Merge with Physics branch
This commit is contained in:
commit
cc4835a97b
Binary file not shown.
|
@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Mixed Platforms = Debug|Mixed Platforms
|
||||
|
@ -175,6 +177,7 @@ Global
|
|||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.Build.0 = Debug|x64
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.ActiveCfg = Release|Win32
|
||||
|
@ -190,6 +193,18 @@ Global
|
|||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.Build.0 = Release|Win32
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.ActiveCfg = Release|x64
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -0,0 +1,193 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2A1BC987-AF42-4500-802D-89CD32FC1309}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DanBiasGame</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
|
||||
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Input\Input.vcxproj">
|
||||
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterPhysics3D\OysterPhysics3D.vcxproj">
|
||||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="DanBiasMaincpp.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -0,0 +1,302 @@
|
|||
//--------------------------------------------------------------------------------------
|
||||
// File: TemplateMain.cpp
|
||||
//
|
||||
// BTH-D3D-Template
|
||||
//
|
||||
// Copyright (c) Stefan Petersson 2011. All rights reserved.
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "IGame.h"
|
||||
|
||||
#include "L_inputClass.h"
|
||||
|
||||
// debug window include
|
||||
#include <stdio.h>
|
||||
#include <fcntl.h>
|
||||
#include <io.h>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
HINSTANCE g_hInst = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
|
||||
GameLogic::IGame* game;
|
||||
InputClass* inputObj;
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Forward declarations
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
HRESULT Render(float deltaTime);
|
||||
HRESULT Update(float deltaTime);
|
||||
HRESULT InitGame();
|
||||
HRESULT CleanUp();
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Entry point to the program. Initializes everything and goes into a message processing
|
||||
// loop. Idle time is used to render the scene.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
void SetStdOutToNewConsole()
|
||||
{
|
||||
// allocate a console for this app
|
||||
AllocConsole();
|
||||
|
||||
// redirect unbuffered STDOUT to the console
|
||||
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
|
||||
FILE *fp = _fdopen( fileDescriptor, "w" );
|
||||
*stdout = *fp;
|
||||
setvbuf( stdout, NULL, _IONBF, 0 );
|
||||
|
||||
// give the console window a nicer title
|
||||
|
||||
SetConsoleTitle(L"Debug Output");
|
||||
|
||||
// give the console window a bigger buffer size
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
|
||||
{
|
||||
COORD bufferSize;
|
||||
bufferSize.X = csbi.dwSize.X;
|
||||
bufferSize.Y = 50;
|
||||
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
|
||||
}
|
||||
}
|
||||
|
||||
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
|
||||
{
|
||||
BOOL success = SetDllDirectory(L"..\\..\\DLL");
|
||||
if (success == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||
return 0;
|
||||
|
||||
if( FAILED( InitGame() ) )
|
||||
return 0;
|
||||
|
||||
__int64 cntsPerSec = 0;
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||
float secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||
|
||||
__int64 prevTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||
|
||||
//debug window
|
||||
//SetStdOutToNewConsole();
|
||||
|
||||
// Main message loop
|
||||
MSG msg = {0};
|
||||
while(WM_QUIT != msg.message)
|
||||
{
|
||||
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
|
||||
}
|
||||
else
|
||||
{
|
||||
__int64 currTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||
|
||||
//render
|
||||
Update(dt);
|
||||
Render(dt);
|
||||
|
||||
prevTimeStamp = currTimeStamp;
|
||||
}
|
||||
}
|
||||
CleanUp();
|
||||
return (int) msg.wParam;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Register class and create window
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||
{
|
||||
// Register class
|
||||
WNDCLASSEX wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wcex.lpfnWndProc = WndProc;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = hInstance;
|
||||
wcex.hIcon = 0;
|
||||
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||
wcex.lpszMenuName = NULL;
|
||||
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||
wcex.hIconSm = 0;
|
||||
if( !RegisterClassEx(&wcex) )
|
||||
return E_FAIL;
|
||||
|
||||
// Adjust and create window
|
||||
g_hInst = hInstance;
|
||||
RECT rc = { 0, 0, 1024, 768 };
|
||||
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||
|
||||
if(!(g_hWnd = CreateWindow(
|
||||
L"BTH_D3D_Template",
|
||||
L"BTH - Direct3D 11.0 Template",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
CW_USEDEFAULT,
|
||||
CW_USEDEFAULT,
|
||||
rc.right - rc.left,
|
||||
rc.bottom - rc.top,
|
||||
NULL,
|
||||
NULL,
|
||||
hInstance,
|
||||
NULL)))
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
ShowWindow( g_hWnd, nCmdShow );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
HRESULT InitGame()
|
||||
{
|
||||
inputObj = new InputClass;
|
||||
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||
{
|
||||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||
return E_FAIL;
|
||||
|
||||
|
||||
game = new GameLogic::IGame();
|
||||
game->Init();
|
||||
game->StartGame();
|
||||
|
||||
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
inputObj->Update();
|
||||
GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||
|
||||
if(inputObj->IsKeyPressed(DIK_W))
|
||||
{
|
||||
key = GameLogic::keyInput_W;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
key = GameLogic::keyInput_A;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_S))
|
||||
{
|
||||
key = GameLogic::keyInput_S;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_D))
|
||||
{
|
||||
key = GameLogic::keyInput_D;
|
||||
}
|
||||
|
||||
game->Update(key);
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Render(float deltaTime)
|
||||
{
|
||||
int isPressed = 0;
|
||||
if(inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
isPressed = 1;
|
||||
//std::cout<<"test";
|
||||
}
|
||||
|
||||
// test view and projection matrix
|
||||
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
||||
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
||||
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
||||
|
||||
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
|
||||
view = view.GetInverse();
|
||||
|
||||
Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(3.14f/2, 1024/768, 1, 1000);
|
||||
|
||||
Oyster::Graphics::API::NewFrame(view, proj);
|
||||
|
||||
game->Render();
|
||||
wchar_t title[255];
|
||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||
SetWindowText(g_hWnd, title);
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT CleanUp()
|
||||
{
|
||||
|
||||
if(game)
|
||||
{
|
||||
delete game;
|
||||
game = NULL;
|
||||
}
|
||||
return S_OK;
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Called every time the application receives a message
|
||||
//--------------------------------------------------------------------------------------
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc;
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case WM_PAINT:
|
||||
hdc = BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
|
||||
case WM_KEYDOWN:
|
||||
|
||||
switch(wParam)
|
||||
{
|
||||
case VK_ESCAPE:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,82 @@
|
|||
#include "CollisionManager.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
namespace CollisionManager
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
|
||||
{
|
||||
|
||||
|
||||
//Object *realObj1 = refManager.GetMap(obj1);
|
||||
//Object *realObj2 = refManager.GetMap(obj2);
|
||||
//
|
||||
//switch(realObj1->GetType())
|
||||
//{
|
||||
//case Object::OBJECT_TYPE_PLAYER:
|
||||
|
||||
// if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
|
||||
// {
|
||||
//CollisionManager::PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
|
||||
// }
|
||||
|
||||
// break;
|
||||
//case Object::OBJECT_TYPE_BOX:
|
||||
|
||||
// if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
|
||||
// {
|
||||
// CollisionManager::PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
|
||||
// }
|
||||
|
||||
// break;
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
|
||||
{
|
||||
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
|
||||
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case Object::OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||
break;
|
||||
case Object::OBJECT_TYPE_PLAYER:
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
//spela ljud? ta skada? etc etc
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box)
|
||||
{
|
||||
//spela ljud? ta skada? etc etc
|
||||
}
|
||||
|
||||
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj)
|
||||
{
|
||||
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyBox));
|
||||
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case Object::OBJECT_TYPE_BOX:
|
||||
|
||||
break;
|
||||
case Object::OBJECT_TYPE_PLAYER:
|
||||
PlayerVBox(*(Player*)realObj,*box);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
#ifndef COLLISIONMANAGER_H
|
||||
#define COLLISIONMANAGER_H
|
||||
|
||||
#include "Object.h"
|
||||
#include "PhysicsAPI.h"
|
||||
#include "RefManager.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
namespace CollisionManager
|
||||
{
|
||||
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
|
||||
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
|
||||
|
||||
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box);
|
||||
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,21 @@
|
|||
#include "DynamicObject.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
DynamicObject::DynamicObject(void)
|
||||
{
|
||||
rigidBody = API::Instance().CreateSimpleRigidBody();
|
||||
API::Instance().AddObject(rigidBody);
|
||||
}
|
||||
|
||||
|
||||
DynamicObject::~DynamicObject(void)
|
||||
{
|
||||
}
|
||||
|
||||
void DynamicObject::Update()
|
||||
{
|
||||
//updatera objectet
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef DYNAMICOBJECT_H
|
||||
#define DYNAMICOBJECT_H
|
||||
|
||||
#include "Object.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
|
||||
class DynamicObject : public Object
|
||||
{
|
||||
|
||||
public:
|
||||
DynamicObject(void);
|
||||
~DynamicObject(void);
|
||||
|
||||
void Update();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,35 @@
|
|||
#include "Game.h"
|
||||
using namespace GameLogic;
|
||||
|
||||
Game::Game(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
Game::~Game(void)
|
||||
{
|
||||
//SAFE_DELETE(player);
|
||||
if(player)
|
||||
{
|
||||
delete player;
|
||||
player = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void Game::Init()
|
||||
{
|
||||
player = new Player();
|
||||
}
|
||||
void Game::StartGame()
|
||||
{
|
||||
|
||||
}
|
||||
void Game::Update(keyInput keyPressed)
|
||||
{
|
||||
player->Update(keyPressed);
|
||||
}
|
||||
void Game::Render()
|
||||
{
|
||||
player->Render();
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
#include "Level.h"
|
||||
#include "Player.h"
|
||||
#include "IGame.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
|
||||
class Game
|
||||
{
|
||||
public:
|
||||
Game();
|
||||
~Game();
|
||||
|
||||
void Init();
|
||||
void StartGame();
|
||||
void Update(keyInput keyPressed);
|
||||
void Render();
|
||||
|
||||
|
||||
private:
|
||||
Level* level;
|
||||
Player* player;
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -24,30 +24,30 @@
|
|||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -66,34 +66,41 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<TargetExt>.dll</TargetExt>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -101,10 +108,12 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -114,12 +123,14 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -129,21 +140,34 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
|
||||
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
|
||||
<Private>false</Private>
|
||||
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
|
||||
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
|
||||
<LinkLibraryDependencies>false</LinkLibraryDependencies>
|
||||
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Input\Input.vcxproj">
|
||||
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
|
||||
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
|
@ -151,6 +175,29 @@
|
|||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="DynamicObject.h" />
|
||||
<ClInclude Include="Game.h" />
|
||||
<ClInclude Include="IGame.h" />
|
||||
<ClInclude Include="Level.h" />
|
||||
<ClInclude Include="Object.h" />
|
||||
<ClInclude Include="Player.h" />
|
||||
<ClInclude Include="RefManager.h" />
|
||||
<ClInclude Include="StaticObject.h" />
|
||||
<ClInclude Include="Weapon.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="DynamicObject.cpp" />
|
||||
<ClCompile Include="Game.cpp" />
|
||||
<ClCompile Include="IGame.cpp" />
|
||||
<ClCompile Include="Level.cpp" />
|
||||
<ClCompile Include="Object.cpp" />
|
||||
<ClCompile Include="Player.cpp" />
|
||||
<ClCompile Include="RefManager.cpp" />
|
||||
<ClCompile Include="StaticObject.cpp" />
|
||||
<ClCompile Include="TestGLMain.cpp" />
|
||||
<ClCompile Include="Weapon.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -14,4 +14,65 @@
|
|||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Game.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Level.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Object.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Player.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="IGame.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="StaticObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Weapon.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="DynamicObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="RefManager.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Game.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Level.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Object.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Player.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="IGame.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="StaticObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Weapon.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="DynamicObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="RefManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="TestGLMain.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,15 @@
|
|||
#include "GameMode.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
GameMode::GameMode(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
GameMode::~GameMode(void)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef GAMEMODE_H
|
||||
#define GAMEMODE_H
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class GameMode
|
||||
{
|
||||
public:
|
||||
GameMode(void);
|
||||
~GameMode(void);
|
||||
private:
|
||||
//variabels that control what game rules the level runs on
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,45 @@
|
|||
#include "IGame.h"
|
||||
#include "Game.h"
|
||||
#include <windows.h>
|
||||
|
||||
BOOL WINAPI DllMain(
|
||||
_In_ HINSTANCE hinstDLL,
|
||||
_In_ DWORD fdwReason,
|
||||
_In_ LPVOID lpvReserved
|
||||
)
|
||||
{
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
using namespace GameLogic;
|
||||
IGame::IGame()
|
||||
{
|
||||
gameModule = new Game();
|
||||
}
|
||||
|
||||
|
||||
IGame::~IGame()
|
||||
{
|
||||
delete gameModule;
|
||||
}
|
||||
|
||||
void IGame::Init()
|
||||
{
|
||||
gameModule->Init();
|
||||
}
|
||||
void IGame::StartGame()
|
||||
{
|
||||
gameModule->StartGame();
|
||||
}
|
||||
void IGame::Update(keyInput keyPressed)
|
||||
{
|
||||
gameModule->Update(keyPressed);
|
||||
}
|
||||
void IGame::Render()
|
||||
{
|
||||
gameModule->Render();
|
||||
}
|
||||
Game* IGame::getGameModule()
|
||||
{
|
||||
return gameModule;
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
#ifndef IGAME_H
|
||||
#define IGAME_H
|
||||
|
||||
#if defined GAME_DLL_EXPORT
|
||||
#define GAME_DLL_USAGE __declspec(dllexport)
|
||||
#else
|
||||
#define GAME_DLL_USAGE __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class Game;
|
||||
|
||||
enum keyInput
|
||||
{
|
||||
keyInput_W,
|
||||
keyInput_A,
|
||||
keyInput_S,
|
||||
keyInput_D,
|
||||
keyInput_none
|
||||
};
|
||||
|
||||
class GAME_DLL_USAGE IGame
|
||||
{
|
||||
private:
|
||||
Game* gameModule;
|
||||
public:
|
||||
IGame();
|
||||
~IGame();
|
||||
|
||||
|
||||
void Init();
|
||||
void StartGame();
|
||||
/************************************************************************/
|
||||
/* Get key input to update the player */
|
||||
/************************************************************************/
|
||||
void Update(keyInput keyPressed);
|
||||
void Render();
|
||||
Game* getGameModule();
|
||||
private:
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,12 @@
|
|||
#include "Level.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Level::Level(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Level::~Level(void)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,37 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef LEVEL_H
|
||||
#define LEVEL_H
|
||||
|
||||
#include "StaticObject.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "GameMode.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class Level
|
||||
{
|
||||
|
||||
public:
|
||||
Level(void);
|
||||
~Level(void);
|
||||
|
||||
private:
|
||||
StaticObject** staticObjects;
|
||||
int nrOfStaticObjects;
|
||||
|
||||
DynamicObject** dynamicObjects;
|
||||
int nrOfDynamicObjects;
|
||||
|
||||
GameMode* gameMode;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,52 @@
|
|||
#include "Object.h"
|
||||
#include "OysterMath.h"
|
||||
#include "DllInterfaces\GFXAPI.h"
|
||||
#include "CollisionManager.h"
|
||||
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
using namespace Oyster::Math;
|
||||
using namespace Oyster::Graphics::Model;
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Physics;
|
||||
|
||||
Object::Object(void)
|
||||
{
|
||||
|
||||
model = new Model();
|
||||
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
|
||||
|
||||
ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
|
||||
|
||||
rigidBody->SetCenter(Float3(50,0,0));
|
||||
rigidBody->SetMass_KeepMomentum(30);
|
||||
rigidBody->SetSize(Float3(2,2,2));
|
||||
rigidBody->SetSubscription(true);
|
||||
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
|
||||
|
||||
|
||||
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Object::~Object(void)
|
||||
{
|
||||
|
||||
Oyster::Graphics::API::DeleteModel(model);
|
||||
|
||||
}
|
||||
|
||||
void Object::Render()
|
||||
{
|
||||
this->rigidBody->GetOrientation(model->WorldMatrix);
|
||||
Oyster::Graphics::API::RenderScene(model, 1);
|
||||
|
||||
}
|
||||
|
||||
Object::OBJECT_TYPE Object::GetType()
|
||||
{
|
||||
return this->type;
|
||||
}
|
|
@ -0,0 +1,49 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef OBJECT_H
|
||||
#define OBJECT_H
|
||||
|
||||
#include "PhysicsAPI.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
|
||||
#include "Model/Model.h"
|
||||
#include "Utilities.h"
|
||||
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class Object
|
||||
{
|
||||
public:
|
||||
Object(void);
|
||||
virtual ~Object(void);
|
||||
|
||||
enum OBJECT_TYPE
|
||||
{
|
||||
OBJECT_TYPE_PLAYER,
|
||||
OBJECT_TYPE_BOX,
|
||||
};
|
||||
|
||||
void Render();
|
||||
|
||||
OBJECT_TYPE GetType();
|
||||
|
||||
private:
|
||||
OBJECT_TYPE type;
|
||||
|
||||
protected:
|
||||
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
|
||||
//rigidBody
|
||||
|
||||
Oyster::Physics::ICustomBody *rigidBody;
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,56 @@
|
|||
#include "Player.h"
|
||||
#include "OysterMath.h"
|
||||
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
|
||||
|
||||
|
||||
Player::Player(void)
|
||||
:Object()
|
||||
{
|
||||
life = 100;
|
||||
}
|
||||
|
||||
|
||||
Player::~Player(void)
|
||||
{
|
||||
delete this->rigidBody;
|
||||
}
|
||||
void Player::Update(keyInput keyPressed)
|
||||
{
|
||||
if(keyPressed != keyInput_none)
|
||||
{
|
||||
Move();
|
||||
|
||||
if(keyPressed == keyInput_A)
|
||||
{
|
||||
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
|
||||
pos.x -= 0.1;
|
||||
rigidBody->SetCenter(pos);
|
||||
}
|
||||
if(keyPressed == keyInput_D)
|
||||
{
|
||||
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
|
||||
pos.x += 0.1;
|
||||
rigidBody->SetCenter(pos);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Player::Move()
|
||||
{
|
||||
//API::Instance().Update();
|
||||
/*Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
|
||||
pos.x += 0.1;
|
||||
rigidBody->SetCenter(pos);*/
|
||||
//API::Instance().SetCenter(rigidBody, pos);
|
||||
}
|
||||
void Player::Shoot()
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,39 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include "Object.h"
|
||||
#include "Weapon.h"
|
||||
#include "IGame.h"
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
|
||||
class Player : public Object
|
||||
{
|
||||
|
||||
public:
|
||||
Player(void);
|
||||
~Player(void);
|
||||
|
||||
void Update(keyInput keyPressed);
|
||||
|
||||
void Move();
|
||||
void Shoot();
|
||||
|
||||
|
||||
private:
|
||||
int life;
|
||||
Weapon *weapon;
|
||||
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,47 @@
|
|||
#include "RefManager.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
|
||||
|
||||
RefManager* RefManager::instance = 0;
|
||||
|
||||
RefManager::RefManager(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
RefManager::~RefManager(void)
|
||||
{
|
||||
}
|
||||
|
||||
void RefManager::Release()
|
||||
{
|
||||
if (instance)
|
||||
{
|
||||
delete instance;
|
||||
instance = NULL;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
RefManager* RefManager::getInstance( )
|
||||
{
|
||||
if (!instance)
|
||||
{
|
||||
instance = new RefManager();
|
||||
};
|
||||
return instance;
|
||||
}
|
||||
|
||||
Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
|
||||
{
|
||||
return mapper[&body];
|
||||
}
|
||||
|
||||
void RefManager::AddMapping(Oyster::Physics::ICustomBody &body, Object &obj)
|
||||
{
|
||||
mapper.insert(mapData(&body,&obj));
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef REFMANAGER_H
|
||||
#define REFMANAGER_H
|
||||
|
||||
#include<map>
|
||||
#include "Object.h"
|
||||
#include "PhysicsAPI.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class RefManager
|
||||
{
|
||||
public:
|
||||
RefManager(void);
|
||||
~RefManager(void);
|
||||
|
||||
static RefManager* getInstance( );
|
||||
void Release();
|
||||
|
||||
|
||||
Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
|
||||
void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
|
||||
|
||||
|
||||
private:
|
||||
static RefManager* instance;
|
||||
std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,12 @@
|
|||
#include "StaticObject.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
StaticObject::StaticObject(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
StaticObject::~StaticObject(void)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef STATICOBJECT_H
|
||||
#define STATICOBJECT_H
|
||||
|
||||
#include "Object.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class StaticObject : public Object
|
||||
{
|
||||
|
||||
public:
|
||||
StaticObject(void);
|
||||
~StaticObject(void);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,337 @@
|
|||
//--------------------------------------------------------------------------------------
|
||||
// File: TemplateMain.cpp
|
||||
//
|
||||
// BTH-D3D-Template
|
||||
//
|
||||
// Copyright (c) Stefan Petersson 2011. All rights reserved.
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include "Core/Core.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "IGame.h"
|
||||
|
||||
#include "L_inputClass.h"
|
||||
|
||||
// debug window include
|
||||
#include <stdio.h>
|
||||
#include <fcntl.h>
|
||||
#include <io.h>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
HINSTANCE g_hInst = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
|
||||
GameLogic::IGame* game;
|
||||
InputClass* inputObj;
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Forward declarations
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
HRESULT Render(float deltaTime);
|
||||
HRESULT Update(float deltaTime);
|
||||
HRESULT InitDirect3D();
|
||||
HRESULT InitGame();
|
||||
HRESULT CleanUp();
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Entry point to the program. Initializes everything and goes into a message processing
|
||||
// loop. Idle time is used to render the scene.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
void SetStdOutToNewConsole()
|
||||
{
|
||||
// allocate a console for this app
|
||||
AllocConsole();
|
||||
|
||||
// redirect unbuffered STDOUT to the console
|
||||
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
|
||||
FILE *fp = _fdopen( fileDescriptor, "w" );
|
||||
*stdout = *fp;
|
||||
setvbuf( stdout, NULL, _IONBF, 0 );
|
||||
|
||||
// give the console window a nicer title
|
||||
|
||||
SetConsoleTitle(L"Debug Output");
|
||||
|
||||
// give the console window a bigger buffer size
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
|
||||
{
|
||||
COORD bufferSize;
|
||||
bufferSize.X = csbi.dwSize.X;
|
||||
bufferSize.Y = 50;
|
||||
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
|
||||
}
|
||||
}
|
||||
|
||||
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
|
||||
{
|
||||
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||
return 0;
|
||||
|
||||
if( FAILED( InitDirect3D() ) )
|
||||
return 0;
|
||||
|
||||
if( FAILED( InitGame() ) )
|
||||
return 0;
|
||||
|
||||
__int64 cntsPerSec = 0;
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||
float secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||
|
||||
__int64 prevTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||
|
||||
//debugwindow
|
||||
//SetStdOutToNewConsole();
|
||||
// Main message loop
|
||||
MSG msg = {0};
|
||||
while(WM_QUIT != msg.message)
|
||||
{
|
||||
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
|
||||
}
|
||||
else
|
||||
{
|
||||
__int64 currTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||
|
||||
//render
|
||||
Update(dt);
|
||||
Render(dt);
|
||||
|
||||
prevTimeStamp = currTimeStamp;
|
||||
}
|
||||
}
|
||||
CleanUp();
|
||||
return (int) msg.wParam;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Register class and create window
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||
{
|
||||
// Register class
|
||||
WNDCLASSEX wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wcex.lpfnWndProc = WndProc;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = hInstance;
|
||||
wcex.hIcon = 0;
|
||||
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||
wcex.lpszMenuName = NULL;
|
||||
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||
wcex.hIconSm = 0;
|
||||
if( !RegisterClassEx(&wcex) )
|
||||
return E_FAIL;
|
||||
|
||||
// Adjust and create window
|
||||
g_hInst = hInstance;
|
||||
RECT rc = { 0, 0, 1024, 768 };
|
||||
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||
|
||||
if(!(g_hWnd = CreateWindow(
|
||||
L"BTH_D3D_Template",
|
||||
L"BTH - Direct3D 11.0 Template",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
CW_USEDEFAULT,
|
||||
CW_USEDEFAULT,
|
||||
rc.right - rc.left,
|
||||
rc.bottom - rc.top,
|
||||
NULL,
|
||||
NULL,
|
||||
hInstance,
|
||||
NULL)))
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
ShowWindow( g_hWnd, nCmdShow );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Create Direct3D device and swap chain
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitDirect3D()
|
||||
{
|
||||
/*HRESULT hr = S_OK;;
|
||||
|
||||
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
|
||||
|
||||
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
|
||||
return E_FAIL;
|
||||
|
||||
|
||||
|
||||
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
||||
std::wstring EffectPath = L"SimpleDebug\\";
|
||||
|
||||
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
|
||||
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
|
||||
|
||||
Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
|
||||
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC inputDesc[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
|
||||
};
|
||||
|
||||
ID3D11InputLayout* layout;
|
||||
|
||||
Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
|
||||
|
||||
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
|
||||
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
|
||||
|
||||
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT InitGame()
|
||||
{
|
||||
|
||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||
return E_FAIL;
|
||||
|
||||
inputObj = new InputClass;
|
||||
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||
{
|
||||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
game = new GameLogic::IGame();
|
||||
game->Init();
|
||||
game->StartGame();
|
||||
|
||||
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
inputObj->Update();
|
||||
GameLogic::keyInput key = GameLogic::keyInput_none;
|
||||
|
||||
if(inputObj->IsKeyPressed(DIK_W))
|
||||
{
|
||||
key = GameLogic::keyInput_W;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
key = GameLogic::keyInput_A;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_S))
|
||||
{
|
||||
key = GameLogic::keyInput_S;
|
||||
}
|
||||
else if(inputObj->IsKeyPressed(DIK_D))
|
||||
{
|
||||
key = GameLogic::keyInput_D;
|
||||
}
|
||||
|
||||
game->Update(key);
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Render(float deltaTime)
|
||||
{
|
||||
int isPressed = 0;
|
||||
if(inputObj->IsKeyPressed(DIK_A))
|
||||
{
|
||||
isPressed = 1;
|
||||
//std::cout<<"test";
|
||||
}
|
||||
|
||||
// test view and projection matrix
|
||||
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
||||
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
||||
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
||||
|
||||
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
|
||||
view = view.GetInverse();
|
||||
|
||||
Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(PI/2, 1024/768, 1, 1000);
|
||||
|
||||
Oyster::Graphics::API::NewFrame(view, proj);
|
||||
|
||||
game->Render();
|
||||
wchar_t title[255];
|
||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||
SetWindowText(g_hWnd, title);
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT CleanUp()
|
||||
{
|
||||
|
||||
SAFE_DELETE(game);
|
||||
return S_OK;
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Called every time the application receives a message
|
||||
//--------------------------------------------------------------------------------------
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc;
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case WM_PAINT:
|
||||
hdc = BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
|
||||
case WM_KEYDOWN:
|
||||
|
||||
switch(wParam)
|
||||
{
|
||||
case VK_ESCAPE:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#include "Weapon.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Weapon::Weapon(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Weapon::~Weapon(void)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
//////////////////////////////////////////////////
|
||||
//Created by Erik and Linda of the GameLogic team
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
#ifndef WEAPON_H
|
||||
#define WEAPON_H
|
||||
|
||||
#include "Object.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
class Weapon : public Object
|
||||
{
|
||||
|
||||
public:
|
||||
Weapon(void);
|
||||
~Weapon(void);
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -24,7 +24,7 @@
|
|||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
|
@ -66,22 +66,22 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
|
@ -90,6 +90,7 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -100,6 +101,7 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -112,6 +114,7 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -126,6 +129,7 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -145,11 +149,18 @@
|
|||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Implementation\Octree.h" />
|
||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
||||
<ClInclude Include="Implementation\SimpleRigidBody.h" />
|
||||
<ClInclude Include="Implementation\SphericalRigidBody.h" />
|
||||
<ClInclude Include="PhysicsAPI.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Implementation\Octree.cpp" />
|
||||
<ClCompile Include="Implementation\DLLMain.cpp" />
|
||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
||||
<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
|
||||
<ClCompile Include="Implementation\SphericalRigidBody.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
|
|
@ -27,10 +27,31 @@
|
|||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h">
|
||||
<Filter>Header Files\Implementation</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Implementation\SimpleRigidBody.h">
|
||||
<Filter>Header Files\Implementation</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Implementation\SphericalRigidBody.h">
|
||||
<Filter>Header Files\Implementation</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Implementation\Octree.h">
|
||||
<Filter>Header Files\Implementation</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Implementation\SimpleRigidBody.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Implementation\DLLMain.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Implementation\SphericalRigidBody.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Implementation\Octree.cpp">
|
||||
<Filter>Header Files\Implementation</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,11 @@
|
|||
#define NOMINMAX
|
||||
|
||||
#include <windows.h>
|
||||
#include "OysterMath.h"
|
||||
|
||||
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL,
|
||||
_In_ DWORD fdwReason,
|
||||
_In_ LPVOID lpvReserved )
|
||||
{
|
||||
return ::Oyster::Math::IsSupported();
|
||||
}
|
|
@ -0,0 +1,119 @@
|
|||
#include "Octree.h"
|
||||
|
||||
using namespace Oyster;
|
||||
using namespace Physics;
|
||||
|
||||
Octree::Octree(unsigned int bufferSize, unsigned char numLayers, Math::Float3 worldSize)
|
||||
{
|
||||
this->worldNode.dataPtr = NULL;
|
||||
|
||||
this->worldNode.container.maxVertex = worldSize*0.5f;
|
||||
this->worldNode.container.minVertex = -worldSize*0.5f;
|
||||
}
|
||||
|
||||
Octree::~Octree()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Octree& Octree::operator=(const Octree& orig)
|
||||
{
|
||||
this->leafData = orig.leafData;
|
||||
this->updateQueue = orig.updateQueue;
|
||||
this->worldNode = orig.worldNode;
|
||||
this->mapReferences = orig.mapReferences;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Octree::AddObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef)
|
||||
{
|
||||
Data data;
|
||||
//Data* tempPtr = this->worldNode.dataPtr;
|
||||
|
||||
data.container = customBodyRef->GetBoundingSphere();
|
||||
data.queueRef = -1;
|
||||
data.next = NULL;
|
||||
data.prev = NULL;
|
||||
data.customBodyRef = customBodyRef;
|
||||
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (customBodyRef, this->leafData.size()));
|
||||
this->leafData.push_back(data);
|
||||
|
||||
/*if(tempPtr != NULL)
|
||||
{
|
||||
tempPtr->prev->next = &this->leafData[this->leafData.size() - 1];
|
||||
this->leafData[this->leafData.size() - 1].prev = tempPtr->prev;
|
||||
tempPtr->prev = &this->leafData[this->leafData.size() - 1];
|
||||
this->leafData[this->leafData.size() - 1].next = tempPtr;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->worldNode.dataPtr = &this->leafData[this->leafData.size() - 1];
|
||||
this->worldNode.dataPtr->next = this->worldNode.dataPtr;
|
||||
this->worldNode.dataPtr->prev = this->worldNode.dataPtr;
|
||||
}*/
|
||||
}
|
||||
|
||||
void Octree::MoveToUpdateQueue(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef)
|
||||
{
|
||||
/*this->leafData[this->mapReferences[customBodyRef]].queueRef = this->updateQueue.size();
|
||||
this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/
|
||||
}
|
||||
|
||||
void Octree::DestroyObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef)
|
||||
{
|
||||
std::map<ICustomBody*, unsigned int>::iterator it = this->mapReferences.find(customBodyRef);
|
||||
|
||||
this->mapReferences.erase(it);
|
||||
|
||||
this->leafData.erase(this->leafData.begin() + this->leafData[this->mapReferences[customBodyRef]].queueRef);
|
||||
}
|
||||
|
||||
std::vector<ICustomBody*> Octree::Sample(ICustomBody* customBodyRef)
|
||||
{
|
||||
std::vector<ICustomBody*> list;
|
||||
|
||||
auto object = this->mapReferences.find(customBodyRef);
|
||||
|
||||
if(object == this->mapReferences.end())
|
||||
{
|
||||
return list;
|
||||
}
|
||||
|
||||
unsigned int tempRef = object->second;
|
||||
|
||||
for(unsigned int i = 0; i<this->leafData.size(); i++)
|
||||
{
|
||||
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
|
||||
{
|
||||
list.push_back(this->leafData[i].customBodyRef);
|
||||
}
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
|
||||
{
|
||||
auto object = this->mapReferences.find(customBodyRef);
|
||||
|
||||
if(object == this->mapReferences.end())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
unsigned int tempRef = object->second;
|
||||
|
||||
for(unsigned int i = 0; i<this->leafData.size(); i++)
|
||||
{
|
||||
if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
|
||||
{
|
||||
hitAction(*this, tempRef, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ICustomBody* Octree::GetCustomBody(const unsigned int tempRef)
|
||||
{
|
||||
return this->leafData[tempRef].customBodyRef;
|
||||
}
|
|
@ -0,0 +1,67 @@
|
|||
#ifndef OCTREE_H
|
||||
#define OCTREE_H
|
||||
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include "Sphere.h"
|
||||
#include "BoxAxisAligned.h"
|
||||
#include "Utilities.h"
|
||||
#include "../PhysicsAPI.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Physics
|
||||
{
|
||||
class Octree
|
||||
{
|
||||
public:
|
||||
typedef void(*VistorAction)(Octree&, unsigned int, unsigned int);
|
||||
|
||||
struct Data
|
||||
{
|
||||
Data* prev;
|
||||
Data* next;
|
||||
|
||||
Collision3D::Sphere container;
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
|
||||
|
||||
unsigned int queueRef;
|
||||
};
|
||||
|
||||
struct OctreeNode
|
||||
{
|
||||
OctreeNode* children[8];
|
||||
Data* dataPtr;
|
||||
Collision3D::BoxAxisAligned container;
|
||||
};
|
||||
|
||||
Octree(unsigned int bufferSize = 0, unsigned char numLayers = 0, Math::Float3 worldSize = Math::Float3::null);
|
||||
virtual ~Octree();
|
||||
|
||||
Octree& operator=(const Octree& orig);
|
||||
|
||||
void AddObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
|
||||
|
||||
void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
|
||||
|
||||
void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
|
||||
|
||||
std::vector<ICustomBody*> Sample(ICustomBody* customBodyRef);
|
||||
void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
|
||||
|
||||
ICustomBody* GetCustomBody(const unsigned int tempRef);
|
||||
|
||||
private:
|
||||
std::vector < Data > leafData;
|
||||
std::vector < Data* > updateQueue;
|
||||
|
||||
std::map< ICustomBody*, unsigned int > mapReferences;
|
||||
|
||||
OctreeNode worldNode;
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,40 +1,79 @@
|
|||
#include "PhysicsAPI_Impl.h"
|
||||
#include "OysterPhysics3D.h"
|
||||
#include "SimpleRigidBody.h"
|
||||
#include "SphericalRigidBody.h"
|
||||
|
||||
using namespace Oyster;
|
||||
using namespace Physics;
|
||||
using namespace ::Oyster::Physics;
|
||||
using namespace ::Oyster::Physics3D;
|
||||
using namespace ::Oyster::Math;
|
||||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
|
||||
API_Impl instance;
|
||||
API_Impl API_instance;
|
||||
|
||||
API & Instance()
|
||||
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
|
||||
{
|
||||
return instance;
|
||||
return Formula::MomentOfInertia::Sphere(mass, radius);
|
||||
}
|
||||
|
||||
Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius)
|
||||
{
|
||||
return Formula::MomentOfInertia::HollowSphere(mass, radius);
|
||||
}
|
||||
|
||||
Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth )
|
||||
{
|
||||
return Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
|
||||
}
|
||||
|
||||
Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius )
|
||||
{
|
||||
return Formula::MomentOfInertia::Cylinder(mass, height, radius);
|
||||
}
|
||||
|
||||
Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length )
|
||||
{
|
||||
return Formula::MomentOfInertia::RodCenter(mass, length);
|
||||
}
|
||||
|
||||
API & API::Instance()
|
||||
{
|
||||
return API_instance;
|
||||
}
|
||||
|
||||
API_Impl::API_Impl()
|
||||
{
|
||||
/** @todo TODO: Fix this constructor.*/
|
||||
}
|
||||
: gravityConstant( Constant::gravity_constant ),
|
||||
updateFrameLength( 1.0f / 120.0f ),
|
||||
destructionAction( Default::EventAction_Destruction )
|
||||
{}
|
||||
|
||||
API_Impl::~API_Impl()
|
||||
API_Impl::~API_Impl() {}
|
||||
|
||||
void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
|
||||
{
|
||||
/** @todo TODO: Fix this destructor.*/
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetDeltaTime( float deltaTime )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
updateFrameLength = deltaTime;
|
||||
}
|
||||
|
||||
void API_Impl::SetGravityConstant( float g )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
this->gravityConstant = g;
|
||||
}
|
||||
void API_Impl::SetAction( EventAction_Collision functionPointer )
|
||||
|
||||
void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
if( functionPointer )
|
||||
{
|
||||
this->destructionAction = functionPointer;
|
||||
}
|
||||
void API_Impl::SetAction( EventAction_Destruction functionPointer )
|
||||
else
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
this->destructionAction = Default::EventAction_Destruction;
|
||||
}
|
||||
}
|
||||
|
||||
void API_Impl::Update()
|
||||
|
@ -42,22 +81,106 @@ void API_Impl::Update()
|
|||
/** @todo TODO: Fix this function.*/
|
||||
}
|
||||
|
||||
void API_Impl::MoveToLimbo( unsigned int objRef )
|
||||
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
return true;
|
||||
}
|
||||
|
||||
void API_Impl::MoveToLimbo( const ICustomBody* objRef )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
}
|
||||
void API_Impl::ReleaseFromLimbo( unsigned int objRef )
|
||||
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
}
|
||||
|
||||
unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle )
|
||||
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
}
|
||||
|
||||
return 0;
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
return NULL;
|
||||
}
|
||||
void API_Impl::DestroyObject( unsigned int objRef )
|
||||
|
||||
void API_Impl::DestroyObject( const ICustomBody* objRef )
|
||||
{
|
||||
/** @todo TODO: Fix this function.*/
|
||||
}
|
||||
|
||||
void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
|
||||
{
|
||||
//! @todo TODO: implement stub
|
||||
}
|
||||
|
||||
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
|
||||
{
|
||||
return new SimpleRigidBody( desc );
|
||||
}
|
||||
|
||||
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const
|
||||
{
|
||||
return new SphericalRigidBody( desc );
|
||||
}
|
||||
|
||||
namespace Oyster { namespace Physics { namespace Default
|
||||
{
|
||||
|
||||
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
|
||||
{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
|
||||
|
||||
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
|
||||
{ /* Do nothing except returning business as usual. */
|
||||
return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
} } }
|
|
@ -13,22 +13,48 @@ namespace Oyster
|
|||
API_Impl();
|
||||
virtual ~API_Impl();
|
||||
|
||||
void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
|
||||
|
||||
void SetDeltaTime( float deltaTime );
|
||||
void SetGravityConstant( float g );
|
||||
void SetAction( EventAction_Collision functionPointer );
|
||||
void SetAction( EventAction_Destruction functionPointer );
|
||||
void SetSubscription( EventAction_Destruction functionPointer );
|
||||
|
||||
void Update();
|
||||
|
||||
void MoveToLimbo( unsigned int objRef );
|
||||
void ReleaseFromLimbo( unsigned int objRef );
|
||||
bool IsInLimbo( const ICustomBody* objRef );
|
||||
void MoveToLimbo( const ICustomBody* objRef );
|
||||
void ReleaseFromLimbo( const ICustomBody* objRef );
|
||||
|
||||
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle );
|
||||
void DestroyObject( unsigned int objRef );
|
||||
void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
|
||||
void DestroyObject( const ICustomBody* objRef );
|
||||
|
||||
void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
|
||||
void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
|
||||
|
||||
void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
|
||||
void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
|
||||
void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
|
||||
void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
|
||||
void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos );
|
||||
void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation );
|
||||
void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
|
||||
void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
|
||||
|
||||
private:
|
||||
::Oyster::Math::Float gravityConstant, updateFrameLength;
|
||||
EventAction_Destruction destructionAction;
|
||||
};
|
||||
|
||||
namespace Default
|
||||
{
|
||||
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
|
||||
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,175 @@
|
|||
#include "SimpleRigidBody.h"
|
||||
#include "PhysicsAPI_Impl.h"
|
||||
|
||||
using namespace ::Oyster::Physics;
|
||||
using namespace ::Oyster::Physics3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
using namespace ::Utility::Value;
|
||||
|
||||
SimpleRigidBody::SimpleRigidBody()
|
||||
{
|
||||
this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 16.0f, Float4x4::identity );
|
||||
this->gravityNormal = Float3::null;
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
this->ignoreGravity = false;
|
||||
}
|
||||
|
||||
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
|
||||
{
|
||||
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ),
|
||||
desc.mass,
|
||||
desc.inertiaTensor );
|
||||
this->gravityNormal = Float3::null;
|
||||
|
||||
if( desc.subscription )
|
||||
{
|
||||
this->collisionAction = desc.subscription;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
}
|
||||
|
||||
this->ignoreGravity = desc.ignoreGravity;
|
||||
}
|
||||
|
||||
SimpleRigidBody::~SimpleRigidBody() {}
|
||||
|
||||
UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
|
||||
{
|
||||
return new SimpleRigidBody( *this );
|
||||
}
|
||||
|
||||
bool SimpleRigidBody::IsAffectedByGravity() const
|
||||
{
|
||||
return !this->ignoreGravity;
|
||||
}
|
||||
|
||||
bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
|
||||
{
|
||||
if( object.Intersects(this->rigid.box) )
|
||||
{ //! @todo TODO: better implementation needed
|
||||
deltaWhen = timeStepLength;
|
||||
worldPointOfContact = Average( this->rigid.box.center, object.GetCenter() );
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
|
||||
{
|
||||
return this->rigid.box.Intersects( shape );
|
||||
}
|
||||
|
||||
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
||||
{
|
||||
return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() );
|
||||
}
|
||||
|
||||
Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
|
||||
{
|
||||
//! @todo TODO: better implementation needed
|
||||
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
|
||||
}
|
||||
|
||||
Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->gravityNormal;
|
||||
}
|
||||
|
||||
Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.box.center;
|
||||
}
|
||||
|
||||
Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.box.rotation;
|
||||
}
|
||||
|
||||
Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.GetOrientation();
|
||||
}
|
||||
|
||||
Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.GetView();
|
||||
}
|
||||
|
||||
UpdateState SimpleRigidBody::Update( Float 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;
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
|
||||
{
|
||||
if( functionPointer )
|
||||
{
|
||||
this->collisionAction = functionPointer;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetGravity( bool ignore)
|
||||
{
|
||||
this->ignoreGravity = ignore;
|
||||
this->gravityNormal = Float3::null;
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
||||
{
|
||||
this->gravityNormal = normalizedVector;
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
||||
{
|
||||
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
||||
{
|
||||
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetMass_KeepVelocity( Float m )
|
||||
{
|
||||
this->rigid.SetMass_KeepVelocity( m );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetMass_KeepMomentum( Float m )
|
||||
{
|
||||
this->rigid.SetMass_KeepMomentum( m );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetCenter( const Float3 &worldPos )
|
||||
{
|
||||
this->rigid.SetCenter( worldPos );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
|
||||
{
|
||||
this->rigid.SetRotation( rotation );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
|
||||
{
|
||||
this->rigid.SetOrientation( orientation );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetSize( const Float3 &size )
|
||||
{
|
||||
this->rigid.SetSize( size );
|
||||
}
|
|
@ -0,0 +1,52 @@
|
|||
#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||
|
||||
#include "..\PhysicsAPI.h"
|
||||
#include "RigidBody.h"
|
||||
|
||||
namespace Oyster { namespace Physics
|
||||
{
|
||||
class SimpleRigidBody : public ICustomBody
|
||||
{
|
||||
public:
|
||||
SimpleRigidBody();
|
||||
SimpleRigidBody( const API::SimpleBodyDescription &desc );
|
||||
virtual ~SimpleRigidBody();
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||
|
||||
bool IsAffectedByGravity() const;
|
||||
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
||||
|
||||
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||
|
||||
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||
|
||||
void SetSubscription( EventAction_Collision functionPointer );
|
||||
void SetGravity( bool ignore);
|
||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
||||
|
||||
private:
|
||||
::Oyster::Physics3D::RigidBody rigid;
|
||||
::Oyster::Math::Float3 gravityNormal;
|
||||
EventAction_Collision collisionAction;
|
||||
bool ignoreGravity;
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -0,0 +1,181 @@
|
|||
#include "SphericalRigidBody.h"
|
||||
#include "PhysicsAPI_Impl.h"
|
||||
|
||||
using namespace ::Oyster::Physics;
|
||||
using namespace ::Oyster::Physics3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
using namespace ::Utility::Value;
|
||||
|
||||
SphericalRigidBody::SphericalRigidBody()
|
||||
{
|
||||
this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 10.0f, Float4x4::identity );
|
||||
this->gravityNormal = Float3::null;
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
this->ignoreGravity = false;
|
||||
this->body = Sphere( Float3::null, 0.5f );
|
||||
}
|
||||
|
||||
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
|
||||
{
|
||||
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, Float3(2.0f * desc.radius) ),
|
||||
desc.mass,
|
||||
MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) );
|
||||
this->gravityNormal = Float3::null;
|
||||
|
||||
if( desc.subscription )
|
||||
{
|
||||
this->collisionAction = desc.subscription;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
}
|
||||
|
||||
this->ignoreGravity = desc.ignoreGravity;
|
||||
this->body = Sphere( desc.centerPosition, desc.radius );
|
||||
}
|
||||
|
||||
SphericalRigidBody::~SphericalRigidBody() {}
|
||||
|
||||
UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
|
||||
{
|
||||
return new SphericalRigidBody( *this );
|
||||
}
|
||||
|
||||
bool SphericalRigidBody::IsAffectedByGravity() const
|
||||
{
|
||||
return !this->ignoreGravity;
|
||||
}
|
||||
|
||||
bool SphericalRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
|
||||
{
|
||||
if( object.Intersects(this->body) )
|
||||
{ //! @todo TODO: better implementation needed
|
||||
deltaWhen = timeStepLength;
|
||||
worldPointOfContact = Average( this->body.center, object.GetCenter() );
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool SphericalRigidBody::Intersects( const ICollideable &shape ) const
|
||||
{
|
||||
return this->rigid.box.Intersects( shape );
|
||||
}
|
||||
|
||||
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
||||
{
|
||||
return targetMem = this->body;
|
||||
}
|
||||
|
||||
Float3 & SphericalRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
|
||||
{
|
||||
//! @todo TODO: better implementation needed
|
||||
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
|
||||
}
|
||||
|
||||
Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->gravityNormal;
|
||||
}
|
||||
|
||||
Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.box.center;
|
||||
}
|
||||
|
||||
Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.box.rotation;
|
||||
}
|
||||
|
||||
Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.GetOrientation();
|
||||
}
|
||||
|
||||
Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
|
||||
{
|
||||
return targetMem = this->rigid.GetView();
|
||||
}
|
||||
|
||||
UpdateState SphericalRigidBody::Update( Float timeStepLength )
|
||||
{
|
||||
this->rigid.Update_LeapFrog( timeStepLength );
|
||||
this->body.center = this->rigid.GetCenter();
|
||||
|
||||
// compare previous and new state and return result
|
||||
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
|
||||
return UpdateState_altered;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
|
||||
{
|
||||
if( functionPointer )
|
||||
{
|
||||
this->collisionAction = functionPointer;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
}
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetGravity( bool ignore)
|
||||
{
|
||||
this->ignoreGravity = ignore;
|
||||
this->gravityNormal = Float3::null;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
||||
{
|
||||
this->gravityNormal = normalizedVector;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
||||
{
|
||||
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
||||
{
|
||||
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMass_KeepVelocity( Float m )
|
||||
{
|
||||
this->rigid.SetMass_KeepVelocity( m );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMass_KeepMomentum( Float m )
|
||||
{
|
||||
this->rigid.SetMass_KeepMomentum( m );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetCenter( const Float3 &worldPos )
|
||||
{
|
||||
this->rigid.SetCenter( worldPos );
|
||||
this->body.center = worldPos;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
|
||||
{
|
||||
this->rigid.SetRotation( rotation );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
|
||||
{
|
||||
this->rigid.SetOrientation( orientation );
|
||||
this->body.center = orientation.v[3].xyz;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetSize( const Float3 &size )
|
||||
{
|
||||
this->rigid.SetSize( size );
|
||||
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
|
||||
}
|
|
@ -0,0 +1,55 @@
|
|||
#ifndef OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
||||
#define OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
||||
|
||||
#include "..\PhysicsAPI.h"
|
||||
#include "RigidBody.h"
|
||||
#include "Sphere.h"
|
||||
|
||||
namespace Oyster { namespace Physics
|
||||
{
|
||||
class SphericalRigidBody : public ICustomBody
|
||||
{
|
||||
public:
|
||||
SphericalRigidBody();
|
||||
SphericalRigidBody( const API::SphericalBodyDescription &desc );
|
||||
virtual ~SphericalRigidBody();
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||
|
||||
bool IsSubscribingCollisions() const;
|
||||
bool IsAffectedByGravity() const;
|
||||
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
||||
|
||||
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||
|
||||
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||
|
||||
void SetSubscription( EventAction_Collision functionPointer );
|
||||
void SetGravity( bool ignore);
|
||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
||||
|
||||
private:
|
||||
::Oyster::Physics3D::RigidBody rigid;
|
||||
::Oyster::Math::Float3 gravityNormal;
|
||||
EventAction_Collision collisionAction;
|
||||
bool ignoreGravity;
|
||||
::Oyster::Collision3D::Sphere body;
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -1,36 +0,0 @@
|
|||
#ifndef PHYSICS_API_H
|
||||
#define PHYSICS_API_H
|
||||
|
||||
#include "OysterMath.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Physics
|
||||
{
|
||||
class API;
|
||||
class IRigidBody;
|
||||
class IParticle;
|
||||
|
||||
class API
|
||||
{
|
||||
public:
|
||||
static API & Instance();
|
||||
};
|
||||
|
||||
class IRigidBody
|
||||
{
|
||||
public:
|
||||
|
||||
};
|
||||
|
||||
class IParticle
|
||||
{
|
||||
public:
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
namespace Collision
|
||||
{}
|
||||
}
|
||||
#endif
|
|
@ -3,74 +3,431 @@
|
|||
|
||||
#include "OysterCollision3D.h"
|
||||
#include "OysterMath.h"
|
||||
#include "Utilities.h"
|
||||
|
||||
#if defined PHYSICS_DLL_EXPORT
|
||||
#define PHYSICS_DLL_USAGE __declspec(dllexport)
|
||||
#else
|
||||
#define PHYSICS_DLL_USAGE __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Physics
|
||||
{
|
||||
class API;
|
||||
class IRigidBody;
|
||||
class IParticle;
|
||||
class ICustomBody;
|
||||
|
||||
enum UpdateState
|
||||
{
|
||||
resting,
|
||||
altered
|
||||
UpdateState_resting,
|
||||
UpdateState_altered
|
||||
};
|
||||
|
||||
namespace Constant
|
||||
{
|
||||
const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
|
||||
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
|
||||
}
|
||||
|
||||
class API
|
||||
class PHYSICS_DLL_USAGE MomentOfInertia
|
||||
{
|
||||
public:
|
||||
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
|
||||
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<IRigidBody> );
|
||||
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
|
||||
|
||||
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
|
||||
|
||||
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
|
||||
|
||||
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
|
||||
|
||||
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
|
||||
};
|
||||
|
||||
class PHYSICS_DLL_USAGE API
|
||||
{
|
||||
public:
|
||||
struct SimpleBodyDescription;
|
||||
struct SphericalBodyDescription;
|
||||
|
||||
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
|
||||
|
||||
/** Gets the Physics instance. */
|
||||
static API & Instance();
|
||||
|
||||
virtual void SetDeltaTime( float deltaTime ) = 0;
|
||||
virtual void SetGravityConstant( float g ) = 0;
|
||||
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
|
||||
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
|
||||
/********************************************************
|
||||
* Clears all content and reset Engine assetts such as buffers.
|
||||
* @param numObjects: The predicted max number of active objects.
|
||||
* @param numGravityWells: The predicted max number of active gravity wells.
|
||||
* @param worldSize: The size of acceptable physics space.
|
||||
********************************************************/
|
||||
virtual void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the time length of each physics update frame.
|
||||
********************************************************/
|
||||
virtual void SetDeltaTime( float seconds ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the Gravityconstant in the physics that will be
|
||||
* used in ForceField calculations.
|
||||
* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
|
||||
********************************************************/
|
||||
virtual void SetGravityConstant( float g ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the function that will be called by the engine
|
||||
* whenever an object is being destroyed for some reason.
|
||||
* - Because DestroyObject(...) were called.
|
||||
* - Out of memory forced engine to destroy an object.
|
||||
* @param functionPointer: If NULL, an empty default function will be set.
|
||||
********************************************************/
|
||||
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Triggers the engine to run next update frame.
|
||||
* All accumulated forces and changes will be consumed.
|
||||
* EventAction functions might be called.
|
||||
********************************************************/
|
||||
virtual void Update() = 0;
|
||||
|
||||
virtual bool IsInLimbo( unsigned int objRef ) = 0;
|
||||
virtual void MoveToLimbo( unsigned int objRef ) = 0;
|
||||
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
|
||||
/********************************************************
|
||||
* An object in limbo state will be ignored during the physics frame Update.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @return true if object is in limbo state.
|
||||
********************************************************/
|
||||
virtual bool IsInLimbo( const ICustomBody* objRef ) = 0;
|
||||
|
||||
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle ) = 0;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<IRigidBody> ExtractObject( unsigned int objRef ) = 0;
|
||||
virtual void DestroyObject( unsigned int objRef ) = 0;
|
||||
/********************************************************
|
||||
* An object in limbo state will be ignored during the physics frame Update.
|
||||
* This will put an object in Limbo state.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
********************************************************/
|
||||
virtual void MoveToLimbo( const ICustomBody* objRef ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* An object in limbo state will be ignored during the physics frame Update.
|
||||
* This will clear the accumulated force/torque and remove the Limbo state.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
********************************************************/
|
||||
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Introduces a new object into the engine.
|
||||
* @param handle: A pointer along with the responsibility to delete.
|
||||
********************************************************/
|
||||
virtual void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Fetches and removes an object from the engine.
|
||||
* Will not call the provided EventAction_Destruction method.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
|
||||
********************************************************/
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Removes an object from the engine.
|
||||
* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
********************************************************/
|
||||
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Apply force on an object.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
||||
* @param worldF: Vector with the direction and magnitude of the force. [N]
|
||||
********************************************************/
|
||||
virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Apply force on an object.
|
||||
* @param objRefA: A pointer to the ICustomBody representing a physical object.
|
||||
* @param objRefB: A pointer to the ICustomBody representing a physical object.
|
||||
* @param deltaWhen: The elapsed simulation time since last update frame. [s]
|
||||
* @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m]
|
||||
********************************************************/
|
||||
virtual void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
|
||||
* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
||||
********************************************************/
|
||||
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
|
||||
* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
||||
********************************************************/
|
||||
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the mass of an object without changing it's linear velocity.
|
||||
* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param m: [kg]
|
||||
********************************************************/
|
||||
virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the mass of an object without changing it's linear velocity.
|
||||
* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param m: [kg]
|
||||
********************************************************/
|
||||
virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Instantly moves an object.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
||||
********************************************************/
|
||||
virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Instantly redirects object.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param rotation: New rotation.
|
||||
********************************************************/
|
||||
virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Instantly moves and redirects object.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param orientation: New orientation.
|
||||
********************************************************/
|
||||
virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Resizes the boundingBox.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param size: New size of this [m]
|
||||
********************************************************/
|
||||
virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
||||
* @param desc: @see API::SimpleBodyDescription
|
||||
* @return A pointer along with the responsibility to delete.
|
||||
********************************************************/
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
||||
* @param desc: @see API::SphericalBodyDescription
|
||||
* @return A pointer along with the responsibility to delete.
|
||||
********************************************************/
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const = 0;
|
||||
|
||||
protected:
|
||||
virtual ~API() {}
|
||||
};
|
||||
|
||||
class IRigidBody
|
||||
//! The root interface for all physical representations processable by the engine.
|
||||
class PHYSICS_DLL_USAGE ICustomBody
|
||||
{
|
||||
public:
|
||||
virtual ~IRigidBody() {};
|
||||
enum SubscriptMessage
|
||||
{
|
||||
SubscriptMessage_none,
|
||||
SubscriptMessage_ignore_collision_response
|
||||
};
|
||||
|
||||
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||
|
||||
virtual ~ICustomBody() {};
|
||||
|
||||
/********************************************************
|
||||
* Creates a complete copy of the current (type)object.
|
||||
* @return An ICustomBody pointer along with the responsibility to delete.
|
||||
********************************************************/
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
|
||||
|
||||
/********************************************************
|
||||
* @return true if Engine should apply gravity on this object.
|
||||
********************************************************/
|
||||
virtual bool IsAffectedByGravity() const = 0;
|
||||
|
||||
/********************************************************
|
||||
* Performs a detailed Intersect test and returns if, when and where.
|
||||
* @param object: What this is intersect testing against.
|
||||
* @param timeStepLength: The value set by API::SetDeltaTime(...)
|
||||
* @param deltaWhen: Time in seconds since last update frame til timeOfContact. 0.0f <= deltaWhen <= timeStepLength
|
||||
* @param worldPointOfContact: Where at timeOfContact, this and object touches eachother.
|
||||
* @return true if this truly intersects with object.
|
||||
********************************************************/
|
||||
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* param shape: Any defined sample shape.
|
||||
* @return true if this truly intersects with shape.
|
||||
********************************************************/
|
||||
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* Required by Engine's Collision Search.
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a sphere shape that contains the ICustomBody.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* Required by Engine's Collision Responsing.
|
||||
* @param worldPos: Should be worldPointOfContact from Intersects( ... )
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a surface normal in worldSpace.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* The gravity normal will have same direction as the total gravity force pulling on this and have the magnitude of 1.0f.
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a normalized vector in worldSpace. Exception: Null vector if no gravity been applied.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* The world position of this center of gravity.
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a position in worldSpace.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a copy of this's rotation matrix.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a copy of this's orientation matrix.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a copy of this's view matrix.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Is called during API::Update
|
||||
********************************************************/
|
||||
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
||||
|
||||
virtual bool IsSubscribingCollisions() const = 0;
|
||||
virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
|
||||
/********************************************************
|
||||
* Sets the function that will be called by the engine
|
||||
* whenever a collision occurs.
|
||||
* @param functionPointer: If NULL, an empty default function will be set.
|
||||
********************************************************/
|
||||
virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
|
||||
|
||||
virtual unsigned int GetReference() const = 0;
|
||||
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
||||
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||
/********************************************************
|
||||
* @param ignore: True if Engine should not apply Gravity.
|
||||
********************************************************/
|
||||
virtual void SetGravity( bool ignore) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Used by Engine
|
||||
* @param normalizedVector: Should have same direction as the pullinggravity.
|
||||
********************************************************/
|
||||
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
|
||||
********************************************************/
|
||||
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
|
||||
********************************************************/
|
||||
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMass_KeepVelocity(...)
|
||||
********************************************************/
|
||||
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMass_KeepMomentum(...)
|
||||
********************************************************/
|
||||
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetCenter(...)
|
||||
********************************************************/
|
||||
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetRotation(...)
|
||||
********************************************************/
|
||||
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetOrientation(...)
|
||||
********************************************************/
|
||||
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetSize(...)
|
||||
********************************************************/
|
||||
virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
|
||||
};
|
||||
|
||||
class IParticle
|
||||
struct API::SimpleBodyDescription
|
||||
{
|
||||
public:
|
||||
::Oyster::Math::Float4x4 rotation;
|
||||
::Oyster::Math::Float3 centerPosition;
|
||||
::Oyster::Math::Float3 size;
|
||||
::Oyster::Math::Float mass;
|
||||
::Oyster::Math::Float4x4 inertiaTensor;
|
||||
ICustomBody::EventAction_Collision subscription;
|
||||
bool ignoreGravity;
|
||||
|
||||
SimpleBodyDescription()
|
||||
{
|
||||
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||
this->centerPosition = ::Oyster::Math::Float3::null;
|
||||
this->size = ::Oyster::Math::Float3( 1.0f );
|
||||
this->mass = 12.0f;
|
||||
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
|
||||
this->subscription = NULL;
|
||||
this->ignoreGravity = false;
|
||||
}
|
||||
};
|
||||
|
||||
struct API::SphericalBodyDescription
|
||||
{
|
||||
::Oyster::Math::Float4x4 rotation;
|
||||
::Oyster::Math::Float3 centerPosition;
|
||||
::Oyster::Math::Float radius;
|
||||
::Oyster::Math::Float mass;
|
||||
ICustomBody::EventAction_Collision subscription;
|
||||
bool ignoreGravity;
|
||||
|
||||
SphericalBodyDescription()
|
||||
{
|
||||
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||
this->centerPosition = ::Oyster::Math::Float3::null;
|
||||
this->radius = 0.5f;
|
||||
this->mass = 10.0f;
|
||||
this->subscription = NULL;
|
||||
this->ignoreGravity = false;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
namespace Collision
|
||||
{}
|
||||
}
|
||||
#endif
|
|
@ -18,13 +18,19 @@
|
|||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="L_inputClass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="L_inputClass.h" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
|
||||
<RootNamespace>Input</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
|
|
|
@ -14,4 +14,14 @@
|
|||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="L_inputClass.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="L_inputClass.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,203 @@
|
|||
#include "L_inputclass.h"
|
||||
|
||||
InputClass::InputClass()
|
||||
{
|
||||
m_directInput = NULL;
|
||||
m_keyboard = NULL;
|
||||
m_mouse = NULL;
|
||||
}
|
||||
|
||||
InputClass::~InputClass()
|
||||
{
|
||||
// Release the mouse.
|
||||
if(m_mouse)
|
||||
{
|
||||
(m_mouse)->Unacquire();
|
||||
(m_mouse)->Release();
|
||||
(m_mouse) = NULL;
|
||||
}
|
||||
//SAFE_UNACQUIRE(m_mouse);
|
||||
|
||||
// Release the keyboard.
|
||||
if(m_keyboard)
|
||||
{
|
||||
(m_keyboard)->Unacquire();
|
||||
(m_keyboard)->Release();
|
||||
(m_keyboard) = NULL;
|
||||
}
|
||||
//SAFE_UNACQUIRE(m_keyboard);
|
||||
|
||||
// Release the main interface to direct input.
|
||||
if( m_directInput )
|
||||
{
|
||||
(m_directInput)->Release();
|
||||
(m_directInput) = NULL;
|
||||
}
|
||||
//SAFE_RELEASE(m_directInput);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
|
||||
{
|
||||
HRESULT result;
|
||||
|
||||
// Initialize the main direct input interface.
|
||||
result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the direct input interface for the keyboard.
|
||||
result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the cooperative level of the keyboard to not share with other programs.
|
||||
result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Set the data format. In this case since it is a keyboard we can use the predefined data format.
|
||||
result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now acquire the keyboard.
|
||||
result = m_keyboard->Acquire();
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the direct input interface for the mouse.
|
||||
result = m_directInput->CreateDevice(GUID_SysMouse, &m_mouse, NULL);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the data format for the mouse using the pre-defined mouse data format.
|
||||
result = m_mouse->SetDataFormat(&c_dfDIMouse);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the cooperative level of the mouse to share with other programs.
|
||||
result = m_mouse->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Acquire the mouse.
|
||||
result = m_mouse->Acquire();
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputClass::Update()
|
||||
{
|
||||
bool result;
|
||||
|
||||
//Read the current state of the keyboard.
|
||||
result = ReadKeyboard();
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read the current state of the mouse.
|
||||
result = ReadMouse();
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputClass::ReadKeyboard()
|
||||
{
|
||||
HRESULT result;
|
||||
|
||||
// Read the keyboard device.
|
||||
result = m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
|
||||
if(FAILED(result))
|
||||
{
|
||||
// If the keyboard lost focus or was not acquired then try to get control back.
|
||||
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
|
||||
{
|
||||
m_keyboard->Acquire();
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputClass::ReadMouse()
|
||||
{
|
||||
HRESULT result;
|
||||
|
||||
// Read the mouse device.
|
||||
result = m_mouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&m_mouseState);
|
||||
if(FAILED(result))
|
||||
{
|
||||
// If the mouse lost focus or was not acquired then try to get control back.
|
||||
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
|
||||
{
|
||||
m_mouse->Acquire();
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void InputClass::MouseMove(float &Pitch, float &RotateY )
|
||||
{
|
||||
//if left mouse button is pressed
|
||||
if (m_mouseState.rgbButtons[0])
|
||||
{
|
||||
float dx = (static_cast<float>( m_mouseState.lX)/150);
|
||||
float dy = (static_cast<float>( m_mouseState.lY)/150);
|
||||
|
||||
//
|
||||
Pitch=dy;
|
||||
RotateY=dx;
|
||||
|
||||
}
|
||||
}
|
||||
bool InputClass::IsMousePressed()
|
||||
{
|
||||
if (m_mouseState.rgbButtons[0])
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
bool InputClass::IsKeyPressed(int key)
|
||||
{
|
||||
if( m_keyboardState[key] & 0x80 )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
#ifndef _INPUTCLASS_H_
|
||||
#define _INPUTCLASS_H_
|
||||
|
||||
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
|
||||
#pragma comment(lib, "dinput8.lib")
|
||||
#pragma comment(lib, "dxguid.lib")
|
||||
|
||||
#include <dinput.h>
|
||||
|
||||
|
||||
|
||||
class InputClass
|
||||
{
|
||||
private:
|
||||
IDirectInput8* m_directInput;
|
||||
IDirectInputDevice8* m_keyboard;
|
||||
IDirectInputDevice8* m_mouse;
|
||||
|
||||
unsigned char m_keyboardState[256];
|
||||
DIMOUSESTATE m_mouseState;
|
||||
|
||||
bool ReadKeyboard();
|
||||
bool ReadMouse();
|
||||
|
||||
|
||||
public:
|
||||
|
||||
InputClass();
|
||||
~InputClass();
|
||||
|
||||
// Initialize DirectInput8Create and acquire the mouse and keyboard
|
||||
bool Initialize(HINSTANCE, HWND, int, int);
|
||||
|
||||
//read the mouse and keyboard and send back
|
||||
// delta mouse pos and if any button is pressed
|
||||
bool Update();
|
||||
|
||||
bool IsKeyPressed(int key);
|
||||
bool IsMousePressed();
|
||||
void MouseMove(float &Pitch, float &RoateY);
|
||||
};
|
||||
|
||||
#endif
|
|
@ -150,17 +150,12 @@
|
|||
<ClCompile Include="Resource\Loaders\CustomLoader.cpp" />
|
||||
<ClCompile Include="Resource\OResourceHandler.cpp" />
|
||||
<ClCompile Include="Resource\OResource.cpp" />
|
||||
<ClCompile Include="Thread\OysterMutex.cpp" />
|
||||
<ClCompile Include="Thread\OysterThread_Impl.cpp" />
|
||||
<ClCompile Include="Utilities.cpp" />
|
||||
<ClCompile Include="WinTimer.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Resource\OysterResource.h" />
|
||||
<ClInclude Include="Resource\OResource.h" />
|
||||
<ClInclude Include="Thread\IThreadObject.h" />
|
||||
<ClInclude Include="Thread\OysterMutex.h" />
|
||||
<ClInclude Include="Thread\OysterThread.h" />
|
||||
<ClInclude Include="Utilities-InlineImpl.h" />
|
||||
<ClInclude Include="Utilities.h" />
|
||||
<ClInclude Include="WinTimer.h" />
|
||||
|
|
|
@ -33,12 +33,6 @@
|
|||
<ClCompile Include="Resource\Loaders\CustomLoader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Thread\OysterMutex.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Thread\OysterThread_Impl.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Utilities.h">
|
||||
|
@ -56,14 +50,5 @@
|
|||
<ClInclude Include="Resource\OResource.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Thread\IThreadObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Thread\OysterMutex.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Thread\OysterThread.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -1,6 +1,3 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "..\OResource.h"
|
||||
#include "..\..\Utilities.h"
|
||||
|
|
|
@ -0,0 +1,65 @@
|
|||
|
||||
#include "..\OResource.h"
|
||||
#include "..\..\Utilities.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
using namespace Oyster::Resource;
|
||||
|
||||
|
||||
OResource* OResource::CustomLoader(const wchar_t filename[], CustomLoadFunction fnc)
|
||||
{
|
||||
<<<<<<< HEAD
|
||||
const CustomData &data = fnc();
|
||||
=======
|
||||
CustomData data;
|
||||
memset(&data, 0, sizeof(CustomData));
|
||||
|
||||
fnc(filename, data);
|
||||
|
||||
if(!data.loadedData)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if(!data.resourceUnloadFnc)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
/** For some wierd reason that i don't understand when trying to send data.loadedData directly as a
|
||||
* parameter to OResource constructor, the value is changed when it arrives in the constructor.
|
||||
* Doing it like this, storing in a temporary variable, the value stays correct. (What the fuck! I must be overloking something...)*/
|
||||
//OHRESOURCE temp = data.loadedData;
|
||||
OResource *resource = new OResource(data.loadedData, ResourceType_UNKNOWN, 0, 0, filename);
|
||||
>>>>>>> origin/MiscBranch
|
||||
|
||||
resource->customData = new CustomResourceData();
|
||||
resource->customData->unloadingFunction = data.resourceUnloadFnc;
|
||||
resource->customData->loadingFunction = fnc;
|
||||
|
||||
return resource;
|
||||
}
|
||||
void OResource::CustomUnloader()
|
||||
{
|
||||
this->customData->unloadingFunction(this->resourceData);
|
||||
}
|
||||
OResource* OResource::CustomReloader()
|
||||
{
|
||||
CustomUnloader();
|
||||
|
||||
<<<<<<< HEAD
|
||||
const CustomData &data = this->customData->loadingFunction();
|
||||
=======
|
||||
CustomData data;
|
||||
memset(&data, 0, sizeof(CustomData));
|
||||
|
||||
this->customData->loadingFunction(this->resourceFilename.c_str(), data);
|
||||
>>>>>>> origin/MiscBranch
|
||||
this->resourceData = (OHRESOURCE)data.loadedData;
|
||||
|
||||
if(data.resourceUnloadFnc)
|
||||
{
|
||||
this->customData->unloadingFunction = data.resourceUnloadFnc;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
|
@ -1,7 +1,3 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "OResource.h"
|
||||
|
||||
using namespace Oyster::Resource;
|
||||
|
|
|
@ -61,7 +61,7 @@ namespace Oyster
|
|||
static OResource* Reload (OResource* resource);
|
||||
static bool Release (OResource* resource);
|
||||
|
||||
Utility::DynamicMemory::ReferenceCount resourceRef;
|
||||
Utility::DynamicMemory::RefCount resourceRef;
|
||||
|
||||
private:
|
||||
static OResource* ByteLoader (const wchar_t filename[], ResourceType type, OResource* old = 0);
|
||||
|
|
|
@ -0,0 +1,258 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
#include "OysterResource.h"
|
||||
#include "OResource.h"
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
using namespace Oyster::Resource;
|
||||
|
||||
class ResourcePrivate
|
||||
{
|
||||
public:
|
||||
|
||||
std::map<std::wstring, OResource*> resources;
|
||||
|
||||
OResource* FindResource(const OHRESOURCE& h) const;
|
||||
OResource* FindResource(const wchar_t c[]) const;
|
||||
void SaveResource(OResource* r, bool addNew = true);
|
||||
|
||||
} resourcePrivate;
|
||||
|
||||
|
||||
OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType type, int customID, bool force)
|
||||
{
|
||||
if(!filename) return 0;
|
||||
|
||||
OResource *resourceData = resourcePrivate.FindResource(filename);
|
||||
|
||||
if(resourceData)
|
||||
{
|
||||
if(force)
|
||||
{
|
||||
return OysterResource::ReloadResource(filename);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Add new reference
|
||||
resourcePrivate.SaveResource(resourceData, false);
|
||||
return resourceData->GetResourceHandle();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
resourceData = OResource::Load(filename, type);
|
||||
if(resourceData)
|
||||
{
|
||||
resourceData->SetResourceID(customID);
|
||||
resourcePrivate.SaveResource(resourceData);
|
||||
}
|
||||
}
|
||||
|
||||
return resourceData->GetResourceHandle();
|
||||
}
|
||||
OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, int customId, bool force)
|
||||
{
|
||||
if(!filename)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if(!loadFnc)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
OResource *resourceData = resourcePrivate.FindResource(filename);
|
||||
if(resourceData)
|
||||
{
|
||||
if(force)
|
||||
{
|
||||
return OysterResource::ReloadResource(filename);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Add new reference
|
||||
resourcePrivate.SaveResource(resourceData, false);
|
||||
return resourceData->GetResourceHandle();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
resourceData = OResource::Load(filename, loadFnc);
|
||||
if(resourceData)
|
||||
{
|
||||
resourceData->SetResourceID(customId);
|
||||
resourcePrivate.SaveResource(resourceData);
|
||||
}
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
|
||||
resourceData = OResource::Load(filename, loadFnc);
|
||||
|
||||
if(!resourceData) return 0;
|
||||
|
||||
if(resourceData) resourceData->SetResourceID(CustomId);
|
||||
resourcePrivate.SaveResource(resourceData);
|
||||
=======
|
||||
>>>>>>> origin/MiscBranch
|
||||
|
||||
return (OHRESOURCE)resourceData->GetResourceHandle();
|
||||
}
|
||||
|
||||
OHRESOURCE OysterResource::ReloadResource(const wchar_t filename[])
|
||||
{
|
||||
OResource *resourceData = resourcePrivate.FindResource(filename);
|
||||
if(!resourceData) return 0; //The resource has not been loaded
|
||||
|
||||
return OResource::Reload(resourceData)->GetResourceHandle();
|
||||
}
|
||||
OHRESOURCE OysterResource::ReloadResource(OHRESOURCE resource)
|
||||
{
|
||||
OResource *resourceData = resourcePrivate.FindResource(resource);
|
||||
if(!resourceData) return 0; //The resource has not been loaded
|
||||
|
||||
return OResource::Reload(resourceData)->GetResourceHandle();
|
||||
}
|
||||
|
||||
void OysterResource::Clean()
|
||||
{
|
||||
auto i = resourcePrivate.resources.begin();
|
||||
auto last = resourcePrivate.resources.end();
|
||||
|
||||
for (i; i != last; i++)
|
||||
{
|
||||
//Remove all the references
|
||||
while (!OResource::Release(i->second));
|
||||
|
||||
const wchar_t* temp = i->second->GetResourceFilename();
|
||||
delete resourcePrivate.resources[temp];
|
||||
resourcePrivate.resources.erase(temp);
|
||||
|
||||
}
|
||||
}
|
||||
void OysterResource::ReleaseResource(const OHRESOURCE& resourceData)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(resourceData);
|
||||
if(t)
|
||||
{
|
||||
if(OResource::Release(t))
|
||||
{
|
||||
const wchar_t* temp = t->GetResourceFilename();
|
||||
delete resourcePrivate.resources[temp];
|
||||
resourcePrivate.resources.erase(temp);
|
||||
}
|
||||
}
|
||||
}
|
||||
void OysterResource::ReleaseResource(const wchar_t filename[])
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(filename);
|
||||
if(t)
|
||||
{
|
||||
if(OResource::Release(t))
|
||||
{
|
||||
const wchar_t* temp = t->GetResourceFilename();
|
||||
delete resourcePrivate.resources[temp];
|
||||
resourcePrivate.resources.erase(temp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OysterResource::SetResourceId (const OHRESOURCE& resourceData, unsigned int id)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(resourceData);
|
||||
|
||||
if(t) t->SetResourceID(id);
|
||||
}
|
||||
void OysterResource::SetResourceId(const wchar_t c[], unsigned int id)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(c);
|
||||
|
||||
if(t) t->SetResourceID(id);
|
||||
}
|
||||
ResourceType OysterResource::GetResourceType (const OHRESOURCE& resourceData)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(resourceData);
|
||||
|
||||
if(t) return t->GetResourceType();
|
||||
|
||||
return ResourceType_INVALID;
|
||||
}
|
||||
ResourceType OysterResource::GetResourceType (const wchar_t c[])
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(c);
|
||||
|
||||
if(t) return t->GetResourceType();
|
||||
|
||||
return ResourceType_INVALID;
|
||||
}
|
||||
const wchar_t* OysterResource::GetResourceFilename (const OHRESOURCE& resourceData)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(resourceData);
|
||||
|
||||
if(t) return t->GetResourceFilename();
|
||||
|
||||
return 0;
|
||||
}
|
||||
OHRESOURCE OysterResource::GetResourceHandle(const wchar_t filename[])
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(filename);
|
||||
|
||||
if(t) return t->GetResourceHandle();
|
||||
|
||||
return 0;
|
||||
}
|
||||
int OysterResource::GetResourceId (const OHRESOURCE& resourceData)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(resourceData);
|
||||
|
||||
if(t) return t->GetResourceID();
|
||||
|
||||
return -1;
|
||||
}
|
||||
int OysterResource::GetResourceId(const wchar_t c[])
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(c);
|
||||
|
||||
if(t) return t->GetResourceID();
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
OResource* ResourcePrivate::FindResource(const OHRESOURCE& h) const
|
||||
{
|
||||
for (auto i = this->resources.begin(); i != this->resources.end() ; i++)
|
||||
{
|
||||
if(i->second->GetResourceHandle() == h)
|
||||
{
|
||||
return i->second;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
OResource* ResourcePrivate::FindResource(const wchar_t c[]) const
|
||||
{
|
||||
std::wstring temp = c;
|
||||
auto t = this->resources.find(c);
|
||||
if(t == this->resources.end()) return 0;
|
||||
|
||||
return t->second;
|
||||
}
|
||||
void ResourcePrivate::SaveResource( OResource* r, bool addNew )
|
||||
{
|
||||
if(!r) return;
|
||||
|
||||
if(addNew)
|
||||
{
|
||||
this->resources[r->GetResourceFilename()] = r;
|
||||
}
|
||||
|
||||
r->resourceRef.Incref();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
@ -28,7 +28,7 @@ namespace Oyster
|
|||
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
||||
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
||||
|
||||
ResourceType_COUNT, /**< Not used. */
|
||||
ResourceType_COUNT, /**< Handle can be interpeted as ? */
|
||||
|
||||
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
|
||||
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
|
||||
|
|
|
@ -0,0 +1,164 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef MISC_OYSTER_RESOURCE_H
|
||||
#define MISC_OYSTER_RESOURCE_H
|
||||
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Resource
|
||||
{
|
||||
struct CustomData;
|
||||
/** A Resource handle representing various resources */
|
||||
<<<<<<< HEAD
|
||||
typedef unsigned long OHRESOURCE;
|
||||
typedef void(*CustomUnloadFunction)(void*);
|
||||
typedef const CustomData&(*CustomLoadFunction)();
|
||||
=======
|
||||
typedef void* OHRESOURCE;
|
||||
/** Typedef on a fuction required for custom unloading */
|
||||
typedef void(*CustomUnloadFunction)(void* loadedData);
|
||||
/** Typedef on a fuction required for custom loading */
|
||||
typedef void(*CustomLoadFunction)(const wchar_t filename[], CustomData& outData);
|
||||
>>>>>>> origin/MiscBranch
|
||||
|
||||
/** An enum class representing all avalible resources that is supported. */
|
||||
enum ResourceType
|
||||
{
|
||||
//Byte
|
||||
ResourceType_Byte_Raw, /**< Handle can be interpeted as char[] or char* */
|
||||
ResourceType_Byte_ANSI, /**< Handle can be interpeted as char[] or char* */
|
||||
ResourceType_Byte_UTF8, /**< Handle can be interpeted as char[] or char* */
|
||||
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
||||
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
||||
|
||||
ResourceType_COUNT, /**< Handle can be interpeted as ? */
|
||||
|
||||
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
|
||||
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
|
||||
};
|
||||
|
||||
/** A struct to fill when doing a custom resource Load. */
|
||||
struct CustomData
|
||||
{
|
||||
void* loadedData; //<! The loaded resource interpeted as a void*.
|
||||
CustomUnloadFunction resourceUnloadFnc; //<! The function that will be used to free the resource when needed.
|
||||
};
|
||||
|
||||
/** A resource handler interface to interact with when loading resources.
|
||||
* The resource handler uses the filename to make resources unuiqe.
|
||||
*/
|
||||
class OysterResource
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Load a resource given a type.
|
||||
* @param filename The path to the resource.
|
||||
* @param type The resource type to load.
|
||||
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
|
||||
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
||||
*/
|
||||
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false);
|
||||
|
||||
/**
|
||||
* Load a resource with a custom loading function
|
||||
* @param filename The path to the resource.
|
||||
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
|
||||
* @param customId A custom ID that can be used.
|
||||
* @param force If set to true, the resource will be reloaded even if exists.
|
||||
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
||||
*/
|
||||
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, int customId = -1, bool force = false);
|
||||
|
||||
/**
|
||||
* Reload a resource
|
||||
* @param filename The path to the resource.
|
||||
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
||||
*/
|
||||
static OHRESOURCE ReloadResource(const wchar_t filename[]);
|
||||
|
||||
/**
|
||||
* Reload a resource
|
||||
* @param filename The path to the resource.
|
||||
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
|
||||
*/
|
||||
static OHRESOURCE ReloadResource(OHRESOURCE resource);
|
||||
|
||||
/**
|
||||
* Releases all resources loaded by the resource handler.
|
||||
* @return Nothing
|
||||
*/
|
||||
static void Clean();
|
||||
|
||||
/**
|
||||
* Release a reference to the resource handle
|
||||
* @param resource The handle to release.
|
||||
* @return Nothing
|
||||
*/
|
||||
static void ReleaseResource(const OHRESOURCE& resource);
|
||||
|
||||
/**
|
||||
* Release a reference to the resource handle
|
||||
* @param resource The resource filename to release reference.
|
||||
* @return Nothing
|
||||
*/
|
||||
static void ReleaseResource(const wchar_t filename[]);
|
||||
|
||||
/** Set a user defined ID
|
||||
* @param resource A handle to accociate the id with.
|
||||
* @param id A user defined identifier that the resource handler does not touch.
|
||||
*/
|
||||
static void SetResourceId(const OHRESOURCE& resource, unsigned int id);
|
||||
|
||||
/** Set a user defined ID
|
||||
* If the resource is not loaded the id will not be set.
|
||||
* @param resource A filename to accociate the id with.
|
||||
* @param id A user defined identifier that the resource handler does not touch.
|
||||
*/
|
||||
static void SetResourceId(const wchar_t filename[], unsigned int id);
|
||||
|
||||
/** Get a resource type given a OHRESOURCE handle
|
||||
* @param resource The handle to check
|
||||
* @return Returns the resource type of the handle
|
||||
*/
|
||||
static ResourceType GetResourceType(const OHRESOURCE& resource);
|
||||
|
||||
/** Get a resource type given a filename
|
||||
* If the resource is not loaded the id will not be set.
|
||||
* @param resource The filename to check
|
||||
* @return Returns the resource type of the handle
|
||||
*/
|
||||
static ResourceType GetResourceType (const wchar_t filename[]);
|
||||
|
||||
/** Get a resource filename given a OHRESOURCE handle
|
||||
* @param resource The handle to check
|
||||
* @return Returns the accociated filename
|
||||
*/
|
||||
static const wchar_t* GetResourceFilename(const OHRESOURCE& resource);
|
||||
|
||||
/** Get a resource handle given a filename
|
||||
* If the resource is not loaded function returns 0.
|
||||
* @param resource The filename to check
|
||||
* @return Returns the accociated handle
|
||||
*/
|
||||
static OHRESOURCE GetResourceHandle(const wchar_t filename[]);
|
||||
|
||||
/** Get a user defined ID accociated with a handle
|
||||
* @param resource The handle to check
|
||||
* @return Returns the accociated ID
|
||||
*/
|
||||
static int GetResourceId(const OHRESOURCE& resource);
|
||||
|
||||
/** Get a user defined ID accociated with a filename
|
||||
* @param resource The filename to check
|
||||
* @return Returns the accociated ID
|
||||
*/
|
||||
static int GetResourceId(const wchar_t filename[]);
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,37 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef MISC_I_THREAD_OBJECT_H
|
||||
#define MISC_I_THREAD_OBJECT_H
|
||||
|
||||
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Thread
|
||||
{
|
||||
/**
|
||||
* Inherit this class to get threading compatibility.
|
||||
*/
|
||||
class IThreadObject
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Override this to get notified when the thread is started.
|
||||
*/
|
||||
virtual void ThreadEntry() { }
|
||||
/**
|
||||
* Override this to get notified when the thread is about to exit.
|
||||
*/
|
||||
virtual void ThreadExit() { }
|
||||
/**
|
||||
* This function is required to get threading working.
|
||||
*/
|
||||
virtual bool DoWork ( ) = 0;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !MISC_I_THREAD_OBJECT_H
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef MISC_OYSTER_MUTEX_H
|
||||
#define MISC_OYSTER_MUTEX_H
|
||||
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
#include <atomic>
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Thread
|
||||
{
|
||||
class OysterMutex
|
||||
{
|
||||
public:
|
||||
OysterMutex();
|
||||
OysterMutex(bool initialOwnership);
|
||||
virtual~OysterMutex();
|
||||
void LockMutex();
|
||||
void LockMutex(unsigned int timeSpan);
|
||||
void UnlockMutex();
|
||||
/** Returns true if mutex is taken */
|
||||
bool IsTaken();
|
||||
|
||||
private:
|
||||
std::mutex mutex;
|
||||
std::thread::id id;
|
||||
|
||||
OysterMutex(const OysterMutex&);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !MISC_OYSTER_MUTEX_H
|
|
@ -2,7 +2,6 @@
|
|||
// Inline and template implementations for
|
||||
// the Utility Collection of Miscellanious Handy Functions
|
||||
// © Dan Andersson 2013
|
||||
// © Dennis Andersen 2013 TODO: Is this correct?
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef UTILITIES_INLINE_IMPL_H
|
||||
|
@ -38,6 +37,14 @@ namespace Utility
|
|||
this->ownedInstance = assignedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::UniquePointer( const UniquePointer<Type> &donor )
|
||||
{
|
||||
this->ownedInstance = donor.ownedInstance;
|
||||
donor.ownedInstance = NULL;
|
||||
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::~UniquePointer()
|
||||
{
|
||||
|
@ -91,6 +98,18 @@ namespace Utility
|
|||
return this->ownedInstance != NULL;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniquePointer<Type>::operator == ( Type *stray ) const
|
||||
{
|
||||
return this->ownedInstance == stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniquePointer<Type>::operator != ( Type *stray ) const
|
||||
{
|
||||
return this->ownedInstance != stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type* UniquePointer<Type>::Release()
|
||||
{
|
||||
|
@ -111,6 +130,14 @@ namespace Utility
|
|||
this->ownedArray = assignedArray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::UniqueArray( const UniqueArray<Type> &donor )
|
||||
{
|
||||
this->ownedArray = donor.ownedArray;
|
||||
donor.ownedArray = NULL;
|
||||
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::~UniqueArray()
|
||||
{
|
||||
|
@ -150,7 +177,20 @@ namespace Utility
|
|||
return this->ownedArray != NULL;
|
||||
}
|
||||
|
||||
template<typename Type>Type* UniqueArray<Type>::Release()
|
||||
template<typename Type>
|
||||
bool UniqueArray<Type>::operator == ( Type *stray ) const
|
||||
{
|
||||
return this->ownedArray == stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniqueArray<Type>::operator != ( Type *stray ) const
|
||||
{
|
||||
return this->ownedArray != stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type* UniqueArray<Type>::Release()
|
||||
{
|
||||
Type *copy = this->ownedArray;
|
||||
this->ownedArray = NULL;
|
||||
|
|
|
@ -0,0 +1,315 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Inline and template implementations for
|
||||
// the Utility Collection of Miscellanious Handy Functions
|
||||
// © Dan Andersson 2013
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef UTILITIES_INLINE_IMPL_H
|
||||
#define UTILITIES_INLINE_IMPL_H
|
||||
|
||||
#include "Utilities.h"
|
||||
|
||||
namespace Utility
|
||||
{
|
||||
namespace DynamicMemory
|
||||
{
|
||||
template<typename Type>
|
||||
inline void SafeDeleteInstance( Type *dynamicInstance )
|
||||
{
|
||||
if( dynamicInstance )
|
||||
{
|
||||
delete dynamicInstance;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
void SafeDeleteArray( Type dynamicArray[] )
|
||||
{
|
||||
if( dynamicArray )
|
||||
{
|
||||
delete [] dynamicArray;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::UniquePointer( Type *assignedInstance )
|
||||
{
|
||||
this->ownedInstance = assignedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::UniquePointer( const UniquePointer<Type> &donor )
|
||||
{
|
||||
this->ownedInstance = donor.ownedInstance;
|
||||
donor.ownedInstance = NULL;
|
||||
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::~UniquePointer()
|
||||
{
|
||||
SafeDeleteInstance( this->ownedInstance );
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( Type *assignedInstance )
|
||||
{
|
||||
SafeDeleteInstance( this->ownedInstance );
|
||||
this->ownedInstance = assignedInstance;
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( const UniquePointer<Type> &donor )
|
||||
{
|
||||
SafeDeleteInstance( this->ownedInstance );
|
||||
this->ownedInstance = donor.ownedInstance;
|
||||
donor.ownedInstance = NULL;
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator Type* ()
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator const Type* () const
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type * UniquePointer<Type>::operator -> ()
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
const Type * UniquePointer<Type>::operator -> () const
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator bool() const
|
||||
{
|
||||
return this->ownedInstance != NULL;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniquePointer<Type>::operator == ( Type *stray ) const
|
||||
{
|
||||
return this->ownedInstance == stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniquePointer<Type>::operator != ( Type *stray ) const
|
||||
{
|
||||
return this->ownedInstance != stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type* UniquePointer<Type>::Release()
|
||||
{
|
||||
Type *copy = this->ownedInstance;
|
||||
this->ownedInstance = NULL;
|
||||
return copy;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
inline bool UniquePointer<Type>::HaveOwnership() const
|
||||
{
|
||||
return this->operator bool();
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::UniqueArray( Type assignedArray[] )
|
||||
{
|
||||
this->ownedArray = assignedArray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::UniqueArray( const UniqueArray<Type> &donor )
|
||||
{
|
||||
this->ownedArray = donor.ownedArray;
|
||||
donor.ownedArray = NULL;
|
||||
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::~UniqueArray()
|
||||
{
|
||||
SafeDeleteArray( this->ownedArray );
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type> & UniqueArray<Type>::operator = ( Type assignedArray[] )
|
||||
{
|
||||
SafeDeleteArray( this->ownedArray );
|
||||
this->ownedArray = assignedArray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type> & UniqueArray<Type>::operator = ( const UniqueArray<Type> &donor )
|
||||
{
|
||||
SafeDeleteArray( this->ownedArray );
|
||||
this->ownedArray = donor.ownedInstance;
|
||||
donor.owned = NULL;
|
||||
}
|
||||
|
||||
template<typename Type> template<typename Index>
|
||||
Type & UniqueArray<Type>::operator [] ( Index i )
|
||||
{
|
||||
return this->ownedArray[i];
|
||||
}
|
||||
|
||||
template<typename Type> template<typename Index>
|
||||
const Type & UniqueArray<Type>::operator [] ( Index i ) const
|
||||
{
|
||||
return this->ownedArray[i];
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::operator bool () const
|
||||
{
|
||||
return this->ownedArray != NULL;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniqueArray<Type>::operator == ( Type *stray ) const
|
||||
{
|
||||
return this->ownedArray == stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
bool UniqueArray<Type>::operator != ( Type *stray ) const
|
||||
{
|
||||
return this->ownedArray != stray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type* UniqueArray<Type>::Release()
|
||||
{
|
||||
Type *copy = this->ownedArray;
|
||||
this->ownedArray = NULL;
|
||||
return copy;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
inline bool UniqueArray<Type>::HaveOwnership() const
|
||||
{
|
||||
return this->operator bool();
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
namespace SmartPointer
|
||||
{
|
||||
template<typename T> void StdSmartPointer<T>::Destroy()
|
||||
{
|
||||
delete this->_rc;
|
||||
this->_rc = NULL;
|
||||
delete this->_ptr;
|
||||
this->_ptr = NULL;
|
||||
}
|
||||
template<typename T> StdSmartPointer<T>::StdSmartPointer()
|
||||
:_rc(0), _ptr(0)
|
||||
{ }
|
||||
template<typename T> StdSmartPointer<T>::StdSmartPointer(T* p)
|
||||
:_ptr(p)
|
||||
{
|
||||
this->_rc = new ReferenceCount();
|
||||
this->_rc->Incref();
|
||||
}
|
||||
template<typename T> StdSmartPointer<T>::StdSmartPointer(const StdSmartPointer& d)
|
||||
:_ptr(d._ptr), _rc(d._rc)
|
||||
{
|
||||
if(this->_rc)
|
||||
this->_rc->Incref();
|
||||
}
|
||||
template<typename T> StdSmartPointer<T>::~StdSmartPointer()
|
||||
{
|
||||
if (this->_rc && this->_rc->Decref() == 0)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (const StdSmartPointer<T>& p)
|
||||
{
|
||||
if (this != &p)
|
||||
{
|
||||
//Last to go?
|
||||
if(this->_rc && this->_rc->Decref() == 0)
|
||||
{
|
||||
//Call child specific
|
||||
Destroy();
|
||||
}
|
||||
|
||||
this->_ptr = p._ptr;
|
||||
this->_rc = p._rc;
|
||||
this->_rc->Incref();
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
template<typename T> StdSmartPointer<T>& StdSmartPointer<T>::operator= (T* p)
|
||||
{
|
||||
if (this->_ptr != p)
|
||||
{
|
||||
//Last to go?
|
||||
if(this->_rc)
|
||||
{
|
||||
if(this->_rc->Decref() == 0)
|
||||
{
|
||||
//Call child specific
|
||||
Destroy();
|
||||
this->_rc = new ReferenceCount();
|
||||
}
|
||||
}
|
||||
else
|
||||
this->_rc = new ReferenceCount();
|
||||
|
||||
this->_ptr = p;
|
||||
this->_rc->Incref();
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
template<typename T> inline bool StdSmartPointer<T>::operator== (const StdSmartPointer<T>& d)
|
||||
{
|
||||
return d._ptr == this->_ptr;
|
||||
}
|
||||
template<typename T> inline bool StdSmartPointer<T>::operator== (const T& p)
|
||||
{
|
||||
return &p == this->_ptr;
|
||||
}
|
||||
template<typename T> inline T& StdSmartPointer<T>::operator* ()
|
||||
{
|
||||
return *this->_ptr;
|
||||
}
|
||||
template<typename T> inline T* StdSmartPointer<T>::operator-> ()
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline StdSmartPointer<T>::operator T* ()
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline StdSmartPointer<T>::operator bool()
|
||||
{
|
||||
return (this->_ptr != 0);
|
||||
}
|
||||
template<typename T> inline T* StdSmartPointer<T>::Get()
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline bool StdSmartPointer<T>::IsValid()
|
||||
{
|
||||
return (this->_ptr != NULL) ? true : false;
|
||||
}
|
||||
}
|
||||
>>>>>>> origin/MiscBranch
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,8 +1,7 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||
// Utility Collection of Miscellanious Handy Functions
|
||||
// © Dan Andersson 2013
|
||||
// © Dennis Andersen 2013
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||
|
||||
#ifndef UTILITIES_H
|
||||
#define UTILITIES_H
|
||||
|
@ -18,50 +17,60 @@ namespace Utility
|
|||
{
|
||||
namespace DynamicMemory
|
||||
{
|
||||
/// If dynamicInstance is not NULL, then delete
|
||||
//! If dynamicInstance is not NULL, then delete
|
||||
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
|
||||
|
||||
/// If dynamicArray is not NULL, then delete []
|
||||
//! If dynamicArray is not NULL, then delete []
|
||||
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
|
||||
|
||||
template<typename Type>
|
||||
struct UniquePointer
|
||||
{ /// Wrapper to safely transfer dynamic ownership/responsibility
|
||||
//! Wrapper to safely transfer dynamic ownership/responsibility
|
||||
template<typename Type> struct UniquePointer
|
||||
{
|
||||
public:
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer( Type *assignedInstance = NULL );
|
||||
|
||||
/// Will auto delete assigned dynamic instance.
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer( const UniquePointer<Type> &donor );
|
||||
|
||||
//! Will auto delete assigned dynamic instance.
|
||||
~UniquePointer();
|
||||
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer<Type> & operator = ( Type *assignedInstance );
|
||||
|
||||
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
|
||||
|
||||
/// Access the assigned dynamic instance. Will crash if nothing there
|
||||
//! Access the assigned dynamic instance. Will crash if nothing there
|
||||
operator Type* ();
|
||||
|
||||
/// Access the assigned dynamic instance. Will crash if nothing there
|
||||
//! Access the assigned dynamic instance. Will crash if nothing there
|
||||
operator const Type* () const;
|
||||
|
||||
/// Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
//! Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
Type * operator -> ();
|
||||
|
||||
/// Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
//! Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
const Type * operator -> () const;
|
||||
|
||||
/// If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
//! If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
operator bool () const;
|
||||
|
||||
/// This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
|
||||
//! @return true if this ownedInstance matches with stray
|
||||
bool operator == ( Type *stray ) const;
|
||||
|
||||
//! @return false if this ownedInstance matches with stray
|
||||
bool operator != ( Type *stray ) const;
|
||||
|
||||
//! This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
|
||||
Type* Release();
|
||||
|
||||
/// (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
//! (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
bool HaveOwnership() const;
|
||||
|
||||
private:
|
||||
|
@ -70,38 +79,48 @@ namespace Utility
|
|||
|
||||
template<typename Type>
|
||||
struct UniqueArray
|
||||
{ /// Wrapper to safely transfer dynamic ownership/responsibility
|
||||
{ //! Wrapper to safely transfer dynamic ownership/responsibility
|
||||
public:
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray( Type assignedArray[] = NULL );
|
||||
|
||||
/// Will auto delete assigned dynamic array.
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray( const UniqueArray<Type> &donor );
|
||||
|
||||
//! Will auto delete assigned dynamic array.
|
||||
~UniqueArray();
|
||||
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray<Type> & operator = ( Type assignedArray[] );
|
||||
|
||||
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
|
||||
|
||||
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
/// Will crash if out-of-bound or there is no assigned array.
|
||||
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
//! Will crash if out-of-bound or there is no assigned array.
|
||||
template<typename Index> Type & operator [] ( Index i );
|
||||
|
||||
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
/// Will crash if out-of-bound or there is no assigned array.
|
||||
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
//! Will crash if out-of-bound or there is no assigned array.
|
||||
template<typename Index> const Type & operator [] ( Index i ) const;
|
||||
|
||||
/// If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
|
||||
//! If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
|
||||
operator bool () const;
|
||||
|
||||
/// This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
|
||||
//! @return true if this ownedInstance matches with stray
|
||||
bool operator == ( Type *stray ) const;
|
||||
|
||||
//! @return false if this ownedInstance matches with stray
|
||||
bool operator != ( Type *stray ) const;
|
||||
|
||||
//! This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
|
||||
Type* Release();
|
||||
|
||||
/// (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
|
||||
//! (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
|
||||
bool HaveOwnership() const;
|
||||
|
||||
private:
|
||||
|
@ -260,7 +279,7 @@ namespace Utility
|
|||
inline ValueType Degree( const ValueType &radian )
|
||||
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
|
||||
|
||||
// SPECIALIZATIONS //////////////////////////////////////////
|
||||
// SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||
|
||||
template<> inline char Average<char>( const char &valueA, const char &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
|
|
@ -0,0 +1,347 @@
|
|||
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||
// Utility Collection of Miscellanious Handy Functions
|
||||
// © Dan Andersson 2013
|
||||
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||
|
||||
#ifndef UTILITIES_H
|
||||
#define UTILITIES_H
|
||||
|
||||
#include <string>
|
||||
#include <istream>
|
||||
#include <vector>
|
||||
#include <locale>
|
||||
#include <limits>
|
||||
#include <atomic>
|
||||
|
||||
namespace Utility
|
||||
{
|
||||
namespace DynamicMemory
|
||||
{
|
||||
//! If dynamicInstance is not NULL, then delete
|
||||
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
|
||||
|
||||
//! If dynamicArray is not NULL, then delete []
|
||||
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
|
||||
|
||||
//! Wrapper to safely transfer dynamic ownership/responsibility
|
||||
template<typename Type> struct UniquePointer
|
||||
{
|
||||
public:
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer( Type *assignedInstance = NULL );
|
||||
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer( const UniquePointer<Type> &donor );
|
||||
|
||||
//! Will auto delete assigned dynamic instance.
|
||||
~UniquePointer();
|
||||
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer<Type> & operator = ( Type *assignedInstance );
|
||||
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
|
||||
|
||||
//! Access the assigned dynamic instance. Will crash if nothing there
|
||||
operator Type* ();
|
||||
|
||||
//! Access the assigned dynamic instance. Will crash if nothing there
|
||||
operator const Type* () const;
|
||||
|
||||
//! Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
Type * operator -> ();
|
||||
|
||||
//! Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
const Type * operator -> () const;
|
||||
|
||||
//! If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
operator bool () const;
|
||||
|
||||
//! @return true if this ownedInstance matches with stray
|
||||
bool operator == ( Type *stray ) const;
|
||||
|
||||
//! @return false if this ownedInstance matches with stray
|
||||
bool operator != ( Type *stray ) const;
|
||||
|
||||
//! This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
|
||||
Type* Release();
|
||||
|
||||
//! (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
bool HaveOwnership() const;
|
||||
|
||||
private:
|
||||
mutable Type *ownedInstance;
|
||||
};
|
||||
|
||||
template<typename Type>
|
||||
struct UniqueArray
|
||||
{ //! Wrapper to safely transfer dynamic ownership/responsibility
|
||||
public:
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray( Type assignedArray[] = NULL );
|
||||
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray( const UniqueArray<Type> &donor );
|
||||
|
||||
//! Will auto delete assigned dynamic array.
|
||||
~UniqueArray();
|
||||
|
||||
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
//! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray<Type> & operator = ( Type assignedArray[] );
|
||||
|
||||
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
|
||||
|
||||
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
//! Will crash if out-of-bound or there is no assigned array.
|
||||
template<typename Index> Type & operator [] ( Index i );
|
||||
|
||||
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
//! Will crash if out-of-bound or there is no assigned array.
|
||||
template<typename Index> const Type & operator [] ( Index i ) const;
|
||||
|
||||
//! If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
|
||||
operator bool () const;
|
||||
|
||||
//! @return true if this ownedInstance matches with stray
|
||||
bool operator == ( Type *stray ) const;
|
||||
|
||||
//! @return false if this ownedInstance matches with stray
|
||||
bool operator != ( Type *stray ) const;
|
||||
|
||||
//! This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
|
||||
Type* Release();
|
||||
|
||||
//! (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
|
||||
bool HaveOwnership() const;
|
||||
|
||||
private:
|
||||
mutable Type *ownedArray;
|
||||
};
|
||||
|
||||
struct RefCount
|
||||
{
|
||||
private:
|
||||
std::atomic<int> count;
|
||||
|
||||
public:
|
||||
<<<<<<< HEAD
|
||||
RefCount() :count(0) { }
|
||||
RefCount(const RefCount& o) { count = o.count; }
|
||||
const RefCount& operator=(const RefCount& o) { count = o.count; return *this;}
|
||||
void Incref() { this->count++; }
|
||||
void Incref(int c) { this->count += c; }
|
||||
int Decref() { return --this->count;}
|
||||
void Reset() { this->count = 0; }
|
||||
};
|
||||
=======
|
||||
ReferenceCount() :count(0) { }
|
||||
ReferenceCount(const ReferenceCount& o) { count.store(o.count); }
|
||||
inline const ReferenceCount& operator=(const ReferenceCount& o) { count.store(o.count); return *this;}
|
||||
inline void Incref() { this->count++; }
|
||||
inline void Incref(int c) { this->count += c; }
|
||||
inline int Decref() { return --this->count;}
|
||||
inline void Reset() { this->count = 0; }
|
||||
};
|
||||
|
||||
namespace SmartPointer
|
||||
{
|
||||
//! Smart pointer for a regular object.
|
||||
/**
|
||||
* Regular objects, objects that is deleted normaly (ie not COM objects, or array pointers)
|
||||
* can use this class to easy the use of dynamic memory
|
||||
*/
|
||||
template<typename T>
|
||||
struct StdSmartPointer
|
||||
{
|
||||
private:
|
||||
ReferenceCount *_rc;
|
||||
T *_ptr;
|
||||
|
||||
/** Destroys the pointer and returns the memory allocated. */
|
||||
void Destroy();
|
||||
|
||||
public:
|
||||
StdSmartPointer();
|
||||
StdSmartPointer(T* p);
|
||||
StdSmartPointer(const StdSmartPointer& d);
|
||||
virtual~StdSmartPointer();
|
||||
StdSmartPointer<T>& operator= (const StdSmartPointer<T>& p);
|
||||
StdSmartPointer<T>& operator= (T* p);
|
||||
bool operator== (const StdSmartPointer<T>& d);
|
||||
bool operator== (const T& p);
|
||||
T& operator* ();
|
||||
T* operator-> ();
|
||||
operator T* ();
|
||||
operator bool();
|
||||
|
||||
/**
|
||||
* Returns the connected pointer */
|
||||
T* Get();
|
||||
|
||||
/** Checks if the pointer is valid (not NULL)
|
||||
Returns true for valid, else false. */
|
||||
bool IsValid();
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
>>>>>>> origin/MiscBranch
|
||||
}
|
||||
|
||||
namespace String
|
||||
{
|
||||
// string
|
||||
|
||||
::std::vector<::std::string> & Split( ::std::vector<::std::string> &output, const ::std::string &str, char delim, ::std::string::size_type offset = 0 );
|
||||
::std::vector<::std::string> & Split( ::std::vector<::std::string> &output, const ::std::string &str, const ::std::string &delim, ::std::string::size_type offset = 0 );
|
||||
::std::vector<::std::string> & Split( ::std::vector<::std::string> &output, const ::std::string &str, const ::std::vector<::std::string> &delim, ::std::string::size_type offset = 0 );
|
||||
::std::string Trim( const ::std::string &str );
|
||||
::std::string & ToLowerCase( ::std::string &output, const ::std::string &str );
|
||||
::std::string & ToLowerCase( ::std::string &str );
|
||||
::std::string & ToUpperCase( ::std::string &output, const ::std::string &str );
|
||||
::std::string & ToUpperCase( ::std::string &str );
|
||||
::std::string & ExtractDirPath( ::std::string &output, const ::std::string &file, char dirDelimeter );
|
||||
::std::string & ExtractDirPath( ::std::string &output, const ::std::string &file, const ::std::string &dirDelimeter );
|
||||
::std::string & ReplaceCharacters( ::std::string &str, char characterToReplace, char newCharacter, const ::std::string::size_type &offset = 0, const ::std::string::size_type &end = ::std::string::npos );
|
||||
|
||||
// wstring
|
||||
|
||||
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, char delim, ::std::wstring::size_type offset = 0 );
|
||||
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::wstring &delim, ::std::wstring::size_type offset = 0 );
|
||||
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::vector<::std::wstring> &delim, ::std::wstring::size_type offset = 0 );
|
||||
::std::wstring & wToLowerCase( ::std::wstring &output, const ::std::wstring &str );
|
||||
::std::wstring & wToLowerCase( ::std::wstring &str );
|
||||
|
||||
//To wstring
|
||||
|
||||
::std::wstring & StringToWstring( const ::std::string &str, ::std::wstring &wstr );
|
||||
::std::string & WStringToString( const ::std::wstring &wstr, ::std::string &str );
|
||||
}
|
||||
|
||||
namespace Stream
|
||||
{
|
||||
float* ReadFloats( float *output, ::std::istream &input, unsigned int numFloats );
|
||||
}
|
||||
|
||||
namespace StaticArray
|
||||
{
|
||||
template<typename ScalarType, unsigned int num>
|
||||
inline unsigned int NumElementsOf( const ScalarType(&)[num] )
|
||||
{ return num; }
|
||||
|
||||
template<typename ScalarType, unsigned int num>
|
||||
inline ScalarType & FirstElementOf( ScalarType (&arr)[num] )
|
||||
{ return arr[0]; }
|
||||
|
||||
template<typename ScalarType, unsigned int num>
|
||||
inline ScalarType & LastElementOf( ScalarType (&arr)[num] )
|
||||
{ return arr[num-1]; }
|
||||
}
|
||||
|
||||
namespace Element
|
||||
{
|
||||
template<typename ScalarType>
|
||||
inline void Swap( ScalarType &elementA, ScalarType &elementB, ScalarType &swapSpace )
|
||||
{ swapSpace = elementA; elementA = elementB; elementB = swapSpace; }
|
||||
|
||||
template<typename ScalarType>
|
||||
inline void Swap( ScalarType &elementA, ScalarType &elementB )
|
||||
{ ScalarType swapSpace; Swap( elementA, elementB, swapSpace ); }
|
||||
}
|
||||
|
||||
namespace Value
|
||||
{
|
||||
using ::std::numeric_limits;
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Abs( const ValueType &value )
|
||||
{ return value < 0 ? value * -1 : value; }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Max( const ValueType &valueA, const ValueType &valueB )
|
||||
{ return valueA > valueB ? valueA : valueB; }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Min( const ValueType &valueA, const ValueType &valueB )
|
||||
{ return valueA < valueB ? valueA : valueB; }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Average( const ValueType &valueA, const ValueType &valueB )
|
||||
{ return (valueA + valueB) * 0.5f; }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType AverageWithDelta( const ValueType &origin, const ValueType &delta )
|
||||
{ return origin + (delta * 0.5f); }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Radian( const ValueType °ree )
|
||||
{ return degree * (3.1415926535897932384626433832795f / 180.0f); }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Degree( const ValueType &radian )
|
||||
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
|
||||
|
||||
// SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
|
||||
|
||||
template<> inline char Average<char>( const char &valueA, const char &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline unsigned char Average<unsigned char>( const unsigned char &valueA, const unsigned char &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline int Average<int>( const int &valueA, const int &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline unsigned int Average<unsigned int>( const unsigned int &valueA, const unsigned int &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline long Average<long>( const long &valueA, const long &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline unsigned long Average<unsigned long>( const unsigned long &valueA, const unsigned long &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline long long Average<long long>( const long long &valueA, const long long &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline unsigned long long Average<unsigned long long>( const unsigned long long &valueA, const unsigned long long &valueB )
|
||||
{ return (valueA + valueB) >> 1; }
|
||||
|
||||
template<> inline char AverageWithDelta<char>( const char &origin, const char &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline unsigned char AverageWithDelta<unsigned char>( const unsigned char &origin, const unsigned char &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline int AverageWithDelta<int>( const int &origin, const int &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline unsigned int AverageWithDelta<unsigned int>( const unsigned int &origin, const unsigned int &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline long AverageWithDelta<long>( const long &origin, const long &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline unsigned long AverageWithDelta<unsigned long>( const unsigned long &origin, const unsigned long &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline long long AverageWithDelta<long long>( const long long &origin, const long long &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
|
||||
template<> inline unsigned long long AverageWithDelta<unsigned long long>( const unsigned long long &origin, const unsigned long long &delta )
|
||||
{ return origin + (delta >> 1); }
|
||||
}
|
||||
}
|
||||
|
||||
#include "Utilities-InlineImpl.h"
|
||||
|
||||
#endif
|
|
@ -1,19 +1,18 @@
|
|||
#include "Buffer.h"
|
||||
#include "Core.h"
|
||||
|
||||
using namespace Oyster::Graphics;
|
||||
|
||||
Buffer::Buffer()
|
||||
Core::Buffer::Buffer()
|
||||
{
|
||||
mBuffer = NULL;
|
||||
}
|
||||
|
||||
Buffer::~Buffer()
|
||||
Core::Buffer::~Buffer()
|
||||
{
|
||||
SAFE_RELEASE(mBuffer);
|
||||
}
|
||||
|
||||
HRESULT Buffer::Apply(UINT32 misc) const
|
||||
HRESULT Core::Buffer::Apply(UINT32 misc) const
|
||||
{
|
||||
HRESULT hr = S_OK;
|
||||
|
||||
|
@ -59,7 +58,7 @@ HRESULT Buffer::Apply(UINT32 misc) const
|
|||
return hr;
|
||||
}
|
||||
|
||||
HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
||||
HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
||||
{
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
|
||||
|
@ -154,13 +153,13 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
|||
|
||||
if(FAILED(hr))
|
||||
{
|
||||
MessageBox(NULL, "Unable to create buffer.", "Slenda Error", MB_ICONERROR | MB_OK);
|
||||
//MessageBox(NULL, L"Unable to create buffer.", L"Slenda Error", MB_ICONERROR | MB_OK);
|
||||
}
|
||||
|
||||
return hr;
|
||||
}
|
||||
|
||||
void* Buffer::Map()
|
||||
void* Core::Buffer::Map()
|
||||
{
|
||||
void* ret = NULL;
|
||||
if(mUsage == BUFFER_CPU_WRITE || mUsage == BUFFER_CPU_READ || mUsage == BUFFER_CPU_WRITE_DISCARD)
|
||||
|
@ -192,17 +191,17 @@ void* Buffer::Map()
|
|||
|
||||
}
|
||||
|
||||
void Buffer::Unmap()
|
||||
void Core::Buffer::Unmap()
|
||||
{
|
||||
Core::deviceContext->Unmap( mBuffer, 0 );
|
||||
}
|
||||
|
||||
Buffer::operator ID3D11Buffer *()
|
||||
Core::Buffer::operator ID3D11Buffer *()
|
||||
{
|
||||
return this->mBuffer;
|
||||
}
|
||||
|
||||
Buffer::operator const ID3D11Buffer *() const
|
||||
Core::Buffer::operator const ID3D11Buffer *() const
|
||||
{
|
||||
return this->mBuffer;
|
||||
}
|
|
@ -1,79 +0,0 @@
|
|||
#pragma once
|
||||
#ifndef CoreBuffer
|
||||
#define CoreBuffer
|
||||
|
||||
#include "CoreIncludes.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
class Buffer
|
||||
{
|
||||
public:
|
||||
enum BUFFER_TYPE
|
||||
{
|
||||
VERTEX_BUFFER,
|
||||
INDEX_BUFFER,
|
||||
CONSTANT_BUFFER_VS,
|
||||
CONSTANT_BUFFER_GS,
|
||||
CONSTANT_BUFFER_PS,
|
||||
CONSTANT_BUFFER_CS,
|
||||
STRUCTURED_BUFFER,
|
||||
BUFFER_TYPE_COUNT
|
||||
};
|
||||
|
||||
enum BUFFER_USAGE
|
||||
{
|
||||
BUFFER_DEFAULT,
|
||||
BUFFER_STREAM_OUT_TARGET,
|
||||
BUFFER_CPU_WRITE,
|
||||
BUFFER_CPU_WRITE_DISCARD,
|
||||
BUFFER_CPU_READ,
|
||||
BUFFER_USAGE_COUNT,
|
||||
BUFFER_USAGE_IMMUTABLE
|
||||
};
|
||||
|
||||
struct BUFFER_INIT_DESC
|
||||
{
|
||||
BUFFER_TYPE Type;
|
||||
UINT32 NumElements;
|
||||
UINT32 ElementSize;
|
||||
BUFFER_USAGE Usage;
|
||||
void* InitData;
|
||||
|
||||
BUFFER_INIT_DESC()
|
||||
{
|
||||
InitData = NULL;
|
||||
Usage = BUFFER_DEFAULT;
|
||||
}
|
||||
};
|
||||
protected:
|
||||
ID3D11Buffer* mBuffer;
|
||||
BUFFER_TYPE mType;
|
||||
BUFFER_USAGE mUsage;
|
||||
|
||||
UINT32 mElementSize;
|
||||
UINT32 mElementCount;
|
||||
public:
|
||||
Buffer();
|
||||
virtual ~Buffer();
|
||||
|
||||
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
|
||||
|
||||
void* Map();
|
||||
void Unmap();
|
||||
|
||||
operator ID3D11Buffer*();
|
||||
operator const ID3D11Buffer*() const;
|
||||
|
||||
HRESULT Apply(UINT32 misc = 0) const;
|
||||
|
||||
ID3D11Buffer* GetBufferPointer();
|
||||
UINT32 GetVertexSize();
|
||||
UINT32 GetElementCount();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -4,9 +4,8 @@
|
|||
#define Core_h
|
||||
|
||||
|
||||
#include "CoreIncludes.h"
|
||||
#include "Dx11Includes.h"
|
||||
#include <sstream>
|
||||
#include "Buffer.h"
|
||||
#include "OysterMath.h"
|
||||
|
||||
namespace Oyster
|
||||
|
@ -36,6 +35,72 @@ namespace Oyster
|
|||
|
||||
static Oyster::Math::Float2 resolution;
|
||||
|
||||
class Buffer
|
||||
{
|
||||
public:
|
||||
enum BUFFER_TYPE
|
||||
{
|
||||
VERTEX_BUFFER,
|
||||
INDEX_BUFFER,
|
||||
CONSTANT_BUFFER_VS,
|
||||
CONSTANT_BUFFER_GS,
|
||||
CONSTANT_BUFFER_PS,
|
||||
CONSTANT_BUFFER_CS,
|
||||
STRUCTURED_BUFFER,
|
||||
BUFFER_TYPE_COUNT
|
||||
};
|
||||
|
||||
enum BUFFER_USAGE
|
||||
{
|
||||
BUFFER_DEFAULT,
|
||||
BUFFER_STREAM_OUT_TARGET,
|
||||
BUFFER_CPU_WRITE,
|
||||
BUFFER_CPU_WRITE_DISCARD,
|
||||
BUFFER_CPU_READ,
|
||||
BUFFER_USAGE_COUNT,
|
||||
BUFFER_USAGE_IMMUTABLE
|
||||
};
|
||||
|
||||
struct BUFFER_INIT_DESC
|
||||
{
|
||||
BUFFER_TYPE Type;
|
||||
UINT32 NumElements;
|
||||
UINT32 ElementSize;
|
||||
BUFFER_USAGE Usage;
|
||||
void* InitData;
|
||||
|
||||
BUFFER_INIT_DESC()
|
||||
{
|
||||
InitData = NULL;
|
||||
Usage = BUFFER_DEFAULT;
|
||||
}
|
||||
};
|
||||
protected:
|
||||
ID3D11Buffer* mBuffer;
|
||||
BUFFER_TYPE mType;
|
||||
BUFFER_USAGE mUsage;
|
||||
|
||||
UINT32 mElementSize;
|
||||
UINT32 mElementCount;
|
||||
public:
|
||||
Buffer();
|
||||
virtual ~Buffer();
|
||||
|
||||
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
|
||||
|
||||
void* Map();
|
||||
void Unmap();
|
||||
|
||||
operator ID3D11Buffer*();
|
||||
operator const ID3D11Buffer*() const;
|
||||
|
||||
HRESULT Apply(UINT32 misc = 0) const;
|
||||
|
||||
ID3D11Buffer* GetBufferPointer();
|
||||
UINT32 GetVertexSize();
|
||||
UINT32 GetElementCount();
|
||||
};
|
||||
|
||||
|
||||
class ShaderManager
|
||||
{
|
||||
|
|
|
@ -6,10 +6,14 @@
|
|||
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
|
||||
#include <windows.h>
|
||||
#include <D3D11.h>
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
#pragma comment(lib, "d3d11.lib")
|
||||
|
||||
#ifdef _DEBUG
|
||||
#include <d3dcompiler.h>
|
||||
#pragma comment(lib, "d3dcompiler.lib")
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#include <string>
|
|
@ -103,8 +103,8 @@ namespace Oyster
|
|||
desc.BufferDesc.RefreshRate.Denominator=1;
|
||||
desc.BufferDesc.RefreshRate.Numerator=60;
|
||||
|
||||
desc.BufferDesc.Height = Size.y;
|
||||
desc.BufferDesc.Width = Size.x;
|
||||
desc.BufferDesc.Height = (UINT)Size.y;
|
||||
desc.BufferDesc.Width = (UINT)Size.x;
|
||||
|
||||
if(Core::swapChain)
|
||||
{
|
||||
|
@ -180,8 +180,8 @@ namespace Oyster
|
|||
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||
desc.CPUAccessFlags=0;
|
||||
desc.MiscFlags=0;
|
||||
desc.Height = Size.y;
|
||||
desc.Width = Size.x;
|
||||
desc.Height = (UINT)Size.y;
|
||||
desc.Width = (UINT)Size.x;
|
||||
|
||||
if(Core::depthStencil)
|
||||
{
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#include "Core.h"
|
||||
#include <fstream>
|
||||
#include <map>
|
||||
|
||||
const char* ShaderFunction = "main";
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#include "..\OysterGraphics\Core\CoreIncludes.h"
|
||||
#include "..\OysterGraphics\Core\Dx11Includes.h"
|
||||
#include "OysterMath.h"
|
||||
|
||||
namespace Oyster
|
||||
|
@ -19,6 +19,18 @@ namespace Oyster
|
|||
Oyster::Math::Matrix V;
|
||||
Oyster::Math::Matrix P;
|
||||
};
|
||||
|
||||
struct FinalVertex
|
||||
{
|
||||
Oyster::Math::Float3 pos;
|
||||
Oyster::Math::Float2 uv;
|
||||
Oyster::Math::Float3 normal;
|
||||
Oyster::Math::Float3 tangent;
|
||||
Oyster::Math::Float3 biTangent;
|
||||
Oyster::Math::Float4 boneIndex;
|
||||
Oyster::Math::Float4 boneWeights;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,66 @@
|
|||
#include "GFXAPI.h"
|
||||
#include "../Core/Core.h"
|
||||
#include "../Render/Resources/Resources.h"
|
||||
#include "../Render/Rendering/Render.h"
|
||||
#include "../FileLoader/ObjReader.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
|
||||
{
|
||||
Core::resolution = resulotion;
|
||||
|
||||
if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
|
||||
{
|
||||
return API::Fail;
|
||||
}
|
||||
if(Render::Resources::Init() == Core::Init::Fail)
|
||||
{
|
||||
return API::Fail;
|
||||
}
|
||||
|
||||
Render::Preparations::Basic::SetViewPort();
|
||||
return API::Sucsess;
|
||||
}
|
||||
|
||||
void API::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
|
||||
{
|
||||
Render::Rendering::Basic::NewFrame(View, Projection);
|
||||
}
|
||||
|
||||
void API::RenderScene(Model::Model* models, int count)
|
||||
{
|
||||
Render::Rendering::Basic::RenderScene(models,count);
|
||||
}
|
||||
|
||||
void API::EndFrame()
|
||||
{
|
||||
Render::Rendering::Basic::EndFrame();
|
||||
}
|
||||
|
||||
API::State API::SetOptions(API::Option option)
|
||||
{
|
||||
return API::Sucsess;
|
||||
}
|
||||
|
||||
Model::Model* API::CreateModel(std::wstring filename)
|
||||
{
|
||||
Model::Model* m = new Model::Model();
|
||||
m->WorldMatrix = Oyster::Math::Float4x4::identity;
|
||||
m->Visible = true;
|
||||
|
||||
OBJReader or;
|
||||
or.readOBJFile(filename);
|
||||
m->info = or.toModel();
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
void API::DeleteModel(Model::Model* model)
|
||||
{
|
||||
delete model;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
#pragma once
|
||||
#include <string>
|
||||
#include "..\Model\Model.h"
|
||||
#include "OysterMath.h"
|
||||
#include <Windows.h>
|
||||
|
||||
#if defined GFX_DLL_EXPORT
|
||||
#define GFX_DLL_USAGE __declspec(dllexport)
|
||||
#else
|
||||
#define GFX_DLL_USAGE __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
class GFX_DLL_USAGE API
|
||||
{
|
||||
public:
|
||||
enum State
|
||||
{
|
||||
Sucsess,
|
||||
Fail
|
||||
};
|
||||
struct Option
|
||||
{
|
||||
};
|
||||
|
||||
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
|
||||
//! @brief from Oyster::Math Float4x4, expects corect methods
|
||||
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
|
||||
static void RenderScene(Oyster::Graphics::Model::Model* models, int count);
|
||||
static void EndFrame();
|
||||
|
||||
static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
|
||||
static void DeleteModel(Oyster::Graphics::Model::Model* model);
|
||||
|
||||
static State SetOptions(Option);
|
||||
};
|
||||
}
|
||||
}
|
|
@ -2,6 +2,7 @@
|
|||
#include "..\Definitions\GraphicalDefinition.h"
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
#include "TextureLoader.h"
|
||||
|
||||
using namespace std;
|
||||
OBJReader::OBJReader()
|
||||
|
@ -95,17 +96,17 @@ void OBJReader::readOBJFile( std::wstring fileName )
|
|||
inStream.close();
|
||||
}
|
||||
|
||||
Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
|
||||
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
|
||||
{
|
||||
Oyster::Graphics::Buffer* b = new Oyster::Graphics::Buffer();
|
||||
Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
|
||||
Oyster::Graphics::Render::ModelInfo* modelInfo = new Oyster::Graphics::Render::ModelInfo();
|
||||
Oyster::Graphics::Core::Buffer* b = new Oyster::Graphics::Core::Buffer();
|
||||
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC desc;
|
||||
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
|
||||
|
||||
desc.ElementSize = 32;
|
||||
desc.InitData = &this->_myOBJ[0];
|
||||
desc.NumElements = this->_myOBJ.size();
|
||||
desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
||||
desc.Usage = Oyster::Graphics::Buffer::BUFFER_DEFAULT;
|
||||
desc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
||||
desc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_DEFAULT;
|
||||
HRESULT hr = S_OK;
|
||||
|
||||
hr = b->Init(desc);
|
||||
|
@ -117,6 +118,8 @@ Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
|
|||
modelInfo->VertexCount = (int)desc.NumElements;
|
||||
modelInfo->Vertices = b;
|
||||
|
||||
//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
|
||||
|
||||
|
||||
return modelInfo;
|
||||
}
|
||||
|
|
|
@ -49,7 +49,7 @@ class OBJReader
|
|||
~OBJReader();
|
||||
|
||||
void readOBJFile( std::wstring fileName);
|
||||
Oyster::Graphics::Render::ModelInfo* toModel();
|
||||
Oyster::Graphics::Model::ModelInfo* toModel();
|
||||
|
||||
};
|
||||
#endif
|
|
@ -0,0 +1,7 @@
|
|||
#include "TextureLoader.h"
|
||||
#include "..\Core\Dx11Includes.h"
|
||||
|
||||
Oyster::Resource::CustomData* Oyster::Graphics::Loading::LoadTexture()
|
||||
{
|
||||
return NULL;
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
#pragma once
|
||||
#include "..\..\Misc\Resource\OysterResource.h"
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
namespace Loading
|
||||
{
|
||||
void UnloadTexture();
|
||||
Oyster::Resource::CustomData* LoadTexture();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,28 +1,19 @@
|
|||
#pragma once
|
||||
#ifndef Mesh_h
|
||||
#define Mesh_h
|
||||
|
||||
//#include "../Engine.h"
|
||||
|
||||
|
||||
//#include "..\Core\CoreIncludes.h"
|
||||
//#include "..\Core\Buffer.h"
|
||||
#include "OysterMath.h"
|
||||
//#include "ICollideable.h"
|
||||
#include "ModelInfo.h"
|
||||
|
||||
//using namespace Oyster::Math;
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
namespace Render
|
||||
namespace Model
|
||||
{
|
||||
struct Model
|
||||
{
|
||||
ModelInfo* info;
|
||||
Oyster::Math::Float4x4 World;
|
||||
//! do not Edit, linked to render data
|
||||
void* info;
|
||||
Oyster::Math::Float4x4 WorldMatrix;
|
||||
bool Visible;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -2,26 +2,19 @@
|
|||
#ifndef MODELINFO_h
|
||||
#define MODELINFO_h
|
||||
|
||||
//#include "../Engine.h"
|
||||
|
||||
|
||||
#include "..\Core\CoreIncludes.h"
|
||||
#include "..\Core\Buffer.h"
|
||||
//#include "OysterMath.h"
|
||||
//#include "ICollideable.h"
|
||||
|
||||
//using namespace Oyster::Math;
|
||||
#include "..\Core\Core.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
namespace Render
|
||||
namespace Model
|
||||
{
|
||||
struct ModelInfo
|
||||
{
|
||||
std::vector<ID3D11ShaderResourceView*> Material;
|
||||
Buffer *Vertices,*Indecies;
|
||||
Core::Buffer *Vertices,*Indecies;
|
||||
bool Indexed;
|
||||
int VertexCount;
|
||||
};
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
|
@ -66,22 +66,22 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
|
@ -91,6 +91,7 @@
|
|||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -105,6 +106,7 @@
|
|||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -118,6 +120,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -133,6 +136,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -145,16 +149,19 @@
|
|||
<ClCompile Include="Core\Core.cpp" />
|
||||
<ClCompile Include="Core\Init.cpp" />
|
||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h" />
|
||||
<ClInclude Include="Core\Core.h" />
|
||||
<ClInclude Include="Core\CoreIncludes.h" />
|
||||
<ClInclude Include="Core\Dx11Includes.h" />
|
||||
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
<ClInclude Include="FileLoader\TextureLoader.h" />
|
||||
<ClInclude Include="Model\Model.h" />
|
||||
<ClInclude Include="Model\ModelInfo.h" />
|
||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||
|
@ -171,6 +178,20 @@
|
|||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
|
@ -203,6 +224,11 @@
|
|||
</AssemblerOutput>
|
||||
</FxCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||
<None Include="OysterGraphics.vcxproj.orig" />
|
||||
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -1,80 +1,40 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Core\Buffer.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Core\Core.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Core\ShaderManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Core\Init.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Render\Resources\Resources.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Core\Core.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Core\CoreIncludes.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Render\Preparations\Preparations.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Render\Rendering\Render.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Model\ModelInfo.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Model\Model.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Render\Resources\Resources.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Definitions\GraphicalDefinition.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="FileLoader\ObjReader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" />
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Core\Buffer.cpp" />
|
||||
<ClCompile Include="Core\Core.cpp" />
|
||||
<ClCompile Include="Core\Init.cpp" />
|
||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Core.h" />
|
||||
<ClInclude Include="Core\Dx11Includes.h" />
|
||||
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
<ClInclude Include="FileLoader\TextureLoader.h" />
|
||||
<ClInclude Include="Model\Model.h" />
|
||||
<ClInclude Include="Model\ModelInfo.h" />
|
||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||
<ClInclude Include="Render\Rendering\Render.h" />
|
||||
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||
<ClInclude Include="Render\Resources\Resources.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
||||
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||
<None Include="OysterGraphics.vcxproj.orig" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -1,6 +1,7 @@
|
|||
#include "Render.h"
|
||||
#include "../Resources/Resources.h"
|
||||
#include "../../Definitions/GraphicalDefinition.h"
|
||||
#include "../../Model/ModelInfo.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
|
@ -28,27 +29,30 @@ namespace Oyster
|
|||
Resources::VPData.Apply();
|
||||
}
|
||||
|
||||
void Basic::RenderScene(Model* models, int count)
|
||||
void Basic::RenderScene(Model::Model* models, int count)
|
||||
{
|
||||
for(int i = 0; i < count; ++i)
|
||||
{
|
||||
if(models[i].Visible)
|
||||
{
|
||||
void* data = Resources::ModelData.Map();
|
||||
memcpy(data,&(models[i].World),64);
|
||||
memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
|
||||
Resources::ModelData.Unmap();
|
||||
|
||||
//Set Materials :: NONE
|
||||
|
||||
models[i].info->Vertices->Apply();
|
||||
if(models[i].info->Indexed)
|
||||
Model
|
||||
::ModelInfo* info = (Model::ModelInfo*)models[i].info;
|
||||
|
||||
info->Vertices->Apply();
|
||||
if(info->Indexed)
|
||||
{
|
||||
models[i].info->Indecies->Apply();
|
||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(models[i].info->VertexCount,0,0);
|
||||
info->Indecies->Apply();
|
||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Oyster::Graphics::Core::deviceContext->Draw(models[i].info->VertexCount,0);
|
||||
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@ namespace Oyster
|
|||
public:
|
||||
|
||||
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
|
||||
static void RenderScene(Model* models, int count);
|
||||
static void RenderScene(Model::Model* models, int count);
|
||||
static void EndFrame();
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
#include "Resources.h"
|
||||
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
|
||||
|
||||
const std::wstring PathFromExeToHlsl = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
||||
// /Bin/Executable/Tester ->
|
||||
// /Code/OysterGraphics/Shader/HLSL
|
||||
const std::wstring PathFromExeToHlsl = L"..\\..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
|
||||
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
|
||||
const std::wstring VertexDebug = L"DebugVertex";
|
||||
const std::wstring PixelRed = L"DebugPixel";
|
||||
|
@ -9,6 +11,7 @@ const std::wstring PixelRed = L"DebugPixel";
|
|||
typedef Oyster::Graphics::Core::ShaderManager::ShaderType ShaderType;
|
||||
typedef Oyster::Graphics::Core::ShaderManager::Get GetShader;
|
||||
typedef Oyster::Graphics::Core::ShaderManager Shader;
|
||||
typedef Oyster::Graphics::Core::Buffer Buffer;
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
|
@ -96,8 +99,8 @@ namespace Oyster
|
|||
obj.CBuffers.Vertex.push_back(&VPData);
|
||||
obj.RenderStates.Rasterizer = rs;
|
||||
|
||||
ModelData.Apply(1);
|
||||
#pragma endregion
|
||||
|
||||
return Core::Init::Sucsess;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,8 +16,8 @@ namespace Oyster
|
|||
{
|
||||
public:
|
||||
static Core::ShaderManager::ShaderEffect obj;
|
||||
static Buffer ModelData;
|
||||
static Buffer VPData;
|
||||
static Core::Buffer ModelData;
|
||||
static Core::Buffer VPData;
|
||||
|
||||
static Core::Init::State Init();
|
||||
};
|
||||
|
|
|
@ -0,0 +1,41 @@
|
|||
struct VertexIn
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 UV : TEXCOORD;
|
||||
float3 normal : NORMAL;
|
||||
float3 tangent : TANGENT;
|
||||
float3 biTangent : BITANGENT;
|
||||
float4 boneIndex : BONEINDEX;
|
||||
float4 boneWeight : BONEWEIGHT;
|
||||
};
|
||||
|
||||
struct VertexOut
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 ViewPos : POSITION;
|
||||
float2 UV : TEXCOORD;
|
||||
float3 normal : NORMAL;
|
||||
float3 tangent : TANGENT;
|
||||
float3 biTangent : BITANGENT;
|
||||
};
|
||||
|
||||
struct PixelOut
|
||||
{
|
||||
float4 DiffuseGlow : SV_TARGET0;
|
||||
float4 NormalSpec : SV_TARGET1;
|
||||
};
|
||||
|
||||
Texture2D Diffuse : register(t0);
|
||||
Texture2D Specular : register(t1);
|
||||
|
||||
cbuffer PerFrame : register(b0)
|
||||
{
|
||||
matrix View;
|
||||
float4x4 Projection;
|
||||
matrix VP;
|
||||
}
|
||||
|
||||
cbuffer PerModel : register(b1)
|
||||
{
|
||||
matrix World;
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
#include "GBufferHeader.hlsli"
|
||||
|
||||
PixelOut main(VertexOut input)
|
||||
{
|
||||
PixelOut output;
|
||||
output.DiffuseGlow = float4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
output.NormalSpec = float4(input.normal, 1.0f);
|
||||
return output;
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#include "GBufferHeader.hlsli"
|
||||
|
||||
VertexOut main( VertexIn input )
|
||||
{
|
||||
VertexOut output;
|
||||
matrix WV = mul(View, World);
|
||||
output.ViewPos = mul(WV, float4(input.pos,1));
|
||||
output.pos = mul(Projection, output.ViewPos);
|
||||
output.UV = input.UV;
|
||||
output.normal = float4(input.normal, 0);
|
||||
return output;
|
||||
}
|
|
@ -18,11 +18,11 @@ struct VertexIn
|
|||
|
||||
float4 main( VertexIn input ) : SV_POSITION
|
||||
{
|
||||
float4 postTransform = float4(input.pos*0.1f,1);
|
||||
postTransform.y += 1.5f;
|
||||
float4 postTransform = mul( World, float4(input.pos,1) );
|
||||
//float4 postTransform = float4(input.pos,1);
|
||||
//return postTransform;
|
||||
//return mul(View, float4(input.pos,1));
|
||||
matrix VP = mul(Projection, View);
|
||||
//matrix WVP = mul(World, VP);
|
||||
return mul(VP, float4(input.pos*0.1f,1) );
|
||||
return mul(VP, postTransform );
|
||||
}
|
|
@ -444,8 +444,8 @@ namespace LinearAlgebra3D
|
|||
ScalarType c = 1 / (nearClip - farClip);
|
||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
|
||||
0, 2/height, 0, 0,
|
||||
0, 0, -c, 0, 0,
|
||||
0, nearClip*c, 1 );
|
||||
0, 0, -c, nearClip*c,
|
||||
0, 0, 0, 1 );
|
||||
}
|
||||
|
||||
/*******************************************************************
|
||||
|
@ -460,7 +460,7 @@ namespace LinearAlgebra3D
|
|||
*******************************************************************/
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
{ /** @todo TODO: not tested */
|
||||
{
|
||||
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
||||
dDepth = farClip / (farClip - nearClip);
|
||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
|
||||
|
@ -469,6 +469,18 @@ namespace LinearAlgebra3D
|
|||
0, 0, 1, 0 );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
{ /** @todo TODO: not tested */
|
||||
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
||||
dDepth = farClip / (farClip - nearClip);
|
||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0,
|
||||
0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0,
|
||||
0, 0, dDepth, -(dDepth * nearClip),
|
||||
0, 0, 1, 0 );
|
||||
}
|
||||
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
|
||||
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace LinearAlgebra
|
|||
Matrix2x2( );
|
||||
Matrix2x2( const ScalarType &m11, const ScalarType &m12,
|
||||
const ScalarType &m21, const ScalarType &m22 );
|
||||
Matrix2x2( const Vector2<ScalarType> vec[2] );
|
||||
explicit Matrix2x2( const Vector2<ScalarType> vec[2] );
|
||||
Matrix2x2( const Vector2<ScalarType> &vec1, const Vector2<ScalarType> &vec2 );
|
||||
explicit Matrix2x2( const ScalarType element[4] );
|
||||
Matrix2x2( const Matrix2x2<ScalarType> &matrix );
|
||||
|
@ -80,7 +80,7 @@ namespace LinearAlgebra
|
|||
Matrix3x3( const ScalarType &m11, const ScalarType &m12, const ScalarType &m13,
|
||||
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23,
|
||||
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33 );
|
||||
Matrix3x3( const Vector3<ScalarType> vec[3] );
|
||||
explicit Matrix3x3( const Vector3<ScalarType> vec[3] );
|
||||
Matrix3x3( const Vector3<ScalarType> &vec1, const Vector3<ScalarType> &vec2, const Vector3<ScalarType> &vec3 );
|
||||
explicit Matrix3x3( const ScalarType element[9] );
|
||||
Matrix3x3( const Matrix3x3<ScalarType> &matrix );
|
||||
|
@ -132,7 +132,7 @@ namespace LinearAlgebra
|
|||
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23, const ScalarType &m24,
|
||||
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33, const ScalarType &m34,
|
||||
const ScalarType &m41, const ScalarType &m42, const ScalarType &m43, const ScalarType &m44 );
|
||||
Matrix4x4( const Vector4<ScalarType> vec[4] );
|
||||
explicit Matrix4x4( const Vector4<ScalarType> vec[4] );
|
||||
Matrix4x4( const Vector4<ScalarType> &vec1, const Vector4<ScalarType> &vec2, const Vector4<ScalarType> &vec3, const Vector4<ScalarType> &vec4 );
|
||||
explicit Matrix4x4( const ScalarType element[16] );
|
||||
Matrix4x4( const Matrix4x4<ScalarType> &matrix );
|
||||
|
|
|
@ -141,6 +141,16 @@ namespace Oyster { namespace Math3D
|
|||
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
|
||||
}
|
||||
|
||||
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||
{
|
||||
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos ), targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||
{
|
||||
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos ), targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
||||
{
|
||||
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
|
||||
|
|
|
@ -213,6 +213,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
|||
//! @todo TODO: Add documentation and not tested
|
||||
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
//! @todo TODO: Add documentation and not tested
|
||||
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
//! @todo TODO: Add documentation and not tested
|
||||
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
|
|
|
@ -8,13 +8,19 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
Box::Box( )
|
||||
: ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
|
||||
{}
|
||||
Box::Box( ) : ICollideable(Type_box)
|
||||
{
|
||||
this->rotation = Float4x4::identity;
|
||||
this->center =0.0f;
|
||||
this->boundingOffset = Float3(0.5f);
|
||||
}
|
||||
|
||||
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
|
||||
: ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
|
||||
{}
|
||||
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box)
|
||||
{
|
||||
this->rotation = r;
|
||||
this->center = p;
|
||||
this->boundingOffset = Float3(s*0.5);
|
||||
}
|
||||
|
||||
Box::~Box( ) {}
|
||||
|
||||
|
@ -31,28 +37,28 @@ Box & Box::operator = ( const Box &box )
|
|||
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) );
|
||||
}
|
||||
|
||||
bool Box::Intersects( const ICollideable *target ) const
|
||||
bool Box::Intersects( const ICollideable &target ) const
|
||||
{
|
||||
switch( target->type )
|
||||
switch( target.type )
|
||||
{
|
||||
case Type_universe: return true;
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||
// case Type_triangle: return false; // TODO: :
|
||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
|
||||
case Type_box: return Utility::Intersect( *this, *(Box*)target );
|
||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
|
||||
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
|
||||
// case Type_frustrum: return false; // TODO: :
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool Box::Contains( const ICollideable *target ) const
|
||||
bool Box::Contains( const ICollideable &target ) const
|
||||
{
|
||||
switch( target->type )
|
||||
switch( target.type )
|
||||
{
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||
// case Type_sphere: return false; // TODO:
|
||||
// case Type_triangle: return false; // TODO:
|
||||
// case Type_box_axis_aligned: return false; // TODO:
|
||||
|
|
|
@ -33,8 +33,8 @@ namespace Oyster { namespace Collision3D
|
|||
Box & operator = ( const Box &box );
|
||||
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
bool Intersects( const ICollideable &target ) const;
|
||||
bool Contains( const ICollideable &target ) const;
|
||||
};
|
||||
} }
|
||||
|
||||
|
|
|
@ -8,10 +8,24 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned), minVertex(-0.5f,-0.5f,-0.5f), maxVertex(0.5f,0.5f,0.5f) {}
|
||||
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned), minVertex(_minVertex), maxVertex(_maxVertex) {}
|
||||
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip )
|
||||
: ICollideable(Type_box_axis_aligned), minVertex(leftClip, bottomClip, nearClip), maxVertex(rightClip, topClip, farClip) {}
|
||||
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
|
||||
{
|
||||
this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
|
||||
this->maxVertex = Float3( 0.5f, 0.5f, 0.5f );
|
||||
}
|
||||
|
||||
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned)
|
||||
{
|
||||
this->minVertex = _minVertex;
|
||||
this->maxVertex = _maxVertex;
|
||||
}
|
||||
|
||||
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip ) : ICollideable(Type_box_axis_aligned)
|
||||
{
|
||||
this->minVertex = Float3( leftClip, bottomClip, nearClip );
|
||||
this->maxVertex = Float3( rightClip, topClip, farClip );
|
||||
}
|
||||
|
||||
BoxAxisAligned::~BoxAxisAligned( ) {}
|
||||
|
||||
BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
||||
|
@ -22,28 +36,30 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
|||
}
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
||||
|
||||
bool BoxAxisAligned::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
switch( target->type )
|
||||
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) );
|
||||
}
|
||||
|
||||
bool BoxAxisAligned::Intersects( const ICollideable &target ) const
|
||||
{
|
||||
switch( target.type )
|
||||
{
|
||||
case Type_universe: return true;
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||
// case Type_triangle: return false; // TODO:
|
||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
|
||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
|
||||
// case Type_box: return false; // TODO:
|
||||
// case Type_frustrum: return false; // TODO:
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool BoxAxisAligned::Contains( const ICollideable *target ) const
|
||||
bool BoxAxisAligned::Contains( const ICollideable &target ) const
|
||||
{
|
||||
switch( target->type )
|
||||
switch( target.type )
|
||||
{
|
||||
// case Type_point: return false; // TODO:
|
||||
// case Type_sphere: return false; // TODO:
|
||||
|
|
|
@ -28,8 +28,8 @@ namespace Oyster { namespace Collision3D
|
|||
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
|
||||
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
bool Intersects( const ICollideable &target ) const;
|
||||
bool Contains( const ICollideable &target ) const;
|
||||
};
|
||||
} }
|
||||
|
||||
|
|
|
@ -74,13 +74,22 @@ namespace PrivateStatic
|
|||
}
|
||||
}
|
||||
|
||||
Frustrum::Frustrum() : ICollideable(Type_frustrum),
|
||||
leftPlane(Float3::standard_unit_x, -0.5f), rightPlane(-Float3::standard_unit_x, 0.5f),
|
||||
bottomPlane(Float3::standard_unit_y, -0.5f), topPlane(-Float3::standard_unit_y, 0.5f),
|
||||
nearPlane(Float3::standard_unit_z, -0.5f), farPlane(-Float3::standard_unit_z, 0.5f) {}
|
||||
Frustrum::Frustrum() : ICollideable(Type_frustrum)
|
||||
{
|
||||
this->leftPlane = Plane( Float3::standard_unit_x, -0.5f );
|
||||
this->rightPlane = Plane(-Float3::standard_unit_x, 0.5f ),
|
||||
this->bottomPlane = Plane( Float3::standard_unit_y, -0.5f );
|
||||
this->topPlane = Plane(-Float3::standard_unit_y, 0.5f );
|
||||
this->nearPlane = Plane( Float3::standard_unit_z, -0.5f );
|
||||
this->farPlane = Plane(-Float3::standard_unit_z, 0.5f );
|
||||
}
|
||||
|
||||
Frustrum::Frustrum( const Float4x4 &vp ) : ICollideable(Type_frustrum)
|
||||
{ PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane, this->topPlane, this->nearPlane, this->farPlane, vp ); }
|
||||
{
|
||||
PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane,
|
||||
this->topPlane, this->nearPlane, this->farPlane,
|
||||
vp );
|
||||
}
|
||||
|
||||
Frustrum::~Frustrum() {}
|
||||
|
||||
|
@ -191,29 +200,29 @@ void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] )
|
|||
::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
||||
|
||||
bool Frustrum::Intersects( const ICollideable *target ) const
|
||||
bool Frustrum::Intersects( const ICollideable &target ) const
|
||||
{
|
||||
switch( target->type )
|
||||
switch( target.type )
|
||||
{
|
||||
case Type_universe: return true;
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
|
||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
|
||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
|
||||
// case Type_triangle: return false; // TODO:
|
||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
|
||||
case Type_box: return Utility::Intersect( *this, *(Box*)target );
|
||||
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)target );
|
||||
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
|
||||
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
|
||||
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)&target );
|
||||
// case Type_line: return false; // TODO:
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool Frustrum::Contains( const ICollideable *target ) const
|
||||
bool Frustrum::Contains( const ICollideable &target ) const
|
||||
{
|
||||
switch( target->type )
|
||||
switch( target.type )
|
||||
{
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
|
||||
// case Type_ray: return false; // TODO:
|
||||
// case Type_sphere: return false; // TODO:
|
||||
// case Type_plane: return false; // TODO:
|
||||
|
|
|
@ -38,8 +38,8 @@ namespace Oyster { namespace Collision3D
|
|||
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
|
||||
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
bool Intersects( const ICollideable &target ) const;
|
||||
bool Contains( const ICollideable &target ) const;
|
||||
};
|
||||
|
||||
// INLINE IMPLEMENTATIONS ///////////////////////////////////////
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue