GameServer - Merge with GameLogic

This commit is contained in:
Dennis Andersen 2014-02-04 22:13:07 +01:00
commit b7f550859d
76 changed files with 1309 additions and 313 deletions

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@ -86,6 +86,9 @@ namespace DanBias
float dt = (float)m_data->timer.getElapsedSeconds(); float dt = (float)m_data->timer.getElapsedSeconds();
m_data->timer.reset(); m_data->timer.reset();
if(m_data->recieverObj->IsConnected())
m_data->recieverObj->Update();
capFrame += dt; capFrame += dt;
if(capFrame > 0.03) if(capFrame > 0.03)
{ {
@ -135,8 +138,7 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime) HRESULT DanBiasGame::Update(float deltaTime)
{ {
if(m_data->recieverObj->IsConnected())
m_data->recieverObj->Update();
m_data->inputObj->Update(); m_data->inputObj->Update();

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@ -44,7 +44,7 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
privData->state = gameStateState_loading; privData->state = gameStateState_loading;
privData->nwClient = nwClient; privData->nwClient = nwClient;
privData->state = LoadGame(); privData->state = LoadGame();
pitch = 0;
//tELL SERver ready //tELL SERver ready
nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready)); nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
@ -120,7 +120,7 @@ bool GameState::LoadModels(std::wstring mapFile)
// add player model 2 // add player model 2
modelData.world = Oyster::Math3D::Float4x4::identity; modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 320, 0)); translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
modelData.world = modelData.world * translate; modelData.world = modelData.world * translate;
modelData.visible = true; modelData.visible = true;
@ -131,6 +131,32 @@ bool GameState::LoadModels(std::wstring mapFile)
privData->object.push_back(obj); privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData); privData->object[privData->object.size() -1 ]->Init(modelData);
// add house model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 300, 0));
//Oyster::Math3D::RotationMatrix_AxisZ()
modelData.world = modelData.world * translate;
modelData.visible = false;
modelData.modelPath = L"building_corporation.dan";
modelData.id = 4;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add crystal model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 305, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"crystalformation_b.dan";
modelData.id = 5;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
return true; return true;
} }
@ -286,14 +312,17 @@ void GameState::readKeyInput(InputClass* KeyInput)
//send delta mouse movement //send delta mouse movement
if (KeyInput->IsMousePressed()) if (KeyInput->IsMousePressed())
{ {
camera->Yaw(KeyInput->GetYaw()); camera->Yaw(-KeyInput->GetYaw());
camera->Pitch(KeyInput->GetPitch()); //camera->Pitch(KeyInput->GetPitch());
//pitch = KeyInput->GetPitch();
camera->UpdateViewMatrix(); camera->UpdateViewMatrix();
GameLogic::Protocol_PlayerLook playerLookDir; GameLogic::Protocol_PlayerLook playerLookDir;
Oyster::Math::Float3 look = camera->GetLook(); Oyster::Math::Float4 look = camera->GetLook();
playerLookDir.lookDirX = look.x; playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y; playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z; playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
privData->nwClient->Send(playerLookDir); privData->nwClient->Send(playerLookDir);
} }
@ -354,18 +383,34 @@ void GameState::Protocol( ObjPos* pos )
{ {
world[i] = pos->worldPos[i]; world[i] = pos->worldPos[i];
} }
//printf("pos for obj %d, ",pos->object_ID );
for (unsigned int i = 0; i < privData->object.size(); i++) for (unsigned int i = 0; i < privData->object.size(); i++)
{ {
if(privData->object[i]->GetId() == pos->object_ID) if(privData->object[i]->GetId() == pos->object_ID)
{ {
privData->object[i]->setPos(world); privData->object[i]->setPos(world);
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2]))); //camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6]))); //
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10]))); //camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
if(i == myId) // playerobj if(i == myId) // playerobj
{ {
camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1)); camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
camera->setUp(Oyster::Math::Float3(world[4], world[5], world[6]));
Oyster::Math::Float3 cameraLook = camera->GetLook();
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
camera->setLook(objForward);
camera->UpdateViewMatrix();
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
up *= 2;
objForward *= -3;
Oyster::Math::Float3 cameraPos = up + pos + objForward;
//camera->Pitch(pitch);
camera->SetPosition(cameraPos);
//camera->LookAt(pos, dir, up);
//Oyster::Math::Float3 newLook = objForward;
camera->UpdateViewMatrix(); camera->UpdateViewMatrix();
} }
} }

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@ -27,6 +27,7 @@ private:
Camera* camera; Camera* camera;
int myId; int myId;
float pitch;
struct myData; struct myData;
myData* privData; myData* privData;
public: public:

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@ -173,6 +173,11 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="Launcher.cpp" /> <ClCompile Include="Launcher.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>

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@ -9,12 +9,16 @@ using namespace GameLogic;
AttatchmentMassDriver::AttatchmentMassDriver(void) AttatchmentMassDriver::AttatchmentMassDriver(void)
{ {
this->owner = 0; this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
} }
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner) AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{ {
this->owner = &owner; this->owner = &owner;
this->heldObject = NULL;
this->hasObject = false;
} }
@ -35,22 +39,68 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
ForcePush(usage,dt); ForcePush(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(hasObject)
{
ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
break;
}
ForcePull(usage,dt); ForcePull(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
break;
} }
} }
void AttatchmentMassDriver::Update(float dt)
{
//update position of heldObject if there is an object being held
if(hasObject)
{
Oyster::Physics::ICustomBody::State state;
state = heldObject->GetState();
Oyster::Math::Float3 ownerPos = owner->GetPosition();
ownerPos.y += 2;
Oyster::Math::Float3 pos = ownerPos + owner->GetLookDir().GetNormalized()*2;
state.SetCenterPosition(pos);
heldObject->SetState(state);
}
}
/******************************************************** /********************************************************
* Pushes objects in a cone in front of the weapon when fired * Pushes objects in a cone in front of the weapon when fired
*alternativly it puts a large force on the currently held object
********************************************************/ ********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
{ {
//if the weapon has an object then it is only the object that will be shot away
Oyster::Math::Float4 pushForce;
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); if(hasObject)
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition()); {
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (2000);
Oyster::Physics::ICustomBody::State state = heldObject->GetState();
state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce);
heldObject->SetState(state);
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); hasObject = false;
heldObject = NULL;
return;
}
Oyster::Math::Float3 up = owner->GetOrientation().v[1];
Oyster::Math::Float3 look = owner->GetLookDir();
Oyster::Math::Float3 pos = owner->GetPosition();
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (50000 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(look, up, pos);
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,5);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
forcePushData args; forcePushData args;
args.pushForce = pushForce; args.pushForce = pushForce;
@ -61,7 +111,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
/******************************************************** /********************************************************
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack) * Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
********************************************************/ ********************************************************/
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{ {
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState(); Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
@ -72,3 +122,37 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
} }
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
{
if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
PickUpObject(usage,dt); //first test if there is a nearby object to pickup
if(hasObject) return; //this test checks if the weapon has now picked up an object, if so then it shall not apply a force to suck in objects
//if no object has been picked up then suck objects towards you
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
forcePushData args;
args.pushForce = -pushForce;
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
}
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,20);
/*Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
*/
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
}

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@ -16,29 +16,42 @@ namespace GameLogic
void UseAttatchment(const WEAPON_FIRE &usage, float dt); void UseAttatchment(const WEAPON_FIRE &usage, float dt);
void Update(float dt);
private: private:
/******************************************************** /********************************************************
* Pushes objects and players in a cone in front of the player * Pushes objects and players in a cone in front of the player
* @param fireInput: allows switching on different functionality in this specific function * @param usage: allows switching on different functionality in this specific function
********************************************************/ ********************************************************/
void ForcePush(const WEAPON_FIRE &usage, float dt); void ForcePush(const WEAPON_FIRE &usage, float dt);
/******************************************************** /********************************************************
* Pulls the player forward, this is a movement tool * Pulls the player forward, this is a movement tool
* @param fireInput: allows switching on different functionality in this specific function * @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForceZip(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param usage: allows switching on different functionality in this specific function
********************************************************/ ********************************************************/
void ForcePull(const WEAPON_FIRE &usage, float dt); void ForcePull(const WEAPON_FIRE &usage, float dt);
/******************************************************** /********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile * Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param fireInput: allows switching on different functionality in this specific function * @param usage: allows switching on different functionality in this specific function
********************************************************/ ********************************************************/
void ForceSuck(const WEAPON_FIRE &usage, float dt); void PickUpObject(const WEAPON_FIRE &usage, float dt);
static void ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args); static void ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args);
static void AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args);
private: private:
Oyster::Physics::ICustomBody *heldObject;
bool hasObject;
}; };
} }

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@ -5,13 +5,15 @@
#include "Level.h" #include "Level.h"
#include "AttatchmentMassDriver.h" #include "AttatchmentMassDriver.h"
#include "Game.h" #include "Game.h"
#include "CollisionManager.h"
#include "JumpPad.h"
using namespace Oyster; using namespace Oyster;
using namespace GameLogic; using namespace GameLogic;
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
//Physics::ICustomBody::SubscriptMessage //Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
@ -28,26 +30,48 @@ using namespace GameLogic;
break; break;
case OBJECT_TYPE::OBJECT_TYPE_BOX: case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss); PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER: case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD: case OBJECT_TYPE::OBJECT_TYPE_WORLD:
int test = 5; PlayerVObject(*player,*realObj, kineticEnergyLoss);
break; break;
} }
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
} }
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss) void JumpPad::JumpPadActivated(Oyster::Physics::ICustomBody *rigidBodyJumpPad, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{ {
//use kinetic energyloss of the collision in order too determin how much damage to take JumpPad *jumpPad = (JumpPad*)(rigidBodyJumpPad->GetCustomTag());
//use as part of the damage algorithm Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
player.DamageLife(20);
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
break;
} }
}
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force)
{
Oyster::Physics::ICustomBody::State state;
state = obj.GetState();
state.ApplyLinearImpulse(force);
obj.SetState(state);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{ {
@ -55,7 +79,7 @@ using namespace GameLogic;
//use kinetic energyloss of the collision in order too determin how much damage to take //use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm //use as part of the damage algorithm
int damageDone = 0; int damageDone = 0;
int forceThreashHold = 200; int forceThreashHold = 200000;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{ {
@ -77,6 +101,13 @@ using namespace GameLogic;
{ {
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
} }
Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{ {
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
@ -94,3 +125,32 @@ using namespace GameLogic;
state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce); state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
obj->SetState(state); obj->SetState(state);
} }
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
{
AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args);
if(weapon->hasObject)
{
//do nothing
}
else
{
Object* realObj = (Object*)(obj->GetCustomTag());
//check so that it is an object that you can pickup
switch(realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_BOX:
//move obj to limbo in physics to make sure it wont collide with anything
Oyster::Physics::API::Instance().MoveToLimbo(obj);
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
break;
}
}
}

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@ -11,6 +11,7 @@ namespace GameLogic
{ {
public: public:
//put general collision functions here that are not part of a specific object //put general collision functions here that are not part of a specific object
static Oyster::Physics::ICustomBody::SubscriptMessage IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj);
}; };

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@ -42,7 +42,7 @@ GameAPI& GameAPI::Instance()
Game::Game(void) Game::Game(void)
: initiated(false) : initiated(false)
, onMoveFnc(0) , onMoveFnc(0)
, onDeadFnc(0) , onDisableFnc(0)
, frameTime(1.0f/120.0f) , frameTime(1.0f/120.0f)
{} {}
@ -129,7 +129,7 @@ void Game::SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::O
this->onMoveFnc = functionPointer; this->onMoveFnc = functionPointer;
break; break;
case GameLogic::GameEvent::ObjectEventFunctionType_OnDead: case GameLogic::GameEvent::ObjectEventFunctionType_OnDead:
this->onDeadFnc = functionPointer; this->onDisableFnc = functionPointer;
break; break;
} }
@ -162,6 +162,6 @@ void Game::PhysicsOnMove(const ICustomBody *object)
} }
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto) void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
{ {
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
} }

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@ -39,7 +39,7 @@ namespace GameLogic
Oyster::Math::Float4x4 GetOrientation() override; Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override; int GetID() const override;
OBJECT_TYPE GetObjectType() const override; OBJECT_TYPE GetObjectType() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir) override; void Rotate(const Oyster::Math3D::Float4 lookDir) override;
Player *player; Player *player;
}; };
@ -80,7 +80,7 @@ namespace GameLogic
LevelData* level; LevelData* level;
float frameTime; float frameTime;
bool initiated; bool initiated;
GameEvent::ObjectEventFunction onDeadFnc; GameEvent::ObjectEventFunction onDisableFnc;
GameEvent::ObjectEventFunction onMoveFnc; GameEvent::ObjectEventFunction onMoveFnc;
}; };

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@ -79,7 +79,7 @@ namespace GameLogic
* @param x: The relative x axis * @param x: The relative x axis
* @param y: The relative y axis * @param y: The relative y axis
**/ **/
virtual void Rotate(const Oyster::Math3D::Float3 lookDir) = 0; virtual void Rotate(const Oyster::Math3D::Float4 lookDir) = 0;
/******************************************************** /********************************************************
* Uses the chosen players weapon based on input * Uses the chosen players weapon based on input

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@ -183,6 +183,7 @@
<ClInclude Include="GameLogicStates.h" /> <ClInclude Include="GameLogicStates.h" />
<ClInclude Include="GameMode.h" /> <ClInclude Include="GameMode.h" />
<ClInclude Include="IAttatchment.h" /> <ClInclude Include="IAttatchment.h" />
<ClInclude Include="JumpPad.h" />
<ClInclude Include="Level.h" /> <ClInclude Include="Level.h" />
<ClInclude Include="LevelLoader\LevelLoader.h" /> <ClInclude Include="LevelLoader\LevelLoader.h" />
<ClInclude Include="LevelLoader\Loader.h" /> <ClInclude Include="LevelLoader\Loader.h" />
@ -206,6 +207,7 @@
<ClCompile Include="Game_LevelData.cpp" /> <ClCompile Include="Game_LevelData.cpp" />
<ClCompile Include="Game_PlayerData.cpp" /> <ClCompile Include="Game_PlayerData.cpp" />
<ClCompile Include="IAttatchment.cpp" /> <ClCompile Include="IAttatchment.cpp" />
<ClCompile Include="JumpPad.cpp" />
<ClCompile Include="Level.cpp" /> <ClCompile Include="Level.cpp" />
<ClCompile Include="LevelLoader\LevelLoader.cpp" /> <ClCompile Include="LevelLoader\LevelLoader.cpp" />
<ClCompile Include="LevelLoader\Loader.cpp" /> <ClCompile Include="LevelLoader\Loader.cpp" />

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@ -11,13 +11,19 @@ Game::PlayerData::PlayerData()
sbDesc.size = Oyster::Math::Float3(4,7,4); sbDesc.size = Oyster::Math::Float3(4,7,4);
sbDesc.mass = 70; sbDesc.mass = 70;
sbDesc.restitutionCoeff = 0.5; sbDesc.restitutionCoeff = 0.5;
sbDesc.rotation = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
//create rigid body //create rigid body
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release(); Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
//create player with this rigid body //create player with this rigid body
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER); this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
this->player->GetRigidBody()->SetCustomTag(this); this->player->GetRigidBody()->SetCustomTag(this);
/*Oyster::Physics::ICustomBody::State state;
this->player->GetRigidBody()->GetState(state);
state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0));
this->player->GetRigidBody()->SetState(state);
player->EndFrame();*/
} }
Game::PlayerData::PlayerData(int playerID,int teamID) Game::PlayerData::PlayerData(int playerID,int teamID)
{ {
@ -61,7 +67,7 @@ OBJECT_TYPE Game::PlayerData::GetObjectType() const
{ {
return this->player->GetObjectType(); return this->player->GetObjectType();
} }
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir) void Game::PlayerData::Rotate(const Oyster::Math3D::Float4 lookDir)
{ {
this->player->Rotate(lookDir); this->player->Rotate(lookDir);
} }

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@ -20,6 +20,7 @@ namespace GameLogic
~IAttatchment(void); ~IAttatchment(void);
virtual void UseAttatchment(const WEAPON_FIRE &usage, float dt) = 0; virtual void UseAttatchment(const WEAPON_FIRE &usage, float dt) = 0;
virtual void Update(float dt) = 0;
private: private:

View File

@ -0,0 +1,21 @@
#include "JumpPad.h"
#include "PhysicsAPI.h"
using namespace GameLogic;
using namespace Oyster::Physics;
JumpPad::JumpPad(void)
{
}
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
{
}
JumpPad::~JumpPad(void)
{
}

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@ -0,0 +1,26 @@
#ifndef JUMPPAD_H
#define JUMPPAD_H
#include "StaticObject.h"
namespace GameLogic
{
class JumpPad : public StaticObject
{
public:
JumpPad(void);
JumpPad(Oyster::Physics::ICustomBody *rigidBody
,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)
,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float3 pushForce);
~JumpPad(void);
static void JumpPadActivated(Oyster::Physics::ICustomBody *rigidBodyJumpPad, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
Oyster::Math::Float3 pushForce;
};
}
#endif

View File

@ -34,7 +34,8 @@ void Level::InitiateLevel(float radius)
sbDesc.ignoreGravity = true; sbDesc.ignoreGravity = true;
sbDesc.radius = 300; sbDesc.radius = 300;
sbDesc.mass = 10e12f; sbDesc.mass = 10e12f;
sbDesc.frictionCoeff_Static = 0;
sbDesc.frictionCoeff_Dynamic = 0;
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
ICustomBody::State state; ICustomBody::State state;
@ -45,28 +46,32 @@ void Level::InitiateLevel(float radius)
this->levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD); this->levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
rigidBody->SetCustomTag(levelObj); rigidBody->SetCustomTag(levelObj);
// add gravitation
API::Gravity gravityWell;
gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 1e15f;
gravityWell.well.position = Oyster::Math::Float3(0,0,0);
API::Instance().AddGravity(gravityWell);
// add box // add box
API::SimpleBodyDescription sbDesc_TestBox; API::SimpleBodyDescription sbDesc_TestBox;
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0); sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
sbDesc_TestBox.ignoreGravity = false; sbDesc_TestBox.ignoreGravity = false;
sbDesc_TestBox.mass = 50; sbDesc_TestBox.mass = 50;
sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0); sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX); testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
rigidBody_TestBox->SetCustomTag(testBox); rigidBody_TestBox->SetCustomTag(testBox);
rigidBody_TestBox->GetState(state); rigidBody_TestBox->GetState(state);
state.ApplyLinearImpulse(Oyster::Math::Float3(1,0,0)); state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
rigidBody_TestBox->SetState(state); rigidBody_TestBox->SetState(state);
// add gravitation
API::Gravity gravityWell;
gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 1e18f;
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell);
} }
void Level::AddPlayerToTeam(Player *player, int teamID) void Level::AddPlayerToTeam(Player *player, int teamID)

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@ -3,16 +3,30 @@
////////////////////////////////// //////////////////////////////////
#include "LevelLoader.h" #include "LevelLoader.h"
#include "LevelParser.h"
using namespace GameLogic; using namespace GameLogic;
using namespace GameLogic::LevelFileLoader; using namespace GameLogic::LevelFileLoader;
struct LevelLoader::PrivData
std::vector<ObjectTypeHeader> LevelLoader::LoadLevel(std::string fileName)
{ {
return parser.Parse(fileName); LevelParser parser;
};
LevelLoader::LevelLoader()
: pData(new PrivData)
{
}
LevelLoader::~LevelLoader()
{
}
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
{
return pData->parser.Parse(fileName);
} }
LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName) LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
{ {
return parser.ParseHeader(fileName); return pData->parser.ParseHeader(fileName);
} }

View File

@ -7,9 +7,8 @@
#include <string> #include <string>
#include <vector> #include <vector>
#include <Vector.h> #include "../Misc/Utilities.h"
#include "ObjectDefines.h" #include "ObjectDefines.h"
#include "LevelParser.h"
namespace GameLogic namespace GameLogic
{ {
@ -17,15 +16,15 @@ namespace GameLogic
{ {
public: public:
LevelLoader(){this->parser = GameLogic::LevelFileLoader::LevelParser(); } LevelLoader();
~LevelLoader(){} ~LevelLoader();
/******************************************************** /********************************************************
* Loads the level and objects from file. * Loads the level and objects from file.
* @param fileName: Path to the level-file that you want to load. * @param fileName: Path to the level-file that you want to load.
* @return: Returns all structs with objects and information about the level. * @return: Returns all structs with objects and information about the level.
********************************************************/ ********************************************************/
std::vector<ObjectTypeHeader> LoadLevel(std::string fileName); std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LoadLevel(std::string fileName);
/******************************************************** /********************************************************
* Just for fast access for the meta information about the level. * Just for fast access for the meta information about the level.
@ -35,7 +34,8 @@ namespace GameLogic
LevelMetaData LoadLevelHeader(std::string fileName); //. LevelMetaData LoadLevelHeader(std::string fileName); //.
private: private:
GameLogic::LevelFileLoader::LevelParser parser; struct PrivData;
Utility::DynamicMemory::SmartPointer<PrivData> pData;
}; };
} }

View File

@ -5,6 +5,7 @@
using namespace GameLogic; using namespace GameLogic;
using namespace ::LevelFileLoader; using namespace ::LevelFileLoader;
using namespace Utility::DynamicMemory;
LevelParser::LevelParser() LevelParser::LevelParser()
{ {
@ -16,12 +17,12 @@ LevelParser::~LevelParser()
{ {
} }
std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename) std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filename)
{ {
int bufferSize = 0; int bufferSize = 0;
int counter = 0; int counter = 0;
std::vector<ObjectTypeHeader> objects; std::vector<SmartPointer<ObjectTypeHeader>> objects;
//Read entire level file. //Read entire level file.
Loader loader; Loader loader;
@ -29,7 +30,8 @@ std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
//Read format version //Read format version
FormatVersion levelFormatVersion; FormatVersion levelFormatVersion;
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion)); ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion) if(this->formatVersion != levelFormatVersion)
{ {
//Do something if it's not the same version //Do something if it's not the same version
@ -44,21 +46,60 @@ std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
{ {
case ObjectType_LevelMetaData: case ObjectType_LevelMetaData:
{ {
LevelMetaData header; LevelMetaData* header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], header, counter); ParseLevelMetaData(&buffer[counter], *header, counter);
objects.push_back(header); objects.push_back(header);
break; break;
} }
case ObjectType_Dynamic: //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; ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], &header, sizeof(header)); ParseObject(&buffer[counter], *header, counter);
objects.push_back(header); objects.push_back(header);
counter += sizeof(header);
break; break;
} }
case ObjectType_Light:
{
LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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: default:
//Couldn't find typeID. FAIL!!!!!! //Couldn't find typeID. FAIL!!!!!!
break; break;
@ -83,7 +124,8 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
//Read format version //Read format version
FormatVersion levelFormatVersion; FormatVersion levelFormatVersion;
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion)); ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion) if(this->formatVersion != levelFormatVersion)
{ {
//Do something if it's not the same version //Do something if it's not the same version
@ -101,11 +143,42 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
ParseLevelMetaData(&buffer[counter], levelHeader, counter); ParseLevelMetaData(&buffer[counter], levelHeader, counter);
return levelHeader; return levelHeader;
break; break;
case ObjectType_Dynamic:
//Do not call parse this object, since we are only interested in the LevelMetaData //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
//Only increase the counter size case ObjectType_Static: case ObjectType_Dynamic:
counter += sizeof(ObjectHeader); {
ObjectHeader header;
ParseObject(&buffer[counter], header, counter);
break; break;
}
case ObjectType_Light:
{
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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: default:
//Couldn't find typeID. FAIL!!!!!! //Couldn't find typeID. FAIL!!!!!!

View File

@ -4,6 +4,7 @@
#include <string> #include <string>
#include <vector> #include <vector>
#include "ObjectDefines.h" #include "ObjectDefines.h"
#include "../Misc/Utilities.h"
namespace GameLogic namespace GameLogic
{ {
@ -16,7 +17,7 @@ namespace GameLogic
~LevelParser(); ~LevelParser();
// //
std::vector<ObjectTypeHeader> Parse(std::string filename); std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> Parse(std::string filename);
// //
LevelMetaData ParseHeader(std::string filename); LevelMetaData ParseHeader(std::string filename);

View File

@ -15,11 +15,12 @@ namespace GameLogic
ObjectType_LevelMetaData, ObjectType_LevelMetaData,
ObjectType_Static, ObjectType_Static,
ObjectType_Dynamic, ObjectType_Dynamic,
ObjectType_Light,
//Etc //Etc
ObjectType_NUM_OF_TYPES, ObjectType_NUM_OF_TYPES,
ObjectType_Unknown = -1, ObjectType_Unknown = -1
}; };
enum UsePhysics enum UsePhysics
@ -27,9 +28,20 @@ namespace GameLogic
UsePhysics_UseFullPhysics, UsePhysics_UseFullPhysics,
UsePhysics_IgnoreGravity, UsePhysics_IgnoreGravity,
UsePhysics_IgnorePhysics, UsePhysics_IgnorePhysics,
UsePhysics_IgnoreCollision,
UsePhysics_Count, UsePhysics_Count,
UsePhysics_Unknown = -1, UsePhysics_Unknown = -1
};
enum LightType
{
LightType_PointLight,
LightType_DirectionalLight,
LightType_SpotLight,
LightType_Count,
LightType_Unknown = -1
}; };
//Should this be moved somewhere else? //Should this be moved somewhere else?
@ -40,7 +52,7 @@ namespace GameLogic
//Etc //Etc
GameMode_Count, GameMode_Count,
GameMode_Unknown = -1, GameMode_Unknown = -1
}; };
@ -71,32 +83,31 @@ namespace GameLogic
struct PhysicsObject struct PhysicsObject
{ {
UsePhysics usePhysics;
float mass; float mass;
float elasticity; float inertiaMagnitude[3];
float inertiaRotation[3];
float frictionCoeffStatic; float frictionCoeffStatic;
float frictionCoeffDynamic; float frictionCoeffDynamic;
float inertiaTensor[16];
UsePhysics usePhysics;
}; };
struct LevelMetaData : ObjectTypeHeader struct LevelMetaData : ObjectTypeHeader
{ {
std::string levelName; std::string levelName;
FormatVersion levelVersion; int levelVersion;
std::string levelDescription; std::string levelDescription;
std::string levelAuthor; std::string levelAuthor;
int maxNumberOfPlayer; int maxNumberOfPlayer;
float worldSize; int worldSize;
int overviewPictureID; std::string overviewPicturePath;
std::vector<GameMode> gameModesSupported; std::vector<GameMode> gameModesSupported;
}; };
struct ObjectHeader : public ObjectTypeHeader struct ObjectHeader : public ObjectTypeHeader
{ {
//Model, //Model,
int ModelID; std::string ModelFile;
//Texture
int TextureID;
//Position //Position
float position[3]; float position[3];
//Rotation //Rotation
@ -104,6 +115,36 @@ namespace GameLogic
//Scale //Scale
float scale[3]; float scale[3];
}; };
/************************************
Lights
*************************************/
struct BasicLight : public ObjectTypeHeader
{
LightType lightType;
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
};
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 #endif

View File

@ -20,11 +20,33 @@ namespace GameLogic
memcpy(header, buffer, size); memcpy(header, buffer, size);
} }
void ParseObject(char* buffer, ObjectHeader& header, int& size)
{
char tempName[128];
int tempSize = 0;
int start = 0;
memcpy(&header.typeID, &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;
memcpy(&header.position, &buffer[start], 36);
start += 36;
size += start;
}
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size) void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
{ {
int start = 0; int start = 0;
int tempSize; int tempSize;
char tempName[100]; char tempName[128];
memcpy(&header.typeID, &buffer[start], 4); memcpy(&header.typeID, &buffer[start], 4);
start += 4; start += 4;
@ -36,8 +58,8 @@ namespace GameLogic
header.levelName.assign(&tempName[0], &tempName[tempSize]); header.levelName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize; start += tempSize;
memcpy(&header.levelVersion, &buffer[start], 8); memcpy(&header.levelVersion, &buffer[start], 4);
start += 8; start += 4;
memcpy(&tempSize, &buffer[start], 4); memcpy(&tempSize, &buffer[start], 4);
start +=4; start +=4;
@ -59,9 +81,13 @@ namespace GameLogic
memcpy(&header.worldSize, &buffer[start], 4); memcpy(&header.worldSize, &buffer[start], 4);
start += 4; start += 4;
memcpy(&header.overviewPictureID, &buffer[start], 4); memcpy(&tempSize, &buffer[start], 4);
start += 4; start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&tempSize, &buffer[start], 4); memcpy(&tempSize, &buffer[start], 4);
start += 4; start += 4;

View File

@ -10,7 +10,16 @@ namespace GameLogic
{ {
namespace LevelFileLoader 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, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
} }
} }

View File

@ -22,8 +22,8 @@ Object::Object()
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN; this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
this->objectID = GID(); this->objectID = GID();
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState; this->newPhysicsState = this->currPhysicsState;
} }
Object::Object(OBJECT_TYPE type) Object::Object(OBJECT_TYPE type)
@ -34,8 +34,8 @@ Object::Object(OBJECT_TYPE type)
Oyster::Physics::API::Instance().AddObject(rigidBody); Oyster::Physics::API::Instance().AddObject(rigidBody);
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = GID();
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState; this->newPhysicsState = this->currPhysicsState;
} }
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
@ -44,8 +44,8 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
this->rigidBody = rigidBody; this->rigidBody = rigidBody;
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = GID();
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState; this->newPhysicsState = this->currPhysicsState;
} }
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
@ -57,8 +57,8 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = GID();
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState; this->newPhysicsState = this->currPhysicsState;
} }
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
@ -71,8 +71,8 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = GID();
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState; this->newPhysicsState = this->currPhysicsState;
} }
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type) Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
@ -86,13 +86,13 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustom
this->type = type; this->type = type;
this->objectID = GID(); this->objectID = GID();
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState; this->newPhysicsState = this->currPhysicsState;
} }
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force) void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{ {
setState.ApplyLinearImpulse(force); newPhysicsState.ApplyLinearImpulse(force);
} }
@ -118,24 +118,33 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
void Object::BeginFrame() void Object::BeginFrame()
{ {
Oyster::Math::Float4 axis;
if(setState.GetGravityNormal()!= Float3::null)
{
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(setState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(setState.GetGravityNormal()), axis);
setState.SetRotation(axis.xyz);
setState.SetAngularMomentum(Float3::null);
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
debug += setState.GetGravityNormal();
}
this->rigidBody->SetState(this->setState);
this->rigidBody->SetState(this->newPhysicsState);
} }
// update physic // update physic
void Object::EndFrame() void Object::EndFrame()
{ {
this->getState = this->rigidBody->GetState(); this->currPhysicsState = this->rigidBody->GetState();
this->setState = this->getState;
if(currPhysicsState.GetGravityNormal()!= Float3::null)
{
Oyster::Math::Float4 axis;
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(currPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(currPhysicsState.GetGravityNormal()), axis);
if(axis !=axis)
{
//error
int i =0 ;
}
currPhysicsState.SetRotation(axis.xyz);
currPhysicsState.SetAngularMomentum(Float3::null);
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
debug += currPhysicsState.GetGravityNormal();
}
this->newPhysicsState = this->currPhysicsState;
} }
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)) void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))

View File

@ -35,8 +35,8 @@ namespace GameLogic
Oyster::Physics::ICustomBody* GetRigidBody(); Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force); void ApplyLinearImpulse(Oyster::Math::Float3 force);
void BeginFrame(); virtual void BeginFrame();
void EndFrame(); virtual void EndFrame();
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)); void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)); void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
@ -49,11 +49,12 @@ namespace GameLogic
protected: protected:
Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody *rigidBody;
Oyster::Physics::ICustomBody::State setState; Oyster::Physics::ICustomBody::State newPhysicsState;
Oyster::Physics::ICustomBody::State getState; Oyster::Physics::ICustomBody::State currPhysicsState;
static const Game* gameInstance; static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
}; };
} }

View File

@ -58,6 +58,18 @@ Player::~Player(void)
} }
} }
void Player::BeginFrame()
{
weapon->Update(0.002f);
Object::BeginFrame();
}
void Player::EndFrame()
{
Object::EndFrame();
}
void Player::Move(const PLAYER_MOVEMENT &movement) void Player::Move(const PLAYER_MOVEMENT &movement)
{ {
switch(movement) switch(movement)
@ -86,24 +98,32 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
void Player::MoveForward() void Player::MoveForward()
{ {
setState.ApplyLinearImpulse(this->lookDir * (2000 * this->gameInstance->GetFrameTime())); Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
newPhysicsState.ApplyLinearImpulse(forward * (30000 * this->gameInstance->GetFrameTime()));
} }
void Player::MoveBackwards() void Player::MoveBackwards()
{ {
setState.ApplyLinearImpulse(-this->lookDir * 2000 * this->gameInstance->GetFrameTime()); Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
newPhysicsState.ApplyLinearImpulse(-forward * 30000 * this->gameInstance->GetFrameTime());
} }
void Player::MoveRight() void Player::MoveRight()
{ {
//Do cross product with forward vector and negative gravity vector //Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
setState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime()); //Oyster::Math::Float3 forward = lookDir;
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
newPhysicsState.ApplyLinearImpulse(-r * 30000 * this->gameInstance->GetFrameTime());
} }
void Player::MoveLeft() void Player::MoveLeft()
{ {
//Do cross product with forward vector and negative gravity vector //Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
setState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime()); //Oyster::Math::Float3 forward = lookDir;
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
newPhysicsState.ApplyLinearImpulse(r * 30000 * this->gameInstance->GetFrameTime());
} }
void Player::UseWeapon(const WEAPON_FIRE &usage) void Player::UseWeapon(const WEAPON_FIRE &usage)
@ -113,31 +133,32 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
void Player::Respawn(Oyster::Math::Float3 spawnPoint) void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{ {
this->life = 100; this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0); this->lookDir = Oyster::Math::Float4(1,0,0);
this->newPhysicsState.SetCenterPosition(spawnPoint);
} }
void Player::Rotate(const Oyster::Math3D::Float3 lookDir) void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
{ {
this->lookDir = lookDir; Oyster::Math::Float dx = lookDir.w;
if(dx > 0.0f)
{
int i =0 ;
}
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
Oyster::Math::Float3 oldOrt = currPhysicsState.GetRotation();
Oyster::Math::Float4 up = -setState.GetGravityNormal(); newPhysicsState.SetRotation(oldOrt + deltaAxis);
Oyster::Math::Float4 pos = setState.GetCenterPosition();
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
// cant set rotation
//setState.SetOrientation(world);
//this->lookDir = lookDir - up.xyz;
//this->lookDir = lookDir;
//this->setState.AddRotation(Oyster::Math::Float4(x, y)); this->lookDir = lookDir.xyz;
//this->setState.SetRotation();
} }
void Player::Jump() void Player::Jump()
{ {
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
newPhysicsState.ApplyLinearImpulse(up * 30000 * this->gameInstance->GetFrameTime());
} }
bool Player::IsWalking() bool Player::IsWalking()
@ -155,11 +176,11 @@ bool Player::IsIdle()
Oyster::Math::Float3 Player::GetPosition() const Oyster::Math::Float3 Player::GetPosition() const
{ {
return (Oyster::Math::Float3)getState.GetCenterPosition(); return (Oyster::Math::Float3)currPhysicsState.GetCenterPosition();
} }
Oyster::Math::Float4x4 Player::GetOrientation() const Oyster::Math::Float4x4 Player::GetOrientation() const
{ {
return this->getState.GetOrientation(); return this->currPhysicsState.GetOrientation();
} }
Oyster::Math::Float3 Player::GetLookDir() const Oyster::Math::Float3 Player::GetLookDir() const
{ {
@ -177,5 +198,13 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage) void Player::DamageLife(int damage)
{ {
this->life -= damage; this->life -= damage;
this->life = 0;
if(this->life <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this);
}
} }

View File

@ -48,7 +48,7 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint); void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3 lookDir); void Rotate(const Oyster::Math3D::Float4 lookDir);
/******************************************************** /********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
@ -71,6 +71,9 @@ namespace GameLogic
void DamageLife(int damage); void DamageLife(int damage);
void BeginFrame();
void EndFrame();
private: private:
void Jump(); void Jump();

View File

@ -1,4 +1,5 @@
#include "StaticObject.h" #include "StaticObject.h"
#include "CollisionManager.h"
using namespace GameLogic; using namespace GameLogic;
@ -17,7 +18,8 @@ StaticObject::StaticObject(OBJECT_TYPE type)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:Object(rigidBody,type) :Object(rigidBody,type)
{ {
this->rigidBody->SetGravity(true);
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
} }
StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)

View File

@ -138,3 +138,8 @@ void Weapon::SelectAttatchment(int socketID)
} }
} }
void Weapon::Update(float dt)
{
selectedAttatchment->Update(dt);
}

View File

@ -20,6 +20,7 @@ namespace GameLogic
~Weapon(void); ~Weapon(void);
void Use(const WEAPON_FIRE &usage, float dt); void Use(const WEAPON_FIRE &usage, float dt);
void Update(float dt);
void AddNewAttatchment(IAttatchment *attatchment, Player *owner); void AddNewAttatchment(IAttatchment *attatchment, Player *owner);
void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner); void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner);

View File

@ -69,6 +69,7 @@ namespace GameLogic
float lookDirX; float lookDirX;
float lookDirY; float lookDirY;
float lookDirZ; float lookDirZ;
float deltaX;
Protocol_PlayerLook() Protocol_PlayerLook()
{ {
@ -78,6 +79,7 @@ namespace GameLogic
this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
} }
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p) Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
@ -85,12 +87,14 @@ namespace GameLogic
lookDirX = p[1].value.netFloat; lookDirX = p[1].value.netFloat;
lookDirY = p[2].value.netFloat; lookDirY = p[2].value.netFloat;
lookDirZ = p[3].value.netFloat; lookDirZ = p[3].value.netFloat;
deltaX = p[4].value.netFloat;
} }
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val) const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
{ {
lookDirX = val[1].value.netFloat; lookDirX = val[1].value.netFloat;
lookDirY = val[2].value.netFloat; lookDirY = val[2].value.netFloat;
lookDirZ = val[3].value.netFloat; lookDirZ = val[3].value.netFloat;
deltaX = val[4].value.netFloat;
return *this; return *this;
} }
@ -99,6 +103,8 @@ namespace GameLogic
this->protocol[1].value = lookDirX; this->protocol[1].value = lookDirX;
this->protocol[2].value = lookDirY; this->protocol[2].value = lookDirY;
this->protocol[3].value = lookDirZ; this->protocol[3].value = lookDirZ;
this->protocol[4].value = deltaX;
return protocol; return protocol;
} }

View File

@ -200,6 +200,9 @@
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj"> <ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project> <Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
</ProjectReference>
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

View File

@ -176,10 +176,11 @@ namespace DanBias
} }
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{ {
Oyster::Math3D::Float3 lookDir; Oyster::Math3D::Float4 lookDir;
lookDir.x = p.lookDirX; lookDir.x = p.lookDirX;
lookDir.y = p.lookDirY; lookDir.y = p.lookDirY;
lookDir.z = p.lookDirZ; lookDir.z = p.lookDirZ;
lookDir.w = p.deltaX;
c->GetPlayer()->Rotate(lookDir); c->GetPlayer()->Rotate(lookDir);
} }
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
@ -188,7 +189,9 @@ namespace DanBias
} }
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
{ {
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); //c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
//c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
} }
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
{ {

View File

@ -40,6 +40,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef)
data.next = NULL; data.next = NULL;
data.prev = NULL; data.prev = NULL;
data.customBodyRef = customBodyRef; data.customBodyRef = customBodyRef;
data.limbo = false;
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (data.customBodyRef, this->leafData.size())); this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (data.customBodyRef, this->leafData.size()));
this->leafData.push_back(data); this->leafData.push_back(data);
@ -64,6 +65,33 @@ void Octree::MoveToUpdateQueue(UniquePointer< ICustomBody > customBodyRef)
this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/ this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/
} }
void Octree::MoveToLimbo(const ICustomBody* customBodyRef)
{
auto object = this->mapReferences.find(customBodyRef);
unsigned int tempRef = object->second;
this->leafData[tempRef].limbo = true;
}
bool Octree::IsInLimbo(const ICustomBody* customBodyRef)
{
auto object = this->mapReferences.find(customBodyRef);
unsigned int tempRef = object->second;
return this->leafData[tempRef].limbo;
}
void Octree::ReleaseFromLimbo(const ICustomBody* customBodyRef)
{
auto object = this->mapReferences.find(customBodyRef);
unsigned int tempRef = object->second;
this->leafData[tempRef].limbo = false;
}
void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef) void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef)
{ {
std::map<const ICustomBody*, unsigned int>::iterator it = this->mapReferences.find(customBodyRef); std::map<const ICustomBody*, unsigned int>::iterator it = this->mapReferences.find(customBodyRef);
@ -86,7 +114,7 @@ std::vector<ICustomBody*>& Octree::Sample(ICustomBody* customBodyRef, std::vecto
for(unsigned int i = 0; i<this->leafData.size(); i++) for(unsigned int i = 0; i<this->leafData.size(); i++)
{ {
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
{ {
updateList.push_back(this->leafData[i].customBodyRef); updateList.push_back(this->leafData[i].customBodyRef);
} }
@ -99,7 +127,7 @@ std::vector<ICustomBody*>& Octree::Sample(const Oyster::Collision3D::ICollideabl
{ {
for(unsigned int i = 0; i<this->leafData.size(); i++) for(unsigned int i = 0; i<this->leafData.size(); i++)
{ {
if(this->leafData[i].container.Intersects(collideable)) if(!this->leafData[i].limbo && this->leafData[i].container.Intersects(collideable))
{ {
updateList.push_back(this->leafData[i].customBodyRef); updateList.push_back(this->leafData[i].customBodyRef);
} }
@ -121,7 +149,7 @@ void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction )
for(unsigned int i = 0; i<this->leafData.size(); i++) for(unsigned int i = 0; i<this->leafData.size(); i++)
{ {
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
{ {
hitAction(*this, tempRef, i); hitAction(*this, tempRef, i);
} }
@ -132,7 +160,7 @@ void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, void* a
{ {
for(unsigned int i = 0; i<this->leafData.size(); i++) for(unsigned int i = 0; i<this->leafData.size(); i++)
{ {
if(collideable.Intersects(this->leafData[i].container)) if(!this->leafData[i].limbo && collideable.Intersects(this->leafData[i].container))
{ {
hitAction( this->GetCustomBody(i), args ); hitAction( this->GetCustomBody(i), args );
} }

View File

@ -29,6 +29,8 @@ namespace Oyster
::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef; ::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
bool limbo;
unsigned int queueRef; unsigned int queueRef;
}; };
@ -48,6 +50,10 @@ namespace Oyster
void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void MoveToLimbo(const ICustomBody* customBodyRef);
bool IsInLimbo(const ICustomBody* customBodyRef);
void ReleaseFromLimbo(const ICustomBody* customBodyRef);
void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
std::vector<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList); std::vector<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList);
@ -66,6 +72,7 @@ namespace Oyster
private: private:
std::vector < Data > leafData; std::vector < Data > leafData;
std::vector < Data* > updateQueue; std::vector < Data* > updateQueue;
std::vector < Data* > limbo;
std::map< const ICustomBody*, unsigned int > mapReferences; std::map< const ICustomBody*, unsigned int > mapReferences;

View File

@ -60,6 +60,8 @@ namespace
return; return;
} }
// calculate and store time interpolation value, for later rebound.
proto->SetTimeOfContact( worldPointOfContact );
// bounce // bounce
Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(), Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
@ -79,9 +81,13 @@ namespace
Float4 bounce = Average( bounceD, bounceP ); Float4 bounce = Average( bounceD, bounceP );
Float4 friction = Formula::CollisionResponse::Friction( protoG_Magnitude, normal,
Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() ); Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() );
protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz ); protoState.ApplyImpulse( bounce.xyz - friction.xyz, worldPointOfContact.xyz, normal.xyz );
proto->SetState( protoState ); proto->SetState( protoState );
Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() ); Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() );
@ -233,17 +239,16 @@ void API_Impl::Update()
bool API_Impl::IsInLimbo( const ICustomBody* objRef ) bool API_Impl::IsInLimbo( const ICustomBody* objRef )
{ {
//! @todo TODO: implement stub return this->worldScene.IsInLimbo( objRef );
return true;
} }
void API_Impl::MoveToLimbo( const ICustomBody* objRef ) void API_Impl::MoveToLimbo( const ICustomBody* objRef )
{ {
/** @todo TODO: Fix this function.*/ this->worldScene.MoveToLimbo( objRef );
} }
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef ) void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
{ {
/** @todo TODO: Fix this function.*/ this->worldScene.ReleaseFromLimbo( objRef );
} }
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )

View File

@ -49,6 +49,12 @@ SimpleRigidBody::SimpleRigidBody()
this->onCollision = Default::EventAction_BeforeCollisionResponse; this->onCollision = Default::EventAction_BeforeCollisionResponse;
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse; this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
this->onMovement = Default::EventAction_Move; this->onMovement = Default::EventAction_Move;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
this->scene = nullptr; this->scene = nullptr;
this->customTag = nullptr; this->customTag = nullptr;
this->ignoreGravity = this->isForwarded = false; this->ignoreGravity = this->isForwarded = false;
@ -56,9 +62,13 @@ SimpleRigidBody::SimpleRigidBody()
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc ) SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
{ {
//this->rigid.SetRotation( desc.rotation ); this->rigid = RigidBody();
this->rigid.SetRotation( desc.rotation );
this->rigid.centerPos = desc.centerPosition; this->rigid.centerPos = desc.centerPosition;
this->rigid.SetSize( desc.size ); this->rigid.SetSize( desc.size );
this->rigid.restitutionCoeff = desc.restitutionCoeff;
this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
this->rigid.SetMass_KeepMomentum( desc.mass ); this->rigid.SetMass_KeepMomentum( desc.mass );
this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor ); this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor );
this->deltaPos = Float4::null; this->deltaPos = Float4::null;
@ -66,6 +76,11 @@ SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
if( desc.subscription_onCollision ) if( desc.subscription_onCollision )
{ {
this->onCollision = desc.subscription_onCollision; this->onCollision = desc.subscription_onCollision;
@ -198,6 +213,26 @@ bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointO
return object.Intersects( Box(this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize()), worldPointOfContact ); return object.Intersects( Box(this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize()), worldPointOfContact );
} }
void SimpleRigidBody::SetTimeOfContact( Float4 &worldPointOfContact )
{
Point pointOfContact = Point( worldPointOfContact );
Box start = Box();
{
start.rotation = RotationMatrix( this->collisionRebound.previousSpatial.axis );
start.center = this->collisionRebound.previousSpatial.center;
start.boundingOffset = this->collisionRebound.previousSpatial.reach;
}
Box end = Box();
{
end.rotation = RotationMatrix( this->rigid.axis );
end.center = this->rigid.centerPos;
end.boundingOffset = this->rigid.boundingReach;
}
Float timeOfContact = ::Oyster::Collision3D::Utility::TimeOfContact( start, end, pointOfContact );
this->collisionRebound.timeOfContact = Min( this->collisionRebound.timeOfContact, timeOfContact );
}
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{ {
return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.GetMagnitude() ); return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.GetMagnitude() );
@ -290,21 +325,49 @@ void * SimpleRigidBody::GetCustomTag() const
// return this->rigid.GetLinearVelocity(); // return this->rigid.GetLinearVelocity();
//} //}
UpdateState SimpleRigidBody::Update( Float timeStepLength ) UpdateState SimpleRigidBody::Update( Float timeStepLength )
{ {
if( this->isForwarded ) if( this->collisionRebound.timeOfContact < 1.0f )
{ // Rebound if needed
this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
this->collisionRebound.timeOfContact = 1.0f;
}
// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
Float4 temp;
::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
this->rigid.axis -= ((2.0f * pi) * temp).xyz;
// Update rebound data
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
// Check if this is close enough to be set resting
temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
{ {
this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz ); unsigned char resting = 0;
this->deltaPos = Float4::null; if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
this->deltaAxis = Float4::null; {
this->isForwarded = false; this->rigid.momentum_Linear = Float3::null;
resting = 1;
}
if( this->rigid.momentum_Angular.Dot(this->rigid.momentum_Angular) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.momentum_Angular = Float3::null;
++resting;
}
if( resting == 2 )
{
this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
return UpdateState_resting;
}
} }
this->rigid.Update_LeapFrog( timeStepLength ); this->rigid.Update_LeapFrog( timeStepLength );
//! @todo TODO: compare previous and new state and return result
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
return UpdateState_altered; return UpdateState_altered;
} }

View File

@ -30,6 +30,8 @@ namespace Oyster { namespace Physics
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact );
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const; ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const; ::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
@ -65,9 +67,17 @@ namespace Oyster { namespace Physics
::Oyster::Physics3D::RigidBody rigid; ::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float4 deltaPos, deltaAxis; ::Oyster::Math::Float4 deltaPos, deltaAxis;
::Oyster::Math::Float3 gravityNormal; ::Oyster::Math::Float3 gravityNormal;
struct
{
struct { ::Oyster::Math::Float3 center, axis, reach; } previousSpatial;
::Oyster::Math::Float timeOfContact;
} collisionRebound;
EventAction_BeforeCollisionResponse onCollision; EventAction_BeforeCollisionResponse onCollision;
EventAction_AfterCollisionResponse onCollisionResponse; EventAction_AfterCollisionResponse onCollisionResponse;
EventAction_Move onMovement; EventAction_Move onMovement;
Octree *scene; Octree *scene;
void *customTag; void *customTag;
bool ignoreGravity, isForwarded; bool ignoreGravity, isForwarded;

View File

@ -11,11 +11,17 @@ using namespace ::Utility::Value;
SphericalRigidBody::SphericalRigidBody() SphericalRigidBody::SphericalRigidBody()
{ {
this->rigid = RigidBody(); this->rigid = RigidBody();
this->rigid.SetMass_KeepMomentum( 10.0f ); this->rigid.SetMass_KeepMomentum( 16.0f );
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
this->onCollision = Default::EventAction_BeforeCollisionResponse; this->onCollision = Default::EventAction_BeforeCollisionResponse;
this->onCollisionResponse = Default::EventAction_AfterCollisionResponse; this->onCollisionResponse = Default::EventAction_AfterCollisionResponse;
this->onMovement = Default::EventAction_Move; this->onMovement = Default::EventAction_Move;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
this->scene = nullptr; this->scene = nullptr;
this->customTag = nullptr; this->customTag = nullptr;
this->ignoreGravity = this->isForwarded = false; this->ignoreGravity = this->isForwarded = false;
@ -24,9 +30,12 @@ SphericalRigidBody::SphericalRigidBody()
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc ) SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
{ {
this->rigid = RigidBody(); this->rigid = RigidBody();
//this->rigid.SetRotation( desc.rotation ); this->rigid.SetRotation( desc.rotation );
this->rigid.centerPos = desc.centerPosition; this->rigid.centerPos = desc.centerPosition;
this->rigid.boundingReach = Float4( desc.radius, desc.radius, desc.radius, 0.0f ); this->rigid.boundingReach = Float4( desc.radius, desc.radius, desc.radius, 0.0f );
this->rigid.restitutionCoeff = desc.restitutionCoeff;
this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
this->rigid.SetMass_KeepMomentum( desc.mass ); this->rigid.SetMass_KeepMomentum( desc.mass );
this->rigid.SetMomentOfInertia_KeepMomentum( MomentOfInertia::Sphere(desc.mass, desc.radius) ); this->rigid.SetMomentOfInertia_KeepMomentum( MomentOfInertia::Sphere(desc.mass, desc.radius) );
this->deltaPos = Float4::null; this->deltaPos = Float4::null;
@ -34,6 +43,11 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
if( desc.subscription_onCollision ) if( desc.subscription_onCollision )
{ {
this->onCollision = desc.subscription_onCollision; this->onCollision = desc.subscription_onCollision;
@ -64,6 +78,11 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
this->scene = nullptr; this->scene = nullptr;
this->customTag = nullptr; this->customTag = nullptr;
this->ignoreGravity = desc.ignoreGravity; this->ignoreGravity = desc.ignoreGravity;
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
this->collisionRebound.timeOfContact = 1.0f;
} }
SphericalRigidBody::~SphericalRigidBody() {} SphericalRigidBody::~SphericalRigidBody() {}
@ -165,6 +184,17 @@ bool SphericalRigidBody::Intersects( const ICustomBody &object, Float4 &worldPoi
return object.Intersects( Sphere(this->rigid.centerPos, this->rigid.boundingReach.x), worldPointOfContact ); return object.Intersects( Sphere(this->rigid.centerPos, this->rigid.boundingReach.x), worldPointOfContact );
} }
void SphericalRigidBody::SetTimeOfContact( Float4 &worldPointOfContact )
{
Point pointOfContact = Point( worldPointOfContact );
Sphere start = Sphere( this->collisionRebound.previousSpatial.center, this->collisionRebound.previousSpatial.reach.x );
Sphere end = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x );
Float timeOfContact = ::Oyster::Collision3D::Utility::TimeOfContact( start, end, pointOfContact );
this->collisionRebound.timeOfContact = Min( this->collisionRebound.timeOfContact, timeOfContact );
}
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{ {
return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x ); return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.x );
@ -219,18 +249,47 @@ void * SphericalRigidBody::GetCustomTag() const
UpdateState SphericalRigidBody::Update( Float timeStepLength ) UpdateState SphericalRigidBody::Update( Float timeStepLength )
{ {
if( this->isForwarded ) if( this->collisionRebound.timeOfContact < 1.0f )
{ // Rebound if needed
this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
this->collisionRebound.timeOfContact = 1.0f;
}
// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
Float4 temp;
::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
this->rigid.axis -= ((2.0f * pi) * temp).xyz;
// Update rebound data
this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
this->collisionRebound.previousSpatial.axis = this->rigid.axis;
this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
// Check if this is close enough to be set resting
temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
{ {
this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz ); unsigned char resting = 0;
this->deltaPos = Float4::null; if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
this->deltaAxis = Float4::null; {
this->isForwarded = false; this->rigid.momentum_Linear = Float3::null;
resting = 1;
}
if( this->rigid.momentum_Angular.Dot(this->rigid.momentum_Angular) <= (Constant::epsilon * Constant::epsilon) )
{
this->rigid.momentum_Angular = Float3::null;
++resting;
}
if( resting == 2 )
{
this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
return UpdateState_resting;
}
} }
this->rigid.Update_LeapFrog( timeStepLength ); this->rigid.Update_LeapFrog( timeStepLength );
// compare previous and new state and return result
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
return UpdateState_altered; return UpdateState_altered;
} }

View File

@ -31,6 +31,8 @@ namespace Oyster { namespace Physics
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact );
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const; ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const; ::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
@ -66,6 +68,13 @@ namespace Oyster { namespace Physics
::Oyster::Physics3D::RigidBody rigid; ::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float4 deltaPos, deltaAxis; ::Oyster::Math::Float4 deltaPos, deltaAxis;
::Oyster::Math::Float3 gravityNormal; ::Oyster::Math::Float3 gravityNormal;
struct
{
struct { ::Oyster::Math::Float3 center, axis, reach; } previousSpatial;
::Oyster::Math::Float timeOfContact;
} collisionRebound;
EventAction_BeforeCollisionResponse onCollision; EventAction_BeforeCollisionResponse onCollision;
EventAction_AfterCollisionResponse onCollisionResponse; EventAction_AfterCollisionResponse onCollisionResponse;
EventAction_Move onMovement; EventAction_Move onMovement;

View File

@ -322,6 +322,11 @@ namespace Oyster
********************************************************/ ********************************************************/
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0; virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0;
/********************************************************
* Sets how far back it needs to be interpolated to not be overlapping worldPointOfContact.
********************************************************/
virtual void SetTimeOfContact( ::Oyster::Math::Float4 &worldPointOfContact ) = 0;
/******************************************************** /********************************************************
* Required by Engine's Collision Search. * Required by Engine's Collision Search.
* @param targetMem: Provided memory that written into and then returned. * @param targetMem: Provided memory that written into and then returned.

View File

@ -48,26 +48,32 @@ namespace Oyster { namespace Physics { namespace Formula
// Relative momentum after normal impulse // Relative momentum after normal impulse
::Oyster::Math::Float4 relativeMomentum = momB - momA; ::Oyster::Math::Float4 relativeMomentum = momB - momA;
::Oyster::Math::Float4 tanFriction = relativeMomentum - relativeMomentum.Dot( iN )*iN; ::Oyster::Math::Float4 tanFriction = relativeMomentum - relativeMomentum.Dot( iN ) * iN;
if( tanFriction.Dot(tanFriction) > 0.0f )
{ // no friction if moving directly into surface, or not at all.
tanFriction.Normalize(); tanFriction.Normalize();
::Oyster::Math::Float magnitudeFriction = -relativeMomentum.Dot( tanFriction ); ::Oyster::Math::Float magnitudeFriction = -relativeMomentum.Dot( tanFriction );
magnitudeFriction = magnitudeFriction*mA*mB/( mA + mB ); magnitudeFriction = magnitudeFriction * mA * mB / ( mA + mB );
::Oyster::Math::Float mu = 0.5f*( sFA + sFB ); ::Oyster::Math::Float mu = 0.5f * ( sFA + sFB );
::Oyster::Math::Float4 frictionImpulse; ::Oyster::Math::Float4 frictionImpulse;
if( abs(magnitudeFriction) < i*mu ) if( abs(magnitudeFriction) < i * mu )
{ {
frictionImpulse = magnitudeFriction*tanFriction; frictionImpulse = magnitudeFriction * tanFriction;
} }
else else
{ {
::Oyster::Math::Float dynamicFriction = 0.5f*( dFA + dFB ); ::Oyster::Math::Float dynamicFriction = 0.5f * ( dFA + dFB );
frictionImpulse = -i*tanFriction*dynamicFriction; frictionImpulse = ( -i * dynamicFriction ) * tanFriction;
} }
return ( 1 / mA )*frictionImpulse; return ( 1 / mA ) * frictionImpulse;
}
else
return ::Oyster::Math::Float4::null;
} }
} }

View File

@ -12,7 +12,7 @@ namespace Oyster
{ {
inline SimpleBodyDescription::SimpleBodyDescription() inline SimpleBodyDescription::SimpleBodyDescription()
{ {
this->rotation = ::Oyster::Math::Float4x4::identity; this->rotation = ::Oyster::Math::Float3::null;
this->centerPosition = ::Oyster::Math::Float3::null; this->centerPosition = ::Oyster::Math::Float3::null;
this->size = ::Oyster::Math::Float3( 1.0f ); this->size = ::Oyster::Math::Float3( 1.0f );
this->mass = 6.0f; this->mass = 6.0f;
@ -28,7 +28,7 @@ namespace Oyster
inline SphericalBodyDescription::SphericalBodyDescription() inline SphericalBodyDescription::SphericalBodyDescription()
{ {
this->rotation = ::Oyster::Math::Float4x4::identity; this->rotation = ::Oyster::Math::Float3::null;
this->centerPosition = ::Oyster::Math::Float3::null; this->centerPosition = ::Oyster::Math::Float3::null;
this->radius = 0.5f; this->radius = 0.5f;
this->mass = 10.0f; this->mass = 10.0f;

View File

@ -11,7 +11,7 @@ namespace Oyster { namespace Physics
{ {
struct SimpleBodyDescription struct SimpleBodyDescription
{ {
::Oyster::Math::Float4x4 rotation; ::Oyster::Math::Float3 rotation;
::Oyster::Math::Float3 centerPosition; ::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float3 size; ::Oyster::Math::Float3 size;
::Oyster::Math::Float mass; ::Oyster::Math::Float mass;
@ -29,7 +29,7 @@ namespace Oyster { namespace Physics
struct SphericalBodyDescription struct SphericalBodyDescription
{ {
::Oyster::Math::Float4x4 rotation; ::Oyster::Math::Float3 rotation;
::Oyster::Math::Float3 centerPosition; ::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float radius; ::Oyster::Math::Float radius;
::Oyster::Math::Float mass; ::Oyster::Math::Float mass;

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@ -315,6 +315,14 @@ namespace Utility
{ {
using ::std::numeric_limits; using ::std::numeric_limits;
template<typename ValueType>
inline bool Within( const ValueType &value, const ValueType &lower, const ValueType &upper )
{
if( value < lower ) return false;
if( value > upper ) return false;
return true;
}
template<typename ValueType> template<typename ValueType>
inline ValueType Abs( const ValueType &value ) inline ValueType Abs( const ValueType &value )
{ return value < 0 ? value * -1 : value; } { return value < 0 ? value * -1 : value; }

View File

@ -84,8 +84,8 @@ namespace Oyster
*/ */
std::string GetLanAddress(); std::string GetLanAddress();
/** /** Returns the port the server is listening on.
* * @return Returns the port the server has been initiated with.
*/ */
int NetworkServer::GetPort(); int NetworkServer::GetPort();

View File

@ -11,27 +11,6 @@
#include "Quaternion.h" #include "Quaternion.h"
#include <math.h> #include <math.h>
namespace std
{
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
{
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
{
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
{
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
}
}
// x2 // x2
template<typename ScalarType> template<typename ScalarType>
@ -112,6 +91,69 @@ inline ::LinearAlgebra::Vector4<ScalarType> operator * ( const ::LinearAlgebra::
(vector.x * matrix.m14) + (vector.y * matrix.m24) + (vector.z * matrix.m34) + (vector.w * matrix.m44) ); (vector.x * matrix.m14) + (vector.y * matrix.m24) + (vector.z * matrix.m34) + (vector.w * matrix.m44) );
} }
namespace std
{
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
{
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
{
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
{
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
}
/*******************************************************************
* @param numerator of the vector vec
* @return the denomiator of the vector vec.
*******************************************************************/
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> modf( const ::LinearAlgebra::Vector2<ScalarType> &vec, ::LinearAlgebra::Vector2<ScalarType> &numerator )
{
::LinearAlgebra::Vector2<ScalarType> denominator;
denominator.x = (ScalarType)modf( vec.x, &numerator.x );
denominator.y = (ScalarType)modf( vec.y, &numerator.y );
return denominator;
}
/*******************************************************************
* @param numerator of the vector vec
* @return the denomiator of the vector vec.
*******************************************************************/
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> modf( const ::LinearAlgebra::Vector3<ScalarType> &vec, ::LinearAlgebra::Vector3<ScalarType> &numerator )
{
::LinearAlgebra::Vector3<ScalarType> denominator;
denominator.x = (ScalarType)modf( vec.x, &numerator.x );
denominator.y = (ScalarType)modf( vec.y, &numerator.y );
denominator.z = (ScalarType)modf( vec.z, &numerator.z );
return denominator;
}
/*******************************************************************
* @param numerator of the vector vec
* @return the denomiator of the vector vec.
*******************************************************************/
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> modf( const ::LinearAlgebra::Vector4<ScalarType> &vec, ::LinearAlgebra::Vector4<ScalarType> &numerator )
{
::LinearAlgebra::Vector4<ScalarType> denominator;
denominator.x = (ScalarType)modf( vec.x, &numerator.x );
denominator.y = (ScalarType)modf( vec.y, &numerator.y );
denominator.z = (ScalarType)modf( vec.z, &numerator.z );
denominator.w = (ScalarType)modf( vec.w, &numerator.w );
return denominator;
}
}
namespace LinearAlgebra namespace LinearAlgebra
{ {
// Creates a solution matrix for 'out´= 'targetMem' * 'in'. // Creates a solution matrix for 'out´= 'targetMem' * 'in'.
@ -752,7 +794,7 @@ namespace LinearAlgebra3D
{ {
::LinearAlgebra::Vector4<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis.xyz), localStartNormal.xyz), (ScalarType)0 ); ::LinearAlgebra::Vector4<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis.xyz), localStartNormal.xyz), (ScalarType)0 );
targetMem = ::LinearAlgebra::Vector4<ScalarType>( worldStartNormal.xyz.Cross(worldEndNormal.xyz), (ScalarType)0); targetMem = ::LinearAlgebra::Vector4<ScalarType>( worldStartNormal.xyz.Cross(worldEndNormal.xyz), (ScalarType)0);
targetMem *= (ScalarType)::std::acos( worldStartNormal.Dot(worldEndNormal) ); targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );
return targetMem += startAngularAxis; return targetMem += startAngularAxis;
} }
@ -795,11 +837,42 @@ namespace LinearAlgebra3D
} }
template<typename ScalarType> template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateOrientation_UsingNonRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem ) inline ::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateRotation_UsingNonRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{ {
targetMem.v[0] = ::LinearAlgebra::Nlerp( start.v[0], end.v[0], t ); targetMem.v[0] = ::LinearAlgebra::Nlerp( start.v[0], end.v[0], t );
targetMem.v[1] = ::LinearAlgebra::Nlerp( start.v[1], end.v[1], t ); targetMem.v[1] = ::LinearAlgebra::Nlerp( start.v[1], end.v[1], t );
targetMem.v[2] = ::LinearAlgebra::Nlerp( start.v[2], end.v[2], t ); targetMem.v[2] = ::LinearAlgebra::Nlerp( start.v[2], end.v[2], t );
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateOrientation_UsingNonRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
InterpolateRotation_UsingNonRigidNlerp( start, end, t, targetMem );
targetMem.v[3] = ::LinearAlgebra::Lerp( start.v[3], end.v[3], t );
return targetMem;
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateRotation_UsingRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
// Nlerp y axis
targetMem.v[1] = ::LinearAlgebra::Nlerp( start.v[1], end.v[1], t );
// Lerp z axis and orthogonolize against y axis
targetMem.v[2] = ::LinearAlgebra::Lerp( start.v[2], end.v[2], t );
targetMem.v[2] -= targetMem.v[2].Dot(targetMem.v[1]) * targetMem.v[1];
targetMem.v[2].Normalize();
// Cross product x axis from y and z
targetMem.v[0].xyz = targetMem.v[1].xyz.Cross(targetMem.v[2].xyz);
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateOrientation_UsingRigidNlerp( const ::LinearAlgebra::Matrix4x4<ScalarType> &start, const ::LinearAlgebra::Matrix4x4<ScalarType> &end, ScalarType t, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
{
InterpolateRotation_UsingRigidNlerp( start, end, t, targetMem );
targetMem.v[3] = ::LinearAlgebra::Lerp( start.v[3], end.v[3], t ); targetMem.v[3] = ::LinearAlgebra::Lerp( start.v[3], end.v[3], t );
return targetMem; return targetMem;
} }

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@ -322,7 +322,10 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
using ::LinearAlgebra3D::SnapAxisYToNormal_UsingNlerp; using ::LinearAlgebra3D::SnapAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp; using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateRotation_UsingNonRigidNlerp;
using ::LinearAlgebra3D::InterpolateRotation_UsingRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingNonRigidNlerp; using ::LinearAlgebra3D::InterpolateOrientation_UsingNonRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp; using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp;
using ::LinearAlgebra3D::SnapAngularAxis; using ::LinearAlgebra3D::SnapAngularAxis;
} } } }

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@ -93,3 +93,26 @@ bool Box::Contains( const ICollideable &target ) const
default: return false; default: return false;
} }
} }
Float Box::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}
namespace Oyster { namespace Math
{
Box & Nlerp( const Box &start, const Box &end, Float t, Box &targetMem )
{
InterpolateRotation_UsingRigidNlerp( start.rotation, end.rotation, t, targetMem.rotation );
targetMem.center = Lerp( start.center, end.center, t );
targetMem.boundingOffset = Lerp( start.boundingOffset, end.boundingOffset, t );
return targetMem;
}
} }

View File

@ -9,8 +9,10 @@
#include "OysterMath.h" #include "OysterMath.h"
#include "ICollideable.h" #include "ICollideable.h"
namespace Oyster { namespace Collision3D namespace Oyster
{ {
namespace Collision3D
{
class Box : public ICollideable class Box : public ICollideable
{ {
public: public:
@ -37,7 +39,18 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } }
namespace Math
{
/********************************************************************
* Normalized Linear Interpolation
********************************************************************/
::Oyster::Collision3D::Box & Nlerp( const ::Oyster::Collision3D::Box &start, const ::Oyster::Collision3D::Box &end, ::Oyster::Math::Float t, ::Oyster::Collision3D::Box &targetMem = ::Oyster::Collision3D::Box() );
}
}
#endif #endif

View File

@ -77,3 +77,15 @@ bool BoxAxisAligned::Contains( const ICollideable &target ) const
//} //}
return false; return false;
} }
Float BoxAxisAligned::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -31,6 +31,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } } }

View File

@ -15,37 +15,37 @@ namespace PrivateStatic
Float4x4 m = vp.GetTranspose(); Float4x4 m = vp.GetTranspose();
// left // left
lp.normal = m.v[3].xyz + m.v[0].xyz; lp.normal = Float4(m.v[3].xyz + m.v[0].xyz,0);
lp.phasing = lp.normal.GetMagnitude(); lp.phasing = lp.normal.GetMagnitude();
lp.normal /= lp.phasing; lp.normal /= lp.phasing;
lp.phasing = (m.v[3].w + m.v[0].w) / lp.phasing; lp.phasing = (m.v[3].w + m.v[0].w) / lp.phasing;
// right // right
rp.normal = m.v[3].xyz - m.v[0].xyz; rp.normal = Float4(m.v[3].xyz - m.v[0].xyz,0);
rp.phasing = rp.normal.GetMagnitude(); rp.phasing = rp.normal.GetMagnitude();
rp.normal /= rp.phasing; rp.normal /= rp.phasing;
rp.phasing = (m.v[3].w - m.v[0].w) / rp.phasing; rp.phasing = (m.v[3].w - m.v[0].w) / rp.phasing;
// bottom // bottom
bp.normal = m.v[3].xyz + m.v[1].xyz; bp.normal = Float4(m.v[3].xyz + m.v[1].xyz,0);
bp.phasing = bp.normal.GetMagnitude(); bp.phasing = bp.normal.GetMagnitude();
bp.normal /= bp.phasing; bp.normal /= bp.phasing;
bp.phasing = (m.v[3].w + m.v[1].w) / bp.phasing; bp.phasing = (m.v[3].w + m.v[1].w) / bp.phasing;
// top // top
tp.normal = m.v[3].xyz - m.v[1].xyz; tp.normal = Float4(m.v[3].xyz - m.v[1].xyz,0);
tp.phasing = tp.normal.GetMagnitude(); tp.phasing = tp.normal.GetMagnitude();
tp.normal /= tp.phasing; tp.normal /= tp.phasing;
tp.phasing = (m.v[3].w - m.v[1].w) / tp.phasing; tp.phasing = (m.v[3].w - m.v[1].w) / tp.phasing;
// near leftHanded DirectX // near leftHanded DirectX
np.normal = m.v[2].xyz; np.normal = Float4(m.v[2].xyz,0);
np.phasing = np.normal.GetMagnitude(); np.phasing = np.normal.GetMagnitude();
np.normal /= np.phasing; np.normal /= np.phasing;
np.phasing = m.v[2].w / np.phasing; np.phasing = m.v[2].w / np.phasing;
// far lefthanded // far lefthanded
fp.normal = m.v[3].xyz - m.v[2].xyz; fp.normal = Float4(m.v[3].xyz - m.v[2].xyz,0);
fp.phasing = fp.normal.GetMagnitude(); fp.phasing = fp.normal.GetMagnitude();
fp.normal /= fp.phasing; fp.normal /= fp.phasing;
fp.phasing = (m.v[3].w - m.v[2].w) / fp.phasing; fp.phasing = (m.v[3].w - m.v[2].w) / fp.phasing;
@ -243,6 +243,18 @@ bool Frustrum::Contains( const ICollideable &target ) const
} }
} }
Float Frustrum::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}
::Oyster::Math::Float3 Frustrum::ExtractForwad() ::Oyster::Math::Float3 Frustrum::ExtractForwad()
{ {
return this->bottomPlane.normal.xyz; return this->bottomPlane.normal.xyz;

View File

@ -42,6 +42,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target, Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
::Oyster::Math::Float3 ExtractForwad(); ::Oyster::Math::Float3 ExtractForwad();
}; };

View File

@ -38,6 +38,8 @@ namespace Oyster { namespace Collision3D //! Contains a collection of 3D shapes
virtual bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0; virtual bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const = 0;
virtual bool Intersects( const ICollideable &target ) const = 0; virtual bool Intersects( const ICollideable &target ) const = 0;
virtual bool Contains( const ICollideable &target ) const = 0; virtual bool Contains( const ICollideable &target ) const = 0;
virtual ::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const = 0;
}; };
} } } }
#endif #endif

View File

@ -76,3 +76,15 @@ bool Line::Intersects( const ICollideable &target, Float4 &worldPointOfContact )
bool Line::Contains( const ICollideable &target ) const bool Line::Contains( const ICollideable &target ) const
{ /* TODO: : */ return false; } { /* TODO: : */ return false; }
Float Line::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -32,6 +32,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } } }

View File

@ -1061,4 +1061,47 @@ namespace Oyster { namespace Collision3D { namespace Utility
return container.normal == -plane.normal; return container.normal == -plane.normal;
return false; return false;
} }
Float TimeOfContact( const Sphere &protoStart, const Sphere &protoEnd, const Point &deuter )
{ // Bisection with 5 levels of detail
Float t = 0.5f,
d = 0.25f;
Sphere s;
for( int i = 0; i < 5; ++i )
{
Nlerp( protoStart, protoEnd, t, s );
if( Intersect(s, deuter) )
{
t -= d;
}
else
{
t += d;
}
d *= 0.5f;
}
return t;
}
Float TimeOfContact( const Box &protoStart, const Box &protoEnd, const Point &deuter )
{ // Bisection with 5 levels of detail
Float t = 0.5f,
d = 0.25f;
Box b;
for( int i = 0; i < 5; ++i )
{
Nlerp( protoStart, protoEnd, t, b );
if( Intersect(b, deuter) )
{
t -= d;
}
else
{
t += d;
}
d *= 0.5f;
}
return t;
}
} } } } } }

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@ -121,6 +121,9 @@ namespace Oyster { namespace Collision3D { namespace Utility
// bool Contains( const Frustrum &container, const BoxAxisAligned &box ); // bool Contains( const Frustrum &container, const BoxAxisAligned &box );
// bool Contains( const Frustrum &container, const Box &box ); // bool Contains( const Frustrum &container, const Box &box );
// bool Contains( const Frustrum &container, const Frustrum &frustrum ); // bool Contains( const Frustrum &container, const Frustrum &frustrum );
::Oyster::Math::Float TimeOfContact( const Sphere &protoStart, const Sphere &protoEnd, const Point &deuter );
::Oyster::Math::Float TimeOfContact( const Box &protoStart, const Box &protoEnd, const Point &deuter );
} } } } } }
#endif #endif

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@ -27,9 +27,6 @@
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Universe.h">
<Filter>Header Files\Collision</Filter>
</ClInclude>
<ClInclude Include="Box.h"> <ClInclude Include="Box.h">
<Filter>Header Files\Collision</Filter> <Filter>Header Files\Collision</Filter>
</ClInclude> </ClInclude>
@ -81,6 +78,9 @@
<ClInclude Include="Inertia.h"> <ClInclude Include="Inertia.h">
<Filter>Header Files\Physics</Filter> <Filter>Header Files\Physics</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="Universe.h">
<Filter>Header Files\Collision</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Box.cpp"> <ClCompile Include="Box.cpp">

View File

@ -84,3 +84,15 @@ bool Plane::Contains( const ICollideable &target ) const
default: return false; default: return false;
} }
} }
Float Plane::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

View File

@ -31,6 +31,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } } }

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@ -82,3 +82,17 @@ bool Point::Contains( const ICollideable &target ) const
default: return false; default: return false;
} }
} }
Float Point::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_sphere: return Utility::TimeOfContact( (const Sphere&)deuterStart, (const Sphere&)deuterEnd, *this );
case Type_box: return Utility::TimeOfContact( (const Box&)deuterStart, (const Box&)deuterEnd, *this );
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -31,6 +31,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } } }

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@ -93,3 +93,15 @@ bool Ray::Contains( const ICollideable &target ) const
default: return false; default: return false;
} }
} }
Float Ray::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}

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@ -39,6 +39,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } } }

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@ -49,13 +49,13 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed { // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
// updating the linear // updating the linear
//Decrease momentum with 1% as "fall-off"
//! HACK: @todo Add real solution with fluid drag
this->momentum_Linear = this->momentum_Linear*0.9999f;
this->momentum_Angular = this->momentum_Angular*0.9999f;
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G // ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
Float3 deltaPos = ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear ); this->centerPos += ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
if( deltaPos.GetLength() < 0.001f )
{
deltaPos = Float3::null;
}
this->centerPos += deltaPos;
// updating the angular // updating the angular
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H // dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
@ -181,6 +181,12 @@ void RigidBody::SetMass_KeepMomentum( const Float &m )
} }
} }
void RigidBody::SetRotation( const Float3 &axis )
{ // by Dan Andersson
this->axis = axis;
this->rotation = Rotation( this->axis );
}
void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos ) void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos )
{ // by Dan Andersson { // by Dan Andersson
Float3 worldOffset = atWorldPos - this->centerPos; Float3 worldOffset = atWorldPos - this->centerPos;

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@ -64,7 +64,7 @@ namespace Oyster { namespace Physics3D
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m ); void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
//void SetOrientation( const ::Oyster::Math::Float4x4 &o ); //void SetOrientation( const ::Oyster::Math::Float4x4 &o );
//void SetRotation( const ::Oyster::Math::Float4x4 &r ); void SetRotation( const ::Oyster::Math::Float3 &axis );
void SetSize( const ::Oyster::Math::Float3 &widthHeight ); void SetSize( const ::Oyster::Math::Float3 &widthHeight );
void SetMomentum_Linear( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &atWorldPos ); void SetMomentum_Linear( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &atWorldPos );

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@ -87,3 +87,29 @@ bool Sphere::Contains( const ICollideable &target ) const
default: return false; default: return false;
} }
} }
Float Sphere::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{
//case Type_point: // not implemented
//case Type_sphere: // not implemented
//case Type_box: // not implemented
case Type_universe: return 0.0f;
default: return 1.0f;
}
}
namespace Oyster { namespace Math
{
Sphere & Nlerp( const Sphere &start, const Sphere &end, Float t, Sphere &targetMem )
{
Float4 i = Lerp( Float4(start.center.xyz, start.radius), Float4(end.center.xyz, end.radius), t );
targetMem.center.xyz = i.xyz;
targetMem.radius = i.w;
return targetMem;
}
} }

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@ -9,8 +9,10 @@
#include "OysterMath.h" #include "OysterMath.h"
#include "ICollideable.h" #include "ICollideable.h"
namespace Oyster { namespace Collision3D namespace Oyster
{ {
namespace Collision3D
{
class Sphere : public ICollideable class Sphere : public ICollideable
{ {
public: public:
@ -31,7 +33,18 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } }
namespace Math
{
/********************************************************************
* Normalized Linear Interpolation
********************************************************************/
::Oyster::Collision3D::Sphere & Nlerp( const ::Oyster::Collision3D::Sphere &start, const ::Oyster::Collision3D::Sphere &end, ::Oyster::Math::Float t, ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() );
}
}
#endif #endif

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@ -79,3 +79,8 @@ bool Universe::Contains( const ICollideable &target ) const
{ // universe contains everything { // universe contains everything
return true; return true;
} }
Float Universe::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
return 0.0f;
}

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@ -23,6 +23,8 @@ namespace Oyster { namespace Collision3D
bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const; bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
}; };
} } } }