollisionGeometryType geoType; - union - { - LevelLoaderInternal::BoundingVolumeBox box; - LevelLoaderInternal::BoundingVolumeSphere sphere; - LevelLoaderInternal::BoundingVolumeCylinder cylinder; - LevelLoaderInternal::BoundingVolumeTriangleMesh triangleMesh; - }; - - virtual ~BoundingVolume() - { - if(geoType == CollisionGeometryType_TriangleMesh) - { - delete[] triangleMesh.filename; - } - } - }; - - } - - struct LevelMetaData : public ObjectTypeHeader - { - std::string levelName; - unsigned int levelVersion; - std::string levelDescription; - std::string levelAuthor; - unsigned int maxNumberOfPlayer; - WorldSize worldSize; - std::string overviewPicturePath; - std::vector gameModesSupported; - - virtual ~LevelMetaData(){} - - }; - - struct ObjectHeader : public ObjectTypeHeader - { - //Special type id for special objects: portal, jumppad, exploding objects, etc. - ObjectSpecialType specialTypeID; - //Model, - std::string ModelFile; - //Position - float position[3]; - //Rotation Quaternion - float rotation[4]; - //Scale - float scale[3]; - - ::GameLogic::LevelLoaderInternal::BoundingVolume boundingVolume; - - virtual ~ObjectHeader(){} - }; - - struct SpawnPointAttributes : public ObjectTypeHeader - { - ObjectSpecialType specialTypeID; - float position[3]; - }; - /************************************ - Special objects - *************************************/ - - struct JumpPadAttributes : public ObjectHeader - { - float direction[3]; - float power; - }; - - struct PortalAttributes : public ObjectHeader - { - float destination[3]; - }; - - struct WorldAttributes : public ObjectHeader - { - float worldSize; - float atmoSphereSize; - }; - - struct SkyAttributes : public ObjectHeader - { - float skySize; - }; - - - - /************************************ - Lights - *************************************/ - - struct BasicLight : public ObjectTypeHeader - { - LightType lightType; //Is not used right now - float color[3]; - float position[3]; - float raduis; - float intensity; - }; - /* We only support pointlight right now. - struct PointLight : public BasicLight - { - float position[3]; - }; - - struct DirectionalLight : public BasicLight - { - float direction[3]; - }; - - struct SpotLight : public BasicLight - { - float direction[3]; - float range; - float attenuation[3]; - };*/ -} - -#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp b/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp deleted file mode 100644 index 76d7d6c3..00000000 --- a/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp +++ /dev/null @@ -1,195 +0,0 @@ -////////////////////////////////// -// Created by Sam Svensson 2013 // -////////////////////////////////// - -#include "ParseFunctions.h" -#include "Packing/Packing.h" -#include "Loader.h" -#include "Utilities.h" -#include - -using namespace Oyster::Packing; -using namespace GameLogic::LevelFileLoader; -using namespace GameLogic; -using namespace std; - -namespace GameLogic -{ - namespace LevelFileLoader - { - //can parse any struct if the struct doesnt contain strings or char[] - void ParseObject(char* buffer, void *header, int size) - { - memcpy(header, buffer, size); - } - - void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf) - { - char tempName[128]; - unsigned int tempSize = 0; - int start = 0; - - memcpy(&header.typeID, &buffer[start], 4); - start += 4; - - memcpy(&header.specialTypeID, &buffer[start], 4); - start += 4; - - memcpy(&tempSize, &buffer[start], 4); - start += 4; - - memcpy(&tempName, &buffer[start], tempSize); - header.ModelFile.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - - //The reset of the object struct - //3 float[3], 1 float - memcpy(&header.position, &buffer[start], 40); - start += 40; - - //if loadCgf : Read path for bounding volume - if(loadCgf) - { - ParseBoundingVolume(&buffer[start], header.boundingVolume, start); - } - - //else make sure the counter counts the name so we can jump over the string in the buffer. - else - { - memcpy(&tempSize, &buffer[start], 4); - start += 4; - - memcpy(&tempName, &buffer[start], tempSize); - - string fileName; - fileName.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - } - - size += start; - } - - void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size) - { - int start = 0; - unsigned int tempSize; - char tempName[128]; - - memcpy(&header.typeID, &buffer[start], 4); - start += 4; - - memcpy(&tempSize , &buffer[start], 4); - start += 4; - - memcpy(&tempName, &buffer[start], tempSize); - header.levelName.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - - memcpy(&header.levelVersion, &buffer[start], 4); - start += 4; - - memcpy(&tempSize, &buffer[start], 4); - start +=4; - - memcpy(&tempName, &buffer[start], tempSize); - header.levelDescription.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - - memcpy(&tempSize, &buffer[start], 4); - start += 4; - - memcpy(&tempName, &buffer[start], tempSize); - header.levelAuthor.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - - memcpy(&header.maxNumberOfPlayer, &buffer[start], 4); - start += 4; - - memcpy(&header.worldSize, &buffer[start], 4); - start += 4; - - memcpy(&tempSize, &buffer[start], 4); - start += 4; - - memcpy(&tempName, &buffer[start], tempSize); - header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - - memcpy(&tempSize, &buffer[start], 4); - start += 4; - - int temp; - - for(int i = 0; i < (int)tempSize; i++) - { - memcpy(&temp, &buffer[start], 4); - start += 4; - header.gameModesSupported.push_back((GameMode)temp); - } - - size += start; - } - - void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size) - { - int start = 0; - int tempSize = 0; - char tempName[128]; - - memcpy(&tempSize, &buffer[start], 4); - start += 4; - - memcpy(&tempName, &buffer[start], tempSize); - - string fileName; - fileName.assign(&tempName[0], &tempName[tempSize]); - start += tempSize; - - size += start; - - //Läs in filen. - int fileLength = 0; - Loader loader; - char* buf = loader.LoadFile(L"../Content/Worlds/cgf/" + Utility::String::StringToWstring(fileName, wstring()), fileLength); - - start = 0; - LevelLoaderInternal::FormatVersion version; - memcpy(&version, &buf[0], sizeof(version)); - start += 8; - - memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType)); - - switch(volume.geoType) - { - case CollisionGeometryType_Box: - memcpy(&volume.box, &buf[start], sizeof(volume.box)); - start += sizeof(volume.box); - break; - - case CollisionGeometryType_Sphere: - memcpy(&volume.sphere, &buf[start], sizeof(volume.sphere)); - start += sizeof(volume.sphere); - break; - - case CollisionGeometryType_Cylinder: - memcpy(&volume.cylinder, &buf[start], sizeof(volume.cylinder)); - start += sizeof(volume.cylinder); - break; - - case CollisionGeometryType_TriangleMesh: - //Get string size - memcpy(&tempSize, &buf[start], sizeof(tempSize)); - start += sizeof(tempSize); - - //Get actual string - volume.triangleMesh.filename = new wchar_t[tempSize+1]; - memcpy(volume.triangleMesh.filename, &buf[start], tempSize); - volume.triangleMesh.filename[tempSize] = '\0'; - break; - - default: - break; - } - } - } -} \ No newline at end of file diff --git a/Code/Game/GameLogic/LevelLoader/ParseFunctions.h b/Code/Game/GameLogic/LevelLoader/ParseFunctions.h deleted file mode 100644 index 0fc6dbc6..00000000 --- a/Code/Game/GameLogic/LevelLoader/ParseFunctions.h +++ /dev/null @@ -1,28 +0,0 @@ -////////////////////////////////// -// Created by Sam Svensson 2013 // -////////////////////////////////// - -#ifndef PARSERFUNCTIONS_H -#define PARSERFUNCTIONS_H -#include "ObjectDefines.h" - -namespace GameLogic -{ - namespace LevelFileLoader - { - /* - These functions will copy data from where the buffer pointer points. - header is the destination where the data will be copied. - size is either the size of the data to be copied (if it is NOT sent by reference). - Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied. - - */ - void ParseObject(char* buffer, void *header, int size); - void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf); - void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); - void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size); - } -} - - -#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 00d098fa..b067d036 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -33,6 +33,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision) this->moveDir = Oyster::Math::Float3(0,0,0); this->moveSpeed = 100; this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); + + this->rotationUp = 0; } Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) @@ -53,6 +55,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom this->moveDir = Oyster::Math::Float3(0,0,0); this->moveSpeed = 20; this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); + + this->rotationUp = 0; } Player::~Player(void) @@ -229,8 +233,8 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D: } void Player::TurnLeft(Oyster::Math3D::Float deltaRadians) { - //TODO: Conver delta radians to something that phyhsics use... - //this->rigidBody->; + this->rotationUp += deltaRadians; + this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp)); } void Player::Jump() diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index 73737d60..13c6e300 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -96,6 +96,8 @@ namespace GameLogic Oyster::Math::Float moveSpeed; Oyster::Math::Float3 previousMoveSpeed; + Oyster::Math::Float rotationUp; + bool hasTakenDamage; float invincibleCooldown; diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/LevelLoader.cpp b/Code/Game/LevelLoader/LevelLoader.cpp similarity index 96% rename from Code/Game/GameClient/GameClientState/LevelLoader/LevelLoader.cpp rename to Code/Game/LevelLoader/LevelLoader.cpp index 8fe880f3..82583696 100644 --- a/Code/Game/GameClient/GameClientState/LevelLoader/LevelLoader.cpp +++ b/Code/Game/LevelLoader/LevelLoader.cpp @@ -48,5 +48,5 @@ std::string LevelLoader::GetFolderPath() void LevelLoader::SetFolderPath(std::string folderPath) { - + this->pData->folderPath = folderPath; } \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/LevelLoader.h b/Code/Game/LevelLoader/LevelLoader.h similarity index 100% rename from Code/Game/GameClient/GameClientState/LevelLoader/LevelLoader.h rename to Code/Game/LevelLoader/LevelLoader.h diff --git a/Code/Game/LevelLoader/LevelLoader.vcxproj b/Code/Game/LevelLoader/LevelLoader.vcxproj new file mode 100644 index 00000000..7f748c5f --- /dev/null +++ b/Code/Game/LevelLoader/LevelLoader.vcxproj @@ -0,0 +1,165 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {6391E709-D9FA-4FEF-A3B9-4343DB5A0C63} + LevelLoader + + + + StaticLibrary + true + v110 + Unicode + + + StaticLibrary + true + v110 + Unicode + + + StaticLibrary + false + v110 + true + Unicode + + + StaticLibrary + false + v110 + true + Unicode + + + + + + + + + + + + + + + + + + + $(SolutionDir)..\External\Lib\$(ProjectName)\ + $(ProjectName)_$(PlatformShortName)D + $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ + + + $(SolutionDir)..\External\Lib\$(ProjectName)\ + $(ProjectName)_$(PlatformShortName) + $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ + + + $(SolutionDir)..\External\Lib\$(ProjectName)\ + $(ProjectName)_$(PlatformShortName)D + $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ + + + $(SolutionDir)..\External\Lib\$(ProjectName)\ + $(ProjectName)_$(PlatformShortName) + $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ + + + + Level3 + Disabled + true + $(SolutionDir)Misc\Utilities; + + + true + + + + + Level3 + Disabled + true + $(SolutionDir)Misc\Utilities; + + + true + + + + + Level3 + MaxSpeed + true + true + true + $(SolutionDir)Misc\Utilities; + + + true + true + true + + + + + + + + + Level3 + MaxSpeed + true + true + true + $(SolutionDir)Misc\Utilities; + + + true + true + true + + + + + + + + + + + + + + + + + + {2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee} + + + + + + \ No newline at end of file diff --git a/Code/Game/LevelLoader/LevelLoader.vcxproj.user b/Code/Game/LevelLoader/LevelLoader.vcxproj.user new file mode 100644 index 00000000..2e28d6f7 --- /dev/null +++ b/Code/Game/LevelLoader/LevelLoader.vcxproj.user @@ -0,0 +1,22 @@ + + + + true + + + $(OutDir) + WindowsLocalDebugger + + + $(OutDir) + WindowsLocalDebugger + + + $(OutDir) + WindowsLocalDebugger + + + $(OutDir) + WindowsLocalDebugger + + \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/LevelParser.cpp b/Code/Game/LevelLoader/LevelParser.cpp similarity index 99% rename from Code/Game/GameClient/GameClientState/LevelLoader/LevelParser.cpp rename to Code/Game/LevelLoader/LevelParser.cpp index 2fbf5df3..5f5a5341 100644 --- a/Code/Game/GameClient/GameClientState/LevelLoader/LevelParser.cpp +++ b/Code/Game/LevelLoader/LevelParser.cpp @@ -98,7 +98,7 @@ std::vector> LevelParser::Parse(std::string filen case ObjectSpecialType_Spike: case ObjectSpecialType_SpikeBox: case ObjectSpecialType_RedExplosiveBox: - case ObjectSpecialType_StandarsBox: + case ObjectSpecialType_StandardBox: case ObjectSpecialType_Stone: case ObjectSpecialType_Building: { @@ -157,8 +157,6 @@ std::vector> LevelParser::Parse(std::string filen break; } //this is a hotfix, fix so you only load the relevant data when the file is updated - - default: //Couldn't find specialType break; diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/LevelParser.h b/Code/Game/LevelLoader/LevelParser.h similarity index 100% rename from Code/Game/GameClient/GameClientState/LevelLoader/LevelParser.h rename to Code/Game/LevelLoader/LevelParser.h diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/Loader.cpp b/Code/Game/LevelLoader/Loader.cpp similarity index 100% rename from Code/Game/GameClient/GameClientState/LevelLoader/Loader.cpp rename to Code/Game/LevelLoader/Loader.cpp diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/Loader.h b/Code/Game/LevelLoader/Loader.h similarity index 100% rename from Code/Game/GameClient/GameClientState/LevelLoader/Loader.h rename to Code/Game/LevelLoader/Loader.h diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/ObjectDefines.h b/Code/Game/LevelLoader/ObjectDefines.h similarity index 98% rename from Code/Game/GameClient/GameClientState/LevelLoader/ObjectDefines.h rename to Code/Game/LevelLoader/ObjectDefines.h index bb2ae439..918fb4e6 100644 --- a/Code/Game/GameClient/GameClientState/LevelLoader/ObjectDefines.h +++ b/Code/Game/LevelLoader/ObjectDefines.h @@ -31,7 +31,7 @@ namespace GameLogic ObjectSpecialType_World, //Always the main celestial body ObjectSpecialType_Building, ObjectSpecialType_Stone, - ObjectSpecialType_StandarsBox, + ObjectSpecialType_StandardBox, ObjectSpecialType_RedExplosiveBox, ObjectSpecialType_SpikeBox, ObjectSpecialType_Spike, @@ -40,6 +40,7 @@ namespace GameLogic ObjectSpecialType_JumpPad, ObjectSpecialType_Portal, ObjectSpecialType_Player, + ObjectSpecialType_Generic, ObjectSpecialType_Count, diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/ParseFunctions.cpp b/Code/Game/LevelLoader/ParseFunctions.cpp similarity index 97% rename from Code/Game/GameClient/GameClientState/LevelLoader/ParseFunctions.cpp rename to Code/Game/LevelLoader/ParseFunctions.cpp index 59f967de..09adb298 100644 --- a/Code/Game/GameClient/GameClientState/LevelLoader/ParseFunctions.cpp +++ b/Code/Game/LevelLoader/ParseFunctions.cpp @@ -117,7 +117,7 @@ namespace GameLogic int temp; - for(int i = 0; i < tempSize; i++) + for(int i = 0; i < (int)tempSize; i++) { memcpy(&temp, &buffer[start], 4); start += 4; @@ -152,10 +152,9 @@ namespace GameLogic start = 0; LevelLoaderInternal::FormatVersion version; memcpy(&version, &buf[0], sizeof(version)); - start += 4; + start += 8; memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType)); - start += sizeof(volume.geoType); switch(volume.geoType) { diff --git a/Code/Game/GameClient/GameClientState/LevelLoader/ParseFunctions.h b/Code/Game/LevelLoader/ParseFunctions.h similarity index 100% rename from Code/Game/GameClient/GameClientState/LevelLoader/ParseFunctions.h rename to Code/Game/LevelLoader/ParseFunctions.h diff --git a/Code/Misc/Input/L_inputClass.h b/Code/Misc/Input/L_inputClass.h index 8ed8e528..5511102a 100644 --- a/Code/Misc/Input/L_inputClass.h +++ b/Code/Misc/Input/L_inputClass.h @@ -7,6 +7,7 @@ #ifndef _INPUTCLASS_H_ #define _INPUTCLASS_H_ +#define NOMINMAX #define DIRECTINPUT_VERSION 0x0800 #pragma comment(lib, "dinput8.lib") diff --git a/Code/Misc/OysterMath/Quaternion.h b/Code/Misc/OysterMath/Quaternion.h index f5ea5951..b2390a2d 100644 --- a/Code/Misc/OysterMath/Quaternion.h +++ b/Code/Misc/OysterMath/Quaternion.h @@ -49,7 +49,16 @@ namespace LinearAlgebra Quaternion operator - ( const Quaternion &quaternion ) const; Quaternion operator - ( ) const; + Quaternion & Conjugate( ); + Quaternion & Normalize( ); + Quaternion & Inverse( ); + Quaternion GetConjugate( ) const; + Quaternion GetNormalized( ) const; + Quaternion GetInversed( ) const; + ScalarType GetNorm( ) const; + ScalarType GetModulus( ) const; + }; /////////////////////////////////////////////////////////////////////////////////// @@ -205,11 +214,54 @@ namespace LinearAlgebra return Quaternion(-this->imaginary, -this->real); } + template + inline Quaternion & Quaternion::Conjugate( ) + { + this->imaginary = -this->imaginary; + return *this; + } + + template + inline Quaternion & Quaternion::Normalize( ) + { + return *this /= this->GetModulus(); + } + + template + inline Quaternion & Quaternion::Inverse( ) + { + return this->Conjugate() /= this->GetNorm(); + } + template inline Quaternion Quaternion::GetConjugate( ) const { return Quaternion(-this->imaginary, this->real ); } + + template + inline Quaternion Quaternion::GetNormalized( ) const + { + return *this / this->GetModulus(); + } + + template + inline Quaternion Quaternion::GetInversed( ) const + { + return this->GetConjugate() /= this->GetNorm(); + } + + template + inline ScalarType Quaternion::GetNorm( ) const + { + return this->imaginary.Dot(this->imaginary) + this->real * this->real; + } + + template + inline ScalarType Quaternion::GetModulus( ) const + { + return (ScalarType)::std::sqrt( this->GetNorm() ); + } } #endif \ No newline at end of file diff --git a/Code/Network/NetworkAPI/NetworkClient.cpp b/Code/Network/NetworkAPI/NetworkClient.cpp index 6f2998e9..fc561845 100644 --- a/Code/Network/NetworkAPI/NetworkClient.cpp +++ b/Code/Network/NetworkAPI/NetworkClient.cpp @@ -290,9 +290,12 @@ bool NetworkClient::Connect(ConnectionInfo& socket) bool NetworkClient::Connect(unsigned short port, const char serverIP[]) { - if(this->IsConnected()) return false; - if(this->privateData) return false; - if(!this->privateData) this->privateData = new PrivateData(); + //Return true if you are already connected. + if(this->IsConnected()) + return true; + + if(!this->privateData) + this->privateData = new PrivateData(); int result = this->privateData->connection.Connect(port, serverIP, false); @@ -319,18 +322,33 @@ bool NetworkClient::Connect(unsigned short port, std::wstring serverIP) bool NetworkClient::Reconnect() { - return this->privateData->connection.Reconnect(); + //Return true if you are already connected. + if(this->IsConnected()) + return true; + + if(!this->privateData) this->privateData = new PrivateData(); + + int result = this->privateData->connection.Reconnect(); + + if(result != 0) + { + return false; + } + this->privateData->owner = 0; + this->privateData->parent = this; + this->privateData->thread.Start(); + + return true; } void NetworkClient::Disconnect() { if(!privateData) return; - privateData->thread.Terminate(); + privateData->thread.Stop(); privateData->connection.Disconnect(); this->privateData->sendQueue.Clear(); this->privateData->recieveQueue.Clear(); - } void NetworkClient::Send(CustomProtocolObject& protocol) diff --git a/Code/Network/NetworkDependencies/Connection.cpp b/Code/Network/NetworkDependencies/Connection.cpp index a9abf75c..2cd992a2 100644 --- a/Code/Network/NetworkDependencies/Connection.cpp +++ b/Code/Network/NetworkDependencies/Connection.cpp @@ -91,14 +91,14 @@ int Connection::Reconnect() if(this->socket == -1 || this->socket == 0) InitiateSocket(); struct hostent *hostEnt; - if((hostEnt = gethostbyname(lastConnectAddr.c_str())) == NULL) + if((hostEnt = gethostbyname(this->lastConnectAddr.c_str())) == NULL) { return WSAGetLastError(); } struct sockaddr_in server; server.sin_family = AF_INET; - server.sin_port = htons(lastConnectPort); + server.sin_port = htons(this->lastConnectPort); server.sin_addr.s_addr = *(unsigned long*) hostEnt->h_addr; SetBlockingMode(true); diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index 96e2bbe2..ccb811c1 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -24,6 +24,8 @@ namespace Oyster Model::Model* sphere; ID3D11RasterizerState* wire; + + ID3D11ShaderResourceView* debugSRV; #endif } @@ -50,8 +52,15 @@ namespace Oyster Render::Preparations::Basic::SetViewPort(); #ifdef _DEBUG //fix load model - cube = CreateModel(L"debug_cube.dan"); - sphere = CreateModel(L"debug_sphere.dan"); + + debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png"); + debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png"); + + cube = CreateModel(L"generic_cube.dan"); + cube->Tint = Math::Float3(0.0f,0.0f,1.0f); + sphere = CreateModel(L"generic_sphere.dan"); + sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f); + D3D11_RASTERIZER_DESC desc; desc.CullMode = D3D11_CULL_BACK; @@ -196,6 +205,7 @@ namespace Oyster void API::StartRenderWireFrame() { + Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); Core::deviceContext->RSSetState(wire); Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); } diff --git a/Code/OysterGraphics/FileLoader/ModelLoader.cpp b/Code/OysterGraphics/FileLoader/ModelLoader.cpp index ba0928cc..0c7125fd 100644 --- a/Code/OysterGraphics/FileLoader/ModelLoader.cpp +++ b/Code/OysterGraphics/FileLoader/ModelLoader.cpp @@ -700,7 +700,7 @@ static HRESULT CreateTextureFromWIC( _In_ ID3D11Device* d3dDevice, return hr; } //todo check calc - int TexSize = twidth * theight * bpp; + int TexSize = twidth * theight * (int)bpp; Oyster::Graphics::Core::UsedMem += TexSize; if ( autogen ) diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj.user b/Code/OysterGraphics/OysterGraphics.vcxproj.user index 3f030911..9a0b0ae0 100644 --- a/Code/OysterGraphics/OysterGraphics.vcxproj.user +++ b/Code/OysterGraphics/OysterGraphics.vcxproj.user @@ -1,6 +1,6 @@  - false + true \ No newline at end of file