From d16d223c2ba3988f6f9147dfd5deada56443d746 Mon Sep 17 00:00:00 2001 From: lindaandersson Date: Tue, 11 Feb 2014 10:11:38 +0100 Subject: [PATCH] GL - player moving --- .../DanBiasGame/GameClientState/C_Object.cpp | 23 +++++++++--- .../DanBiasGame/GameClientState/C_Object.h | 8 +++-- .../GameClientState/C_obj/C_DynamicObj.cpp | 30 +--------------- .../GameClientState/C_obj/C_DynamicObj.h | 5 --- .../GameClientState/C_obj/C_Player.cpp | 34 +----------------- .../GameClientState/C_obj/C_Player.h | 7 ---- .../GameClientState/C_obj/C_StaticObj.cpp | 32 +---------------- .../GameClientState/C_obj/C_StaticObj.h | 5 --- .../GameClientState/C_obj/C_UIobject.cpp | 32 ----------------- .../GameClientState/C_obj/C_UIobject.h | 7 +--- .../DanBiasGame/GameClientState/GameState.cpp | 11 +++--- Code/Game/GameLogic/Game_PlayerData.cpp | 2 +- Code/Game/GameLogic/Object.cpp | 16 +-------- Code/Game/GameLogic/Object.h | 2 -- Code/Game/GameLogic/Player.cpp | 36 +++++++++---------- 15 files changed, 52 insertions(+), 198 deletions(-) diff --git a/Code/Game/DanBiasGame/GameClientState/C_Object.cpp b/Code/Game/DanBiasGame/GameClientState/C_Object.cpp index 20b882d2..c5078224 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_Object.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_Object.cpp @@ -5,6 +5,9 @@ void C_Object::Init(ModelInitData modelInit) position = modelInit.position; rotation = modelInit.rotation; scale = modelInit.scale; + id = modelInit.id; + model = Oyster::Graphics::API::CreateModel(modelInit.modelPath); + model->Visible = modelInit.visible; updateWorld(); } void C_Object::updateWorld() @@ -17,10 +20,12 @@ void C_Object::updateWorld() scale.v[1].y = this->scale[1]; scale.v[2].z = this->scale[2]; world = translation * rot * scale; + + model->WorldMatrix = world; } void C_Object::setWorld(Oyster::Math::Float4x4 world) { - + model->WorldMatrix = world; } Oyster::Math::Float4x4 C_Object::getWorld() const { @@ -68,7 +73,15 @@ Oyster::Math::Float3 C_Object::getScale() const { return this->scale; } -//int C_Object::GetId() const -//{ -// return -//} +int C_Object::GetId() const +{ + return id; +} +void C_Object::Render() +{ + Oyster::Graphics::API::RenderModel(*(model)); +} +void C_Object::Release() +{ + Oyster::Graphics::API::DeleteModel(model); +} \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/C_Object.h b/Code/Game/DanBiasGame/GameClientState/C_Object.h index 13932930..9c06d2da 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_Object.h +++ b/Code/Game/DanBiasGame/GameClientState/C_Object.h @@ -23,6 +23,8 @@ private: Oyster::Math::Float3 position; Oyster::Math::Quaternion rotation; Oyster::Math::Float3 scale; + Oyster::Graphics::Model::Model *model; + int id; void updateWorld(); public: @@ -40,8 +42,8 @@ public: void addScale(Oyster::Math::Float3 deltaScale); Oyster::Math::Float3 getScale() const; - virtual void Render() = 0; - virtual void Release() = 0; - virtual int GetId() = 0; + virtual void Render(); + virtual void Release(); + virtual int GetId() const; };};}; #endif diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp index 71c46f4a..e654348f 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp @@ -1,15 +1,7 @@ #include "C_DynamicObj.h" #include "DllInterfaces/GFXAPI.h" using namespace DanBias::Client; -struct C_DynamicObj::myData -{ - myData(){} - Oyster::Graphics::Model::Model *model; - int ID; - // light - // sound - // effect -}privData; + C_DynamicObj::C_DynamicObj(void) { } @@ -22,24 +14,4 @@ C_DynamicObj::~C_DynamicObj(void) void C_DynamicObj::Init(ModelInitData modelInit) { C_Object::Init(modelInit); - // load models - privData = new myData(); - privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath); - privData->model->Visible = modelInit.visible; - privData->model->WorldMatrix = getWorld(); - privData->ID = modelInit.id; } - -void C_DynamicObj::Render() -{ - Oyster::Graphics::API::RenderModel(*(privData->model)); -} -void C_DynamicObj::Release() -{ - Oyster::Graphics::API::DeleteModel(privData->model); - delete privData; -} -int C_DynamicObj::GetId() -{ - return privData->ID; -} \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h index d8e7023a..f73514da 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.h @@ -8,15 +8,10 @@ namespace DanBias class C_DynamicObj : public C_Object { private: - struct myData; - myData* privData; public: C_DynamicObj(void); virtual ~C_DynamicObj(void); void Init(ModelInitData modelInit); - void Render(); - void Release(); - int GetId(); };};}; #endif diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp index 5e5525e9..02cc58fc 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp @@ -2,21 +2,11 @@ #include "DllInterfaces/GFXAPI.h" using namespace DanBias::Client; -struct C_Player::myData -{ - myData(){} - Oyster::Math3D::Float4x4 view; - Oyster::Math3D::Float4x4 proj; - Oyster::Graphics::Model::Model *model; - Oyster::Math3D::Float4 lookDir; - int ID; -}privData; - C_Player::C_Player(void) :C_DynamicObj() { -} +} C_Player::~C_Player(void) { @@ -26,26 +16,4 @@ C_Player::~C_Player(void) void C_Player::Init(ModelInitData modelInit) { C_Object::Init(modelInit); - // load models - privData = new myData(); - privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath); - privData->model->Visible = modelInit.visible; - privData->model->WorldMatrix = getWorld(); - privData->ID = modelInit.id; - privData->lookDir = Oyster::Math3D::Float4 (0,0,1,0); } - - -void C_Player::Render() -{ - Oyster::Graphics::API::RenderModel(*(privData->model)); -} -void C_Player::Release() -{ - Oyster::Graphics::API::DeleteModel(privData->model); - delete privData; -} -int C_Player::GetId() -{ - return privData->ID; -} \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h index 556fd6dc..65a7e498 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.h @@ -8,18 +8,11 @@ namespace DanBias class C_Player : public C_DynamicObj { private: - struct myData; - myData* privData; - public: C_Player(void); virtual ~C_Player(void); void Init(ModelInitData modelInit); - void Render(); - void Release(); - int GetId(); - };};}; #endif diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp index 6e7a20e9..9b13c460 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.cpp @@ -3,18 +3,10 @@ #include "DllInterfaces/GFXAPI.h" using namespace DanBias::Client; -struct C_StaticObj::myData -{ - myData(){} - Oyster::Graphics::Model::Model *model; - int ID; - -}privData; C_StaticObj::C_StaticObj(void) { + } - - C_StaticObj::~C_StaticObj(void) { @@ -22,26 +14,4 @@ C_StaticObj::~C_StaticObj(void) void C_StaticObj::Init(ModelInitData modelInit) { C_Object::Init(modelInit); - // load models - privData = new myData(); - privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath); - privData->model->Visible = modelInit.visible; - privData->model->WorldMatrix = getWorld(); - privData->ID = modelInit.id; - } - - -void C_StaticObj::Render() -{ - Oyster::Graphics::API::RenderModel(*(privData->model)); -} -void C_StaticObj::Release() -{ - Oyster::Graphics::API::DeleteModel(privData->model); - delete privData; -} -int C_StaticObj::GetId() -{ - return privData->ID; -} \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.h b/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.h index 3bae1961..d2bcb2a9 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.h +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_StaticObj.h @@ -8,15 +8,10 @@ namespace DanBias class C_StaticObj : public C_Object { private: - struct myData; - myData* privData; public: C_StaticObj(void); virtual ~C_StaticObj(void); void Init(ModelInitData modelInit); - void Render(); - void Release(); - int GetId(); };};}; #endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp index fc9c7d53..570fa22f 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp @@ -2,13 +2,6 @@ #include "DllInterfaces/GFXAPI.h" using namespace DanBias::Client; -struct C_UIobject::myData -{ - myData(){} - Oyster::Graphics::Model::Model *model; - int ID; -}privData; - C_UIobject::C_UIobject(void) { } @@ -20,29 +13,4 @@ C_UIobject::~C_UIobject(void) void C_UIobject::Init(ModelInitData modelInit) { C_Object::Init(modelInit); - // load models - privData = new myData(); - privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath); - privData->model->Visible = modelInit.visible; - privData->model->WorldMatrix = getWorld(); - privData->ID = modelInit.id; - } -void C_UIobject::setPos(Oyster::Math::Float4x4 world) -{ - privData->model->WorldMatrix = world; -} - -void C_UIobject::Render() -{ - Oyster::Graphics::API::RenderModel(*(privData->model)); -} -void C_UIobject::Release() -{ - Oyster::Graphics::API::DeleteModel(privData->model); - delete privData; -} -int C_UIobject::GetId() -{ - return privData->ID; -} \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.h b/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.h index b41fb047..f002fcb2 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.h +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.h @@ -8,16 +8,11 @@ namespace DanBias class C_UIobject : public C_Object { private: - struct myData; - myData* privData; + public: C_UIobject(void); virtual ~C_UIobject(void); void Init(ModelInitData modelInit); void setPos(Oyster::Math::Float4x4 world); - - void Render(); - void Release(); - int GetId(); };};}; #endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index 8fecd86f..5214875a 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -122,7 +122,7 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); } - + /* // add crystal model modelData.position = Oyster::Math::Float3(10, 301, 0); modelData.modelPath = L"crystalformation_b.dan"; @@ -174,7 +174,7 @@ bool GameState::LoadModels() modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); + this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);*/ return true; } bool GameState::LoadModels(std::string mapFile) @@ -316,7 +316,7 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo camera->setLook(objForward); up *= 2; - objForward *= -3; + objForward *= 3; Oyster::Math::Float3 cameraPos = up + pos + objForward; camera->SetPosition(cameraPos); @@ -566,8 +566,9 @@ void GameState::Protocol( ObjPos* pos ) if(dynamicObjects[i]->GetId() == pos->object_ID) { - dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14])); - + + //dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14])); + dynamicObjects[i]->setWorld(world); if(dynamicObjects[i]->GetId() == myId) // playerobj { diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index 25fd51c1..15de4399 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -8,7 +8,7 @@ Game::PlayerData::PlayerData() //set some stats that are appropriate to a player Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,608,-5); Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f); - Oyster::Math::Float mass = 15; + Oyster::Math::Float mass = 60; Oyster::Math::Float restitutionCoeff = 0.5; Oyster::Math::Float frictionCoeff_Static = 0.4; Oyster::Math::Float frictionCoeff_Dynamic = 0.3; diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index 77c256eb..b2b74838 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -20,8 +20,6 @@ Object::Object() this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN; this->objectID = GID(); - this->currPhysicsState = this->rigidBody->GetState(); - this->newPhysicsState = this->currPhysicsState; } Object::Object(OBJECT_TYPE type) @@ -29,8 +27,6 @@ Object::Object(OBJECT_TYPE type) this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); this->type = type; this->objectID = GID(); - this->currPhysicsState = this->rigidBody->GetState(); - this->newPhysicsState = this->currPhysicsState; } Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) @@ -38,8 +34,6 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) this->rigidBody = rigidBody; this->type = type; this->objectID = GID(); - this->currPhysicsState = this->rigidBody->GetState(); - this->newPhysicsState = this->currPhysicsState; } Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) @@ -48,8 +42,6 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE this->type = type; this->objectID = GID(); - this->currPhysicsState = this->rigidBody->GetState(); - this->newPhysicsState = this->currPhysicsState; } Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) @@ -58,19 +50,14 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor this->type = type; this->objectID = GID(); - this->currPhysicsState = this->rigidBody->GetState(); - this->newPhysicsState = this->currPhysicsState; } Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type) { this->rigidBody = rigidBody; - this->type = type; this->objectID = GID(); - this->currPhysicsState = this->rigidBody->GetState(); - this->newPhysicsState = this->currPhysicsState; } void Object::ApplyLinearImpulse(Oyster::Math::Float3 force) @@ -102,12 +89,11 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody() void Object::BeginFrame() { - this->rigidBody->SetState(this->newPhysicsState); } // update physic void Object::EndFrame() { - this->newPhysicsState = this->currPhysicsState; + } void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)) diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h index 5450e9fe..1098cb56 100644 --- a/Code/Game/GameLogic/Object.h +++ b/Code/Game/GameLogic/Object.h @@ -51,8 +51,6 @@ namespace GameLogic protected: Oyster::Physics::ICustomBody *rigidBody; - Oyster::Physics::ICustomBody::State newPhysicsState; - Oyster::Physics::ICustomBody::State currPhysicsState; static const Game* gameInstance; Oyster::Math::Float3 currLook; diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index de45f8cb..acbb33a9 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -70,12 +70,11 @@ void Player::EndFrame() Object::EndFrame(); // rotate - Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1]; - Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ; + //Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1]; + //Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ; //currPhysicsState.AddRotation(deltaAxis); - dx = 0; - this->newPhysicsState = this->currPhysicsState; + } void Player::Move(const PLAYER_MOVEMENT &movement) @@ -106,33 +105,32 @@ void Player::Move(const PLAYER_MOVEMENT &movement) void Player::MoveForward() { - Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; - //newPhysicsState.ApplyLinearImpulse(forward * (MOVE_FORCE * this->gameInstance->GetFrameTime())); - //rigidBody->SetLinearVelocity( 10 * this->gameInstance->GetFrameTime() ); + rigidBody->SetLinearVelocity( 10 * forward.GetNormalized() ); } void Player::MoveBackwards() { - Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; - //newPhysicsState.ApplyLinearImpulse(-forward * MOVE_FORCE * this->gameInstance->GetFrameTime()); + rigidBody->SetLinearVelocity( 10 * -forward.GetNormalized() ); } void Player::MoveRight() { //Do cross product with forward vector and negative gravity vector - Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; - Oyster::Math::Float3 r = (-currPhysicsState.centerPos.Normalize()).Cross(forward); - //rigidBody->SetLinearVelocity(-r * 10 * this->gameInstance->GetFrameTime() ); + Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward); + rigidBody->SetLinearVelocity(r * 10); } void Player::MoveLeft() { //Do cross product with forward vector and negative gravity vector - Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; - //Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero - //newPhysicsState.ApplyLinearImpulse(r * MOVE_FORCE * this->gameInstance->GetFrameTime()); + Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward); + rigidBody->SetLinearVelocity(-r * 10); } void Player::UseWeapon(const WEAPON_FIRE &usage) @@ -145,7 +143,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint) this->life = 100; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float4(1,0,0); - this->newPhysicsState.centerPos = spawnPoint; + //this->newPhysicsState.centerPos = spawnPoint; } void Player::Rotate(const Oyster::Math3D::Float4 lookDir) @@ -162,7 +160,7 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir) void Player::Jump() { - Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1]; + Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; //newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime()); } @@ -181,11 +179,11 @@ bool Player::IsIdle() Oyster::Math::Float3 Player::GetPosition() const { - return (Oyster::Math::Float3)currPhysicsState.centerPos; + return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos; } Oyster::Math::Float4x4 Player::GetOrientation() const { - return this->currPhysicsState.GetOrientation(); + return this->rigidBody->GetState().GetOrientation(); } Oyster::Math::Float3 Player::GetLookDir() const {