diff --git a/Code/DanBias.sln b/Code/DanBias.sln index a8d583d8..4d512dff 100644 --- a/Code/DanBias.sln +++ b/Code/DanBias.sln @@ -5,14 +5,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterGraphics", "OysterGra EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterMath", "OysterMath\OysterMath.vcxproj", "{F10CBC03-9809-4CBA-95D8-327C287B18EE}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterPhysics3D", "OysterPhysics3D\OysterPhysics3D.vcxproj", "{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sound", "Sound\Sound.vcxproj", "{34D6295A-00DD-4B1A-8258-97DA2818EC26}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WindowManager", "WindowManager\WindowManager.vcxproj", "{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Input", "Input\Input.vcxproj", "{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Misc", "Misc\Misc.vcxproj", "{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Network", "Network", "{C27B926E-B3EF-4990-8822-47580E43A0BE}" @@ -23,25 +15,35 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterNetworkServer", "Netw EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkDependencies", "Network\NetworkDependencies\NetworkDependencies.vcxproj", "{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}" EndProject -Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}" +EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Input", "Input\Input.vcxproj", "{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterPhysics3D", "OysterPhysics3D\OysterPhysics3D.vcxproj", "{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Sound", "Sound\Sound.vcxproj", "{34D6295A-00DD-4B1A-8258-97DA2818EC26}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WindowManager", "WindowManager\WindowManager.vcxproj", "{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Physics", "Physics", "{0D86E569-9C74-47F0-BDB2-390C0C9A084B}" EndProject @@ -61,10 +63,11 @@ Global RelWithDebInfo|x64 = RelWithDebInfo|x64 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Debug|Win32 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Release|x64 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Deploy.0 = Debug|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 @@ -73,8 +76,8 @@ Global {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Win32.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|x64.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|x64.Build.0 = Release|x64 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|Win32 - {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.Build.0 = Release|Win32 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64 + {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Win32.ActiveCfg = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Win32.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|x64.ActiveCfg = Release|x64 @@ -85,10 +88,11 @@ Global {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.RelWithDebInfo|Win32.Build.0 = Release|Win32 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.RelWithDebInfo|x64.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.RelWithDebInfo|x64.Build.0 = Release|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Debug|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Deploy.0 = Debug|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32 @@ -97,8 +101,8 @@ Global {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.Build.0 = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|x64.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|x64.Build.0 = Release|x64 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|Win32 - {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.Build.0 = Release|Win32 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|x64 + {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Win32.ActiveCfg = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Win32.Build.0 = Release|Win32 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|x64.ActiveCfg = Release|x64 @@ -109,6 +113,342 @@ Global 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Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|x64.ActiveCfg = Release|x64 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|x64.Build.0 = Release|x64 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.ActiveCfg = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.Build.0 = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.ActiveCfg = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Win32.Build.0 = Release|Win32 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|x64.ActiveCfg = Release|x64 - {666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -508,12 +530,12 @@ Global {6A066806-F43F-4B31-A4E3-57179674F460} = {C27B926E-B3EF-4990-8822-47580E43A0BE} {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50} = {C27B926E-B3EF-4990-8822-47580E43A0BE} {460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE} - {2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A} - {666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A} + {666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {2A1BC987-AF42-4500-802D-89CD32FC1309} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {060B1890-CBF3-4808-BA99-A4776222093B} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} + {143BD516-20A1-4890-A3E4-F8BFD02220E7} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B} EndGlobalSection EndGlobal diff --git a/Code/Game/DanBiasGame/DanBiasGame.vcxproj b/Code/Game/DanBiasGame/DanBiasGame.vcxproj index 83806118..5049b6e7 100644 --- a/Code/Game/DanBiasGame/DanBiasGame.vcxproj +++ b/Code/Game/DanBiasGame/DanBiasGame.vcxproj @@ -215,6 +215,9 @@ + + + diff --git a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp index ccb80d85..3d601691 100644 --- a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp +++ b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp @@ -59,8 +59,8 @@ namespace DanBias { WindowShell::CreateConsoleWindow(); - //if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) - if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC())) + if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1024, 768), cPOINT()))) + //if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC())) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) @@ -95,9 +95,10 @@ namespace DanBias capFrame += dt; if(capFrame > 0.03) { - if(Update(dt) != S_OK) + Oyster::Graphics::API::Update(capFrame); + if(Update(capFrame) != S_OK) return DanBiasClientReturn_Error; - if(Render(dt) != S_OK) + if(Render(capFrame) != S_OK) return DanBiasClientReturn_Error; capFrame = 0; } @@ -116,12 +117,12 @@ namespace DanBias //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitDirect3D() { - if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) - return E_FAIL; Oyster::Graphics::API::Option p; p.modelPath = L"..\\Content\\Models\\"; p.texturePath = L"..\\Content\\Textures\\"; Oyster::Graphics::API::SetOptions(p); + if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) + return E_FAIL; return S_OK; } @@ -131,7 +132,7 @@ namespace DanBias HRESULT DanBiasGame::InitInput() { m_data->inputObj = new InputClass; - if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth())) + if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetWidth(), m_data->window->GetHeight())) { MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return E_FAIL; @@ -141,6 +142,20 @@ namespace DanBias HRESULT DanBiasGame::Update(float deltaTime) { + //Get mouse pos and window size (Temporary) + POINT p; + RECT r; + GetCursorPos(&p); + ScreenToClient(WindowShell::GetHWND(), &p); + GetClientRect(WindowShell::GetHWND(), &r); + + //Update menu buttons + MouseInput mouseInput; + mouseInput.x = (float)p.x / (float)r.right; + mouseInput.y = (float)p.y / (float)r.bottom; + mouseInput.mouseButtonPressed = m_data->inputObj->IsMousePressed(); + EventHandler::Instance().Update(mouseInput); + m_data->inputObj->Update(); if(m_data->serverOwner) @@ -190,15 +205,16 @@ namespace DanBias HRESULT DanBiasGame::Render(float deltaTime) { - - - m_data->recieverObj->gameClientState->Render(); - + m_data->recieverObj->gameClientState->Render(deltaTime); return S_OK; } HRESULT DanBiasGame::CleanUp() { + Oyster::Graphics::API::Clean(); + EventHandler::Instance().Clean(); + GameServerAPI::ServerStop(); + m_data->recieverObj->gameClientState->Release(); delete m_data->recieverObj->gameClientState; m_data->recieverObj->Disconnect(); @@ -206,9 +222,7 @@ namespace DanBias delete m_data->inputObj; delete m_data; - Oyster::Graphics::API::Clean(); - - GameServerAPI::ServerStop(); + return S_OK; } diff --git a/Code/Game/DanBiasGame/GameClientState/Buttons/ButtonEllipse.h b/Code/Game/DanBiasGame/GameClientState/Buttons/ButtonEllipse.h new file mode 100644 index 00000000..694683e7 --- /dev/null +++ b/Code/Game/DanBiasGame/GameClientState/Buttons/ButtonEllipse.h @@ -0,0 +1,61 @@ +////////////////////////////////////// +// Created by Pontus Fransson 2014 // +////////////////////////////////////// + +#ifndef DANBIAS_CLIENT_BUTTON_CIRCLE_H +#define DANBIAS_CLIENT_BUTTON_CIRCLE_H + +#include "EventButtonGUI.h" + +//Only for testing because we don't have any other input +#include "../WindowManager/WindowShell.h" + +namespace DanBias +{ + namespace Client + { + template + class ButtonEllipse : public EventButtonGUI + { + public: + ButtonEllipse() + : EventButtonGUI(), radius(0) + {} + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize) + {} + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize) + {} + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize) + {} + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize) + {} + virtual ~ButtonEllipse() + {} + + //Circle vs point collision + bool Collision(Oyster::Event::MouseInput& input) + { + //Should come from the InputClass + float xMouse = input.x, yMouse = input.y; + + double normx = (xMouse - pos.x) / size.x; + double normy = (yMouse - pos.y) / size.y; + + return (normx * normx + normy * normy) < 0.25; + } + + protected: + + }; + } +} + +#endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/Buttons/ButtonRectangle.h b/Code/Game/DanBiasGame/GameClientState/Buttons/ButtonRectangle.h new file mode 100644 index 00000000..6afb77c1 --- /dev/null +++ b/Code/Game/DanBiasGame/GameClientState/Buttons/ButtonRectangle.h @@ -0,0 +1,70 @@ +////////////////////////////////////// +// Created by Pontus Fransson 2014 // +////////////////////////////////////// + +#ifndef DANBIAS_CLIENT_BUTTON_RECTANGLE_H +#define DANBIAS_CLIENT_BUTTON_RECTANGLE_H + +#include "EventButtonGUI.h" +#include +//Only for testing because we don't have any other input +#include "../WindowManager/WindowShell.h" + +namespace DanBias +{ + namespace Client + { + template + class ButtonRectangle : public EventButtonGUI + { + public: + ButtonRectangle() + : EventButtonGUI(), width(0), height(0) + {} + ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize) + {} + ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize) + {} + ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize) + {} + ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize) + {} + virtual ~ButtonRectangle() + {} + + //Circle vs point collision + bool Collision(Oyster::Event::MouseInput& input) + { + //Should come from the InputClass + float xMouse = input.x, yMouse = input.y; + + float widthTemp = pos.x - size.x * 0.5f; + float widthTemp2 = pos.x + size.x * 0.5f; + float heightTemp = pos.y - size.y * 0.5f; + float heightTemp2 = pos.y + size.y * 0.5f; + //std::cout << p.x << ' ' << p.y << ' ' << widthTemp << ' ' << heightTemp << std::endl; + + if(xMouse >= widthTemp && xMouse <= widthTemp2 && + yMouse >= heightTemp && yMouse <= heightTemp2) + { + return true; + } + + return false; + } + + protected: + + }; + } +} + +#endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/Buttons/EventButtonGUI.h b/Code/Game/DanBiasGame/GameClientState/Buttons/EventButtonGUI.h new file mode 100644 index 00000000..72ac354a --- /dev/null +++ b/Code/Game/DanBiasGame/GameClientState/Buttons/EventButtonGUI.h @@ -0,0 +1,132 @@ +////////////////////////////////////// +// Created by Pontus Fransson 2014 // +////////////////////////////////////// + +#ifndef DANBIAS_CLIENT_EVENT_BUTTON_GUI_H +#define DANBIAS_CLIENT_EVENT_BUTTON_GUI_H + +#include "../Misc/EventHandler/EventButton.h" +#include "../OysterGraphics/DllInterfaces/GFXAPI.h" + + + +namespace DanBias +{ + namespace Client + { + /*Dictates if the texture should be resized based on the screen aspect ratio. + + */ + enum ResizeAspectRatio + { + ResizeAspectRatio_None, + ResizeAspectRatio_Width, + ResizeAspectRatio_Height, + + ResizeAspectRatio_Count, + ResizeAspectRatio_Unknown = -1 + }; + + + template + class EventButtonGUI : public Oyster::Event::EventButton + { + public: + EventButtonGUI() + : EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0) + {} + EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + { + CreateTexture(textureName); + if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); + } + EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + { + CreateTexture(textureName); + if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); + } + EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + { + CreateTexture(textureName); + if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); + } + EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) + : EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + { + CreateTexture(textureName); + if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); + } + virtual ~EventButtonGUI() + { + Oyster::Graphics::API::DeleteTexture(texture); + texture = NULL; + } + + void CreateTexture(std::wstring textureName) + { + //Create texture + texture = Oyster::Graphics::API::CreateTexture(textureName); + } + + virtual void RenderTexture() + { + if(EventButton::Enabled()) + { + //Render att xPos and yPos + //With width and height + + if(EventButton::GetState() == ButtonState_None) + { + //Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f)); + } + else if(EventButton::GetState() == ButtonState_Hover) + { + //Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f)); + } + else + { + //Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f)); + } + + } + } + + virtual void RenderText() + { + if(buttonText.size() > 0) + { + //Oyster::Graphics::API::RenderText(buttonText, pos.xy, size, textColor); + } + } + + private: + void ResizeWithAspectRatio(ResizeAspectRatio resize) + { + RECT r; + GetClientRect(WindowShell::GetHWND(), &r); + + if(resize == ResizeAspectRatio_Height) + size.y *= (float)r.right/(float)r.bottom; + else if(resize == ResizeAspectRatio_Width) + size.x *= (float)r.bottom/(float)r.right; + } + + protected: + Oyster::Math::Float3 pos; + Oyster::Math::Float2 size; + + Oyster::Graphics::API::Texture texture; + + std::wstring buttonText; + Oyster::Math::Float3 textColor; + }; + } +} + +#endif \ 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 9c06d2da..f926a08a 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_Object.h +++ b/Code/Game/DanBiasGame/GameClientState/C_Object.h @@ -23,9 +23,11 @@ private: Oyster::Math::Float3 position; Oyster::Math::Quaternion rotation; Oyster::Math::Float3 scale; - Oyster::Graphics::Model::Model *model; + int id; void updateWorld(); +protected: + Oyster::Graphics::Model::Model *model; public: virtual void Init(ModelInitData modelInit); diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp index 961ab379..e654348f 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_DynamicObj.cpp @@ -14,4 +14,4 @@ C_DynamicObj::~C_DynamicObj(void) void C_DynamicObj::Init(ModelInitData modelInit) { C_Object::Init(modelInit); -} \ No newline at end of file +} diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp index d30fcf24..a75785a6 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_Player.cpp @@ -16,4 +16,6 @@ C_Player::~C_Player(void) void C_Player::Init(ModelInitData modelInit) { C_Object::Init(modelInit); -} \ No newline at end of file + Oyster::Graphics::API::PlayAnimation(model, L"movement"); + //Oyster::Graphics::API::Update(0.002f); +} diff --git a/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp b/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp index 5ed3bc36..570fa22f 100644 --- a/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp +++ b/Code/Game/DanBiasGame/GameClientState/C_obj/C_UIobject.cpp @@ -13,4 +13,4 @@ C_UIobject::~C_UIobject(void) void C_UIobject::Init(ModelInitData modelInit) { C_Object::Init(modelInit); -} \ No newline at end of file +} diff --git a/Code/Game/DanBiasGame/GameClientState/GameClientState.h b/Code/Game/DanBiasGame/GameClientState/GameClientState.h index 0545b866..2907317c 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameClientState.h +++ b/Code/Game/DanBiasGame/GameClientState/GameClientState.h @@ -69,7 +69,7 @@ public: virtual ~GameClientState(void); virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0; virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0; - virtual bool Render() = 0; + virtual bool Render(float dt) = 0; virtual bool Release() = 0; virtual void Protocol(ProtocolStruct* protocolStruct) = 0; diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index 2a9d6746..9e42c87b 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -4,18 +4,17 @@ #include "NetworkClient.h" #include "Camera.h" #include +#include "LevelLoader\ObjectDefines.h" +using namespace GameLogic; using namespace DanBias::Client; using namespace Oyster::Math; struct GameState::myData { myData(){} - //std::vector object; int modelCount; Oyster::Network::NetworkClient* nwClient; gameStateState state; - - }privData; GameState::GameState(void) @@ -24,6 +23,7 @@ GameState::GameState(void) key_backward = false; key_strafeRight = false; key_strafeLeft = false; + timer = 0; } @@ -50,36 +50,21 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient) GameState::gameStateState GameState::LoadGame() { Oyster::Graphics::Definitions::Pointlight plight; - plight.Pos = Oyster::Math::Float3(315.0f, 0.0f ,5.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.2f); - plight.Radius = 100.0f; - plight.Bright = 0.9f; + plight.Pos = Float3(615, 0 ,5); + plight.Color = Float3(0.9f,0.7f,0.2f); + plight.Radius = 100; + plight.Bright = 0.5f; Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(10.0f,350.0f,5.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f); - plight.Radius = 200.0f; - plight.Bright = 0.7f; + plight.Pos = Float3(10,800,5); + plight.Color = Float3(0.9f,0.7f,0.3f); + plight.Radius = 300; + plight.Bright = 0.5f; Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(350.0f,350.0f,5.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f); - plight.Radius = 200.0f; - plight.Bright = 0.7f; - Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(10.0f,350.0f,350.0f); - plight.Color = Oyster::Math::Float3(0.9f,0.7f,0.3f); - plight.Radius = 200.0f; - plight.Bright = 0.7f; - Oyster::Graphics::API::AddLight(plight); - plight.Pos = Oyster::Math::Float3(10.0f,-15.0f,5.0f); - plight.Color = Oyster::Math::Float3(0.0f,0.0f,1.0f); - plight.Radius = 50.0f; - plight.Bright = 2.0f; - Oyster::Graphics::API::AddLight(plight); - LoadModels(); - InitCamera(Oyster::Math::Float3(0.0f,0.0f,20.0f)); + // use level loader + LoadModels("../Content/Worlds/ccc.bias"); + // hardcoded objects - LoadModels(); Float3 startPos = Float3(0,0,20.0f); InitCamera(startPos); return gameStateState_playing; @@ -105,7 +90,7 @@ bool GameState::LoadModels() this->staticObjects.Push(new C_StaticObj()); this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); - /* + // add box model modelData.position = Oyster::Math::Float3(0,0,0); modelData.rotation = Oyster::Math::Quaternion::identity; @@ -122,9 +107,8 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); } - // add crystal model - modelData.position = Oyster::Math::Float3(10, 301, 0); + modelData.position = Oyster::Math::Float3(10, 601, 0); modelData.modelPath = L"crystalformation_b.dan"; modelData.id = id++; // load models @@ -132,19 +116,26 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add house model - modelData.position = Oyster::Math::Float3(-50, 290, 0); + modelData.position = Oyster::Math::Float3(-50, 590, 0); //Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0)); modelData.visible = true; modelData.modelPath = L"building_corporation.dan"; modelData.id = id++; // load models - this->dynamicObjects.Push(new C_DynamicObj()); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); + // add jumppad + modelData.position = Oyster::Math::Float3(4, 600.3f, 0); + modelData.modelPath = L"jumppad_round.dan"; + modelData.id = id++; + // load models + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); // add player model - modelData.position = Oyster::Math::Float3(0, 320, 0); + modelData.position = Oyster::Math::Float3(0, 602, 0); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models @@ -152,20 +143,14 @@ bool GameState::LoadModels() this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); // add player model 2 - modelData.position = Oyster::Math::Float3(50, 320, 0); + modelData.position = Oyster::Math::Float3(50, 602, 0); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = id++; // load models this->dynamicObjects.Push(new C_DynamicObj()); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - // add jumppad - modelData.position = Oyster::Math::Float3(4, 300.3, 0); - modelData.modelPath = L"jumppad_round.dan"; - modelData.id = id++; - // load models - this->dynamicObjects.Push(new C_DynamicObj()); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); + // add sky sphere modelData.position = Oyster::Math::Float3(0,0,0); @@ -174,7 +159,7 @@ 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) @@ -184,7 +169,7 @@ bool GameState::LoadModels(std::string mapFile) objects = levelLoader.LoadLevel(mapFile); int objCount = objects.size(); - int modelId = 0; + int modelId = 100; ModelInitData modelData; for (int i = 0; i < objCount; i++) { @@ -201,9 +186,9 @@ bool GameState::LoadModels(std::string mapFile) modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end()); modelData.visible = true; - //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); + modelData.position = staticObjData->position; + modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(staticObjData->rotation), staticObjData->rotation[3]); + modelData.scale = staticObjData->scale; modelData.id = modelId++; this->staticObjects.Push(new C_StaticObj()); @@ -213,11 +198,11 @@ bool GameState::LoadModels(std::string mapFile) case GameLogic::ObjectType::ObjectType_Dynamic: { GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj); - //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end()); modelData.visible = true; + modelData.position = dynamicObjData->position; + modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(dynamicObjData->rotation), dynamicObjData->rotation[3]); + modelData.scale = dynamicObjData->scale; modelData.id = modelId++; this->dynamicObjects.Push(new C_DynamicObj()); @@ -231,8 +216,8 @@ bool GameState::LoadModels(std::string mapFile) if(lightData->lightType == GameLogic::LightType_PointLight) { Oyster::Graphics::Definitions::Pointlight plight; - plight.Pos = ((GameLogic::PointLight*)lightData)->position; - plight.Color = lightData->diffuseColor; + plight.Pos = ((GameLogic::BasicLight*)lightData)->position; + plight.Color = lightData->color; plight.Radius = 100; plight.Bright = 0.9f; Oyster::Graphics::API::AddLight(plight); @@ -243,24 +228,51 @@ bool GameState::LoadModels(std::string mapFile) break; } } - myId += modelId++; - // add player model - //modelData.position = ; - //modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); - //modelData.scale = Oyster::Math::Float3(2,2,2); - - + + Oyster::Math::Quaternion first = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536); + Oyster::Math::Quaternion second = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536); + Oyster::Math::Quaternion result = first * second; + Oyster::Math::Quaternion total = Oyster::Math::Quaternion(Float3(0.5,0.5,-0.5), 0.5); modelData.visible = true; + modelData.position = Oyster::Math::Float3(20, 127,0); + modelData.rotation = first; + modelData.scale = Oyster::Math::Float3(1,1,1); modelData.modelPath = L"char_still_sizeref.dan"; modelData.id = myId; - // load models - this->dynamicObjects.Push(new C_DynamicObj()); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - /*C_Player* obj = new C_Player(); - privData->object.push_back(obj); - privData->object[privData->object.size() -1 ]->Init(modelData); - */ + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); + + modelData.visible = true; + modelData.position = Oyster::Math::Float3(22, 127,0); + modelData.rotation = second; + modelData.scale = Oyster::Math::Float3(1,1,1); + modelData.modelPath = L"char_still_sizeref.dan"; + modelData.id = myId; + + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); + + modelData.visible = true; + modelData.position = Oyster::Math::Float3(24, 127,0); + modelData.rotation = result; + modelData.scale = Oyster::Math::Float3(1,1,1); + modelData.modelPath = L"char_still_sizeref.dan"; + modelData.id = myId; + + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); + + modelData.visible = true; + modelData.position = Oyster::Math::Float3(26, 127,0); + modelData.rotation = total; + modelData.scale = Oyster::Math::Float3(1,1,1); + modelData.modelPath = L"char_still_sizeref.dan"; + modelData.id = myId; + + this->staticObjects.Push(new C_StaticObj()); + this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); + return true; } @@ -293,7 +305,7 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo obj = new C_Player(); this->dynamicObjects.Push(obj); this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - + Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]); Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]); @@ -342,7 +354,12 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI // read server data // update objects { - readKeyInput(KeyInput); + timer += deltaTime; + if(timer > 0.03) + { + readKeyInput(KeyInput); + timer = 0; + } camera->UpdateViewMatrix(); } @@ -357,7 +374,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI // send key input to server. return ClientState_Same; } -bool GameState::Render() +bool GameState::Render(float dt) { Oyster::Graphics::API::SetView(camera->View()); @@ -370,6 +387,11 @@ bool GameState::Render() { dynamicObjects[i]->Render(); } + Oyster::Graphics::API::StartTextRender(); + std::wstring fps; + float f = 1/dt; + fps = std::to_wstring(f); + //Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f)); Oyster::Graphics::API::EndFrame(); return true; @@ -392,7 +414,7 @@ void GameState::readKeyInput(InputClass* KeyInput) if(KeyInput->IsKeyPressed(DIK_W)) { - if(!key_forward) + //if(!key_forward) { privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward()); key_forward = true; @@ -403,7 +425,7 @@ void GameState::readKeyInput(InputClass* KeyInput) if(KeyInput->IsKeyPressed(DIK_S)) { - if(!key_backward) + //if(!key_backward) { privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward()); key_backward = true; @@ -414,7 +436,7 @@ void GameState::readKeyInput(InputClass* KeyInput) if(KeyInput->IsKeyPressed(DIK_A)) { - if(!key_strafeLeft) + //if(!key_strafeLeft) { privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft()); key_strafeLeft = true; @@ -425,7 +447,7 @@ void GameState::readKeyInput(InputClass* KeyInput) if(KeyInput->IsKeyPressed(DIK_D)) { - if(!key_strafeRight) + //if(!key_strafeRight) { privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight()); key_strafeRight = true; @@ -436,20 +458,17 @@ void GameState::readKeyInput(InputClass* KeyInput) //send delta mouse movement - //if (KeyInput->IsMousePressed()) + if (KeyInput->IsMousePressed()) { camera->Yaw(-KeyInput->GetYaw()); camera->Pitch(KeyInput->GetPitch()); pitch = KeyInput->GetPitch(); - camera->UpdateViewMatrix(); - GameLogic::Protocol_PlayerLook playerLookDir; - Oyster::Math::Float4 look = camera->GetLook(); - playerLookDir.lookDirX = look.x; - playerLookDir.lookDirY = look.y; - playerLookDir.lookDirZ = look.z; - playerLookDir.deltaX = -KeyInput->GetYaw(); + camera->UpdateViewMatrix(); + Oyster::Math::Float3 look = camera->GetLook(); + Oyster::Math::Float3 right = camera->GetRight(); + GameLogic::Protocol_PlayerLook playerLook(look, right); - privData->nwClient->Send(playerLookDir); + privData->nwClient->Send(playerLook); } // shoot @@ -467,6 +486,7 @@ void GameState::readKeyInput(InputClass* KeyInput) } else key_Shoot = false; + if(KeyInput->IsKeyPressed(DIK_X)) { if(!key_Shoot) @@ -481,6 +501,7 @@ void GameState::readKeyInput(InputClass* KeyInput) } else key_Shoot = false; + if(KeyInput->IsKeyPressed(DIK_C)) { if(!key_Shoot) @@ -541,44 +562,26 @@ void GameState::Protocol( ObjPos* pos ) { world[i] = pos->worldPos[i]; } - //printf("pos for obj %d, ",pos->object_ID ); + for (unsigned int i = 0; i < dynamicObjects.Size(); i++) { if(dynamicObjects[i]->GetId() == pos->object_ID) { - - - //dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14])); - dynamicObjects[i]->setWorld(world); + dynamicObjects[i]->setPos(Float3(world[0], world[1], world[2])); + dynamicObjects[i]->setRot(Quaternion(Float3(world[3], world[4], world[5]), world[6])); + //dynamicObjects[i]->setWorld(world); if(dynamicObjects[i]->GetId() == myId) // playerobj { - Float3 right = Float3(world[0], world[1], world[2]); - Float3 up = Float3(world[4], world[5], world[6]); - Float3 objForward = Float3(world[8], world[9], world[10]); - Float3 pos = Float3(world[12], world[13], world[14]); - Float3 cameraLook = camera->GetLook(); - Float3 cameraUp = camera->GetUp(); - - - /*Oyster::Math::Float3 newUp = cameraUp.Dot(up); - up *= newUp; - up.Normalize(); - Oyster::Math::Float3 newLook = up.Cross(right); - newLook.Normalize();*/ - - //camera->setRight(right); - //camera->setUp(up); - //camera->setLook(objForward); - - up *= 1; - objForward *= -2; + Float3 pos = dynamicObjects[i]->getPos(); + Float3 up = dynamicObjects[i]->getWorld().v[1]; + Float3 objForward = dynamicObjects[i]->getWorld().v[2]; + up *= 3; + objForward *= -4; Oyster::Math::Float3 cameraPos = pos + up + objForward; - //camera->SetPosition(cameraPos); - //camera->UpdateViewMatrix(); - + camera->SetPosition(cameraPos); } } } diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.h b/Code/Game/DanBiasGame/GameClientState/GameState.h index 3f182b2a..74226008 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.h +++ b/Code/Game/DanBiasGame/GameClientState/GameState.h @@ -33,6 +33,7 @@ private: int myId; float pitch; + float timer; struct myData; myData* privData; Utility::DynamicMemory::DynamicArray> staticObjects; @@ -49,7 +50,7 @@ public: void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world); gameStateState LoadGame(); void readKeyInput(InputClass* KeyInput); - bool Render()override; + bool Render(float dt)override; bool Release()override; void Protocol(ProtocolStruct* pos)override; diff --git a/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp b/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp index 092307af..35fd95a7 100644 --- a/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp @@ -169,7 +169,7 @@ GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput) return ClientState_Same; } -bool LanMenuState::Render() +bool LanMenuState::Render(float dt) { Oyster::Graphics::API::SetView(privData->view); Oyster::Graphics::API::SetProjection( privData->proj); diff --git a/Code/Game/DanBiasGame/GameClientState/LanMenuState.h b/Code/Game/DanBiasGame/GameClientState/LanMenuState.h index 6b11fd20..92274a06 100644 --- a/Code/Game/DanBiasGame/GameClientState/LanMenuState.h +++ b/Code/Game/DanBiasGame/GameClientState/LanMenuState.h @@ -22,7 +22,7 @@ namespace DanBias bool LoadModels(std::wstring file); bool InitCamera(Oyster::Math::Float3 startPos); - virtual bool Render(); + virtual bool Render(float dt); virtual bool Release(); virtual void Protocol(ProtocolStruct* protocolStruct); diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.cpp b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.cpp index 55a39725..8fe880f3 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.cpp @@ -17,7 +17,14 @@ struct LevelLoader::PrivData LevelLoader::LevelLoader() : pData(new PrivData) { - pData->folderPath = "Standard path"; + //standard path + pData->folderPath = ""; +} + +LevelLoader::LevelLoader(std::string folderPath) + : pData(new PrivData) +{ + pData->folderPath = folderPath; } LevelLoader::~LevelLoader() @@ -26,10 +33,20 @@ LevelLoader::~LevelLoader() std::vector> LevelLoader::LoadLevel(std::string fileName) { - return pData->parser.Parse(fileName); + return pData->parser.Parse(pData->folderPath + fileName); } LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName) { - return pData->parser.ParseHeader(fileName); + return pData->parser.ParseHeader(pData->folderPath + fileName); +} + +std::string LevelLoader::GetFolderPath() +{ + return this->pData->folderPath; +} + +void LevelLoader::SetFolderPath(std::string folderPath) +{ + } \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.h b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.h index bcd6e587..184a7005 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.h +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelLoader.h @@ -17,11 +17,15 @@ namespace GameLogic public: LevelLoader(); + /*********************************************************** + * Lets you set the standard folderpath for the levels + ********************************************************/ + LevelLoader(std::string folderPath); ~LevelLoader(); /******************************************************** * Loads the level and objects from file. - * @param fileName: Path to the level-file that you want to load. + * @param fileName: Path/name to the level-file that you want to load. * @return: Returns all structs with objects and information about the level. ********************************************************/ std::vector> LoadLevel(std::string fileName); @@ -33,10 +37,20 @@ namespace GameLogic ********************************************************/ LevelMetaData LoadLevelHeader(std::string fileName); //. + /*********************************************************** + * @return: Returns the current standard folder path + ********************************************************/ + std::string GetFolderPath(); + + /*********************************************************** + * Sets the standard folder path + ********************************************************/ + void SetFolderPath(std::string folderPath); + private: struct PrivData; Utility::DynamicMemory::SmartPointer pData; - }; + }; } #endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.cpp b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.cpp index 088c3916..c5dfa8cc 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.cpp @@ -1,3 +1,7 @@ +///////////////////////////////////// +// Created by Pontus Fransson 2013 // +///////////////////////////////////// + #include "LevelParser.h" #include "Loader.h" @@ -9,7 +13,7 @@ using namespace Utility::DynamicMemory; LevelParser::LevelParser() { - formatVersion.formatVersionMajor = 1; + formatVersion.formatVersionMajor = 3; formatVersion.formatVersionMinor = 0; } @@ -21,6 +25,7 @@ std::vector> LevelParser::Parse(std::string filen { int bufferSize = 0; int counter = 0; + bool loadCgf; std::vector> objects; @@ -29,35 +34,117 @@ std::vector> LevelParser::Parse(std::string filen char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); //Read format version - FormatVersion levelFormatVersion; + LevelLoaderInternal::FormatVersion levelFormatVersion; ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion)); counter += sizeof(levelFormatVersion); if(this->formatVersion != levelFormatVersion) { - //Do something if it's not the same version + //Returns an empty vector, because it will most likely fail to read the level format. + return objects; } while(counter < bufferSize) { + loadCgf = true; //Get typeID - ObjectTypeHeader typeID; + ObjectType typeID; ParseObject(&buffer[counter], &typeID, sizeof(typeID)); - switch((int)typeID.typeID) + switch((int)typeID) { case ObjectType_LevelMetaData: { - LevelMetaData* header = new LevelMetaData; - ParseLevelMetaData(&buffer[counter], *header, counter); + SmartPointer header = new LevelMetaData; + ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter); objects.push_back(header); break; } - //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. + //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. + //Unless they are changed to not be the same. case ObjectType_Static: case ObjectType_Dynamic: { - ObjectHeader* header = new ObjectHeader; - ParseObject(&buffer[counter], *header, counter); - objects.push_back(header); + //Get specialType. + ObjectSpecialType specialType; + ParseObject(&buffer[counter+4], &specialType, sizeof(typeID)); + + switch(specialType) + { + //there is no difference when parsing these specialTypes. + case ObjectSpecialType_CrystalShard: + case ObjectSpecialType_CrystalFormation: + case ObjectSpecialType_Spike: + case ObjectSpecialType_SpikeBox: + case ObjectSpecialType_RedExplosiveBox: + case ObjectSpecialType_StandarsBox: + case ObjectSpecialType_Stone: + case ObjectSpecialType_Building: + { + ObjectHeader* header = new ObjectHeader; + ParseObject(&buffer[counter], *header, counter, loadCgf); + objects.push_back(header); + + break; + } + + case ObjectSpecialType_JumpPad: + { + JumpPadAttributes* header = new JumpPadAttributes; + ParseObject(&buffer[counter], *header, counter, loadCgf); + + //Read the spec + ParseObject(&buffer[counter], header->direction, 16); + counter += 16; + objects.push_back(header); + + break; + } + + case ObjectSpecialType_Portal: + { + PortalAttributes* header = new PortalAttributes; + ParseObject(&buffer[counter], *header, counter, loadCgf); + + ParseObject(&buffer[counter], header->destination, 12); + counter += 12; + objects.push_back(header); + + break; + } + + case ObjectSpecialType_World: + { + WorldAttributes* header = new WorldAttributes; + ParseObject(&buffer[counter], *header, counter, loadCgf); + + ParseObject(&buffer[counter], &header->worldSize, 8); + counter += 8; + objects.push_back(header); + break; + } + + case ObjectSpecialType_Sky: + { + loadCgf = false; + SkyAttributes* header = new SkyAttributes; + ParseObject(&buffer[counter], *header, counter, loadCgf); + + ParseObject(&buffer[counter], &header->skySize, 4); + counter += 4; + objects.push_back(header); + break; + } + + case ObjectSpecialType_SpawnPoint: + { + loadCgf = false; + ObjectHeader* header = new ObjectHeader; + ParseObject(&buffer[counter], *header, counter, loadCgf); + } + + default: + //Couldn't find specialType + break; + } break; } @@ -68,7 +155,12 @@ std::vector> LevelParser::Parse(std::string filen //Get Light type ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); - switch(lightType) + //We only support PointLight for now. + BasicLight* header = new BasicLight; + ParseObject(&buffer[counter], header, sizeof(*header)); + counter += sizeof(*header); + objects.push_back(header); + /*switch(lightType) { case LightType_PointLight: { @@ -98,7 +190,7 @@ std::vector> LevelParser::Parse(std::string filen //Undefined LightType. break; } - break; + break;*/ } default: //Couldn't find typeID. FAIL!!!!!! @@ -123,21 +215,25 @@ LevelMetaData LevelParser::ParseHeader(std::string filename) char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); //Read format version - FormatVersion levelFormatVersion; + LevelLoaderInternal::FormatVersion levelFormatVersion; ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion)); counter += sizeof(levelFormatVersion); if(this->formatVersion != levelFormatVersion) { //Do something if it's not the same version + + //Returns an empty levelHeader with ObjectType_Unknown. + //Because it will not be able to read another version of the level format. + return levelHeader; } //Find the header in the returned string. while(counter < bufferSize) { - ObjectTypeHeader typeID; + ObjectType typeID; ParseObject(&buffer[counter], &typeID, sizeof(typeID)); - switch(typeID.typeID) + switch(typeID) { case ObjectType_LevelMetaData: ParseLevelMetaData(&buffer[counter], levelHeader, counter); @@ -148,7 +244,19 @@ LevelMetaData LevelParser::ParseHeader(std::string filename) case ObjectType_Static: case ObjectType_Dynamic: { ObjectHeader header; - ParseObject(&buffer[counter], header, counter); + ParseObject(&buffer[counter], &header, counter); + + switch(header.specialTypeID) + { + case ObjectSpecialType_JumpPad: + counter += sizeof(16); + break; + case ObjectSpecialType_Portal: + counter += sizeof(12); + break; + default: + break; + } break; } @@ -157,6 +265,9 @@ LevelMetaData LevelParser::ParseHeader(std::string filename) LightType lightType; ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); + //We only support pointlight for now. + counter += sizeof(BasicLight); + /* switch(lightType) { case LightType_PointLight: @@ -177,7 +288,7 @@ LevelMetaData LevelParser::ParseHeader(std::string filename) default: //Undefined LightType. break; - } + }*/ } default: diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.h b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.h index 9ad30642..346b75b5 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.h +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/LevelParser.h @@ -23,7 +23,7 @@ namespace GameLogic LevelMetaData ParseHeader(std::string filename); private: - FormatVersion formatVersion; + LevelLoaderInternal::FormatVersion formatVersion; }; } diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/ObjectDefines.h b/Code/Game/DanBiasGame/GameClientState/LevelLoader/ObjectDefines.h index 8287dafb..09556cdc 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/ObjectDefines.h +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/ObjectDefines.h @@ -9,7 +9,7 @@ namespace GameLogic /************************************ Enums *************************************/ - + enum ObjectType { ObjectType_LevelMetaData, @@ -23,31 +23,45 @@ namespace GameLogic ObjectType_Unknown = -1 }; - enum UsePhysics + enum ObjectSpecialType { - UsePhysics_UseFullPhysics, - UsePhysics_IgnoreGravity, - UsePhysics_IgnorePhysics, - UsePhysics_IgnoreCollision, + ObjectSpecialType_None, + ObjectSpecialType_Sky, + ObjectSpecialType_World, //Always the main celestial body + ObjectSpecialType_Building, + ObjectSpecialType_Stone, + ObjectSpecialType_StandarsBox, + ObjectSpecialType_RedExplosiveBox, + ObjectSpecialType_SpikeBox, + ObjectSpecialType_Spike, + ObjectSpecialType_CrystalFormation, + ObjectSpecialType_CrystalShard, + ObjectSpecialType_JumpPad, + ObjectSpecialType_Portal, + ObjectSpecialType_SpawnPoint, + ObjectSpecialType_Player, + - UsePhysics_Count, - UsePhysics_Unknown = -1 + ObjectSpecialType_Count, + ObjectSpecialType_Unknown = -1 }; enum CollisionGeometryType { CollisionGeometryType_Box, CollisionGeometryType_Sphere, + CollisionGeometryType_Cylinder, CollisionGeometryType_Count, CollisionGeometryType_Unknown = -1 }; + //Only supports Pointlight right now. enum LightType { LightType_PointLight, - LightType_DirectionalLight, - LightType_SpotLight, + //LightType_DirectionalLight, + //LightType_SpotLight, LightType_Count, LightType_Unknown = -1 @@ -80,38 +94,84 @@ namespace GameLogic /************************************ Structs *************************************/ - - struct FormatVersion + namespace LevelLoaderInternal { - unsigned int formatVersionMajor; - unsigned int formatVersionMinor; - - bool operator ==(const FormatVersion& obj) + struct FormatVersion { - return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor); - } + unsigned int formatVersionMajor; + unsigned int formatVersionMinor; + + FormatVersion() + : formatVersionMajor(0), formatVersionMinor(0) + {} - bool operator !=(const FormatVersion& obj) - { - return !(*this == obj); - } - }; + FormatVersion(unsigned int major, unsigned int minor) + : formatVersionMajor(major), formatVersionMinor(minor) + {} + + bool operator ==(const FormatVersion& obj) + { + return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor); + } + + bool operator !=(const FormatVersion& obj) + { + return !(*this == obj); + } + }; + } struct ObjectTypeHeader { ObjectType typeID; + + //Unless this is here the object destructor wont be called. + virtual ~ObjectTypeHeader(){} }; - struct PhysicsObject + namespace LevelLoaderInternal { - UsePhysics usePhysics; - float mass; - float inertiaMagnitude[3]; - float inertiaRotation[3]; - float frictionCoeffStatic; - float frictionCoeffDynamic; - CollisionGeometryType geometryType; - }; + const FormatVersion boundingVolumeVersion(2, 0); + + struct BoundingVolumeBase + { + CollisionGeometryType geoType; + float position[3]; + float rotation[4]; + float frictionCoeffStatic; + float frictionCoeffDynamic; + float restitutionCoeff; + float mass; + }; + + struct BoundingVolumeBox : public BoundingVolumeBase + { + float size[3]; + }; + + struct BoundingVolumeSphere : public BoundingVolumeBase + { + float radius; + }; + + struct BoundingVolumeCylinder : public BoundingVolumeBase + { + float length; + float radius; + }; + + struct BoundingVolume + { + CollisionGeometryType geoType; + union + { + LevelLoaderInternal::BoundingVolumeBox box; + LevelLoaderInternal::BoundingVolumeSphere sphere; + LevelLoaderInternal::BoundingVolumeCylinder cylinder; + }; + }; + + } struct LevelMetaData : public ObjectTypeHeader { @@ -123,21 +183,56 @@ namespace GameLogic WorldSize worldSize; std::string overviewPicturePath; std::vector gameModesSupported; + + virtual ~LevelMetaData(){} + }; - struct ObjectHeader : public ObjectTypeHeader, public PhysicsObject + struct ObjectHeader : public ObjectTypeHeader { + //Special type id for special objects: portal, jumppad, exploding objects, etc. + ObjectSpecialType specialTypeID; //Model, std::string ModelFile; //Position float position[3]; - //Rotation - float rotation[3]; - float angle; + //Rotation Quaternion + float rotation[4]; //Scale float scale[3]; + + ::GameLogic::LevelLoaderInternal::BoundingVolume boundingVolume; + + virtual ~ObjectHeader(){} }; + /************************************ + Special objects + *************************************/ + + struct JumpPadAttributes : public ObjectHeader + { + float direction[3]; + float power; + }; + + struct PortalAttributes : public ObjectHeader + { + float destination[3]; + }; + + struct WorldAttributes : public ObjectHeader + { + float worldSize; + float atmoSphereSize; + }; + + struct SkyAttributes : public ObjectHeader + { + float skySize; + }; + + /************************************ Lights @@ -145,12 +240,13 @@ namespace GameLogic struct BasicLight : public ObjectTypeHeader { - LightType lightType; - float ambientColor[3]; - float diffuseColor[3]; - float specularColor[3]; + LightType lightType; //Is not used right now + float color[3]; + float position[3]; + float raduis; + float intensity; }; - + /* We only support pointlight right now. struct PointLight : public BasicLight { float position[3]; @@ -166,7 +262,7 @@ namespace GameLogic float direction[3]; float range; float attenuation[3]; - }; + };*/ } #endif \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.cpp b/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.cpp index 08823d3d..59f967de 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.cpp @@ -3,10 +3,9 @@ ////////////////////////////////// #include "ParseFunctions.h" -#include "../../../../Misc/Packing/Packing.h" +#include "Loader.h" #include -using namespace Oyster::Packing; using namespace GameLogic::LevelFileLoader; using namespace GameLogic; using namespace std; @@ -15,12 +14,13 @@ namespace GameLogic { namespace LevelFileLoader { + //can parse any struct if the struct doesnt contain strings or char[] void ParseObject(char* buffer, void *header, int size) { memcpy(header, buffer, size); } - void ParseObject(char* buffer, ObjectHeader& header, int& size) + void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf) { char tempName[128]; unsigned int tempSize = 0; @@ -29,6 +29,9 @@ namespace GameLogic memcpy(&header.typeID, &buffer[start], 4); start += 4; + memcpy(&header.specialTypeID, &buffer[start], 4); + start += 4; + memcpy(&tempSize, &buffer[start], 4); start += 4; @@ -36,13 +39,29 @@ namespace GameLogic header.ModelFile.assign(&tempName[0], &tempName[tempSize]); start += tempSize; + //The reset of the object struct //3 float[3], 1 float memcpy(&header.position, &buffer[start], 40); start += 40; + + //if loadCgf : Read path for bounding volume + if(loadCgf) + { + ParseBoundingVolume(&buffer[start], header.boundingVolume, start); + } - //2 float[3], 3 float, 2 uint - memcpy(&header.usePhysics, &buffer[start], 44); - start += 44; + //else make sure the counter counts the name so we can jump over the string in the buffer. + else + { + memcpy(&tempSize, &buffer[start], 4); + start += 4; + + memcpy(&tempName, &buffer[start], tempSize); + + string fileName; + fileName.assign(&tempName[0], &tempName[tempSize]); + start += tempSize; + } size += start; } @@ -107,5 +126,57 @@ namespace GameLogic size += start; } + + void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size) + { + int start = 0; + int tempSize = 0; + char tempName[128]; + + memcpy(&tempSize, &buffer[start], 4); + start += 4; + + memcpy(&tempName, &buffer[start], tempSize); + + string fileName; + fileName.assign(&tempName[0], &tempName[tempSize]); + start += tempSize; + + size += start; + + //Läs in filen. + int fileLength = 0; + Loader loader; + char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength); + + start = 0; + LevelLoaderInternal::FormatVersion version; + memcpy(&version, &buf[0], sizeof(version)); + start += 4; + + memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType)); + start += sizeof(volume.geoType); + + switch(volume.geoType) + { + case CollisionGeometryType_Box: + memcpy(&volume.box, &buf[start], sizeof(volume.box)); + start += sizeof(volume.box); + break; + + case CollisionGeometryType_Sphere: + memcpy(&volume.sphere, &buf[start], sizeof(volume.sphere)); + start += sizeof(volume.sphere); + break; + + case CollisionGeometryType_Cylinder: + memcpy(&volume.cylinder, &buf[start], sizeof(volume.cylinder)); + start += sizeof(volume.cylinder); + break; + + default: + break; + } + } } } \ No newline at end of file diff --git a/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.h b/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.h index f68a9289..0fc6dbc6 100644 --- a/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.h +++ b/Code/Game/DanBiasGame/GameClientState/LevelLoader/ParseFunctions.h @@ -17,10 +17,10 @@ namespace GameLogic Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied. */ - void ParseObject(char* buffer, void *header, int size); - void ParseObject(char* buffer, ObjectHeader& header, int& size); + void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf); void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); + void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size); } } diff --git a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp index 9829b9a1..df165e40 100644 --- a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp @@ -103,7 +103,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key return ClientState_Same; } -bool LobbyState::Render() +bool LobbyState::Render(float dt) { Oyster::Graphics::API::SetView(privData->view); @@ -126,6 +126,7 @@ bool LobbyState::Render() } bool LobbyState::Release() { + Oyster::Graphics::API::ClearLights(); for (int i = 0; i < privData->modelCount; i++) { privData->object[i]->Release(); diff --git a/Code/Game/DanBiasGame/GameClientState/LobbyState.h b/Code/Game/DanBiasGame/GameClientState/LobbyState.h index 6a8d9772..0ba668c9 100644 --- a/Code/Game/DanBiasGame/GameClientState/LobbyState.h +++ b/Code/Game/DanBiasGame/GameClientState/LobbyState.h @@ -32,7 +32,7 @@ public: // chat // kick - bool Render(); + bool Render(float dt); bool Release(); void Protocol(ProtocolStruct* protocol)override; void PlayerJoinProtocol(PlayerName* name); diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp index 2a354d1b..5ca27912 100644 --- a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp @@ -8,6 +8,12 @@ using namespace DanBias::Client; +//Menu buttons +#include "Buttons/ButtonEllipse.h" +#include "Buttons/ButtonRectangle.h" +#include "../Misc/EventHandler/EventHandler.h" +using namespace Oyster::Event; + struct LoginState::myData { myData(){} @@ -17,11 +23,76 @@ struct LoginState::myData int modelCount; // UI object // game client* + + //Menu button collection + EventButtonCollection collection; + bool createGame; + int testNumber; }privData; + +enum TestEnum +{ + Create, + Options, + Incr, + Decr, + Exit, +}; + LoginState::LoginState(void) { +} +void LoginState::ButtonCallback(Oyster::Event::ButtonEvent& e) +{ + TestEnum type = TestEnum((int)e.userData); + + switch(type) + { + case Create: + if(e.state == ButtonState_None) + { + int a = 0; + std::cout << "None" << std::endl; + } + else if(e.state == ButtonState_Hover) + { + int a = 0; + std::cout << "Hover" << std::endl; + } + else if(e.state == ButtonState_Down) + { + int a = 0; + std::cout << "Down" << std::endl; + } + else if(e.state == ButtonState_Pressed) + { + int a = 0; + std::cout << "Pressed" << std::endl; + } + else if(e.state == ButtonState_Released) + { + //Change to create state or something similar + int a = 0; + std::cout << "Released" << std::endl; + e.owner->privData->createGame = true; + } + break; + case Options: + break; + case Exit: + break; + + case Incr: + if(e.state == ButtonState_Released) + e.owner->privData->testNumber++; + break; + case Decr: + if(e.state == ButtonState_Released) + e.owner->privData->testNumber--; + break; + } } LoginState::~LoginState(void) @@ -32,17 +103,50 @@ LoginState::~LoginState(void) bool LoginState::Init(Oyster::Network::NetworkClient* nwClient) { privData = new myData(); - this->nwClient = nwClient; + this->nwClient = nwClient; // load models - LoadModels(L"UImodels.txt"); + //LoadModels(L"UImodels.txt"); InitCamera(Oyster::Math::Float3(0,0,5.4f)); + + //Create menu buttons + EventHandler::Instance().AddCollection(&privData->collection); + privData->collection.AddButton(new ButtonEllipse(L"circle.png", L"Hej", Oyster::Math::Float3(1, 1, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.2f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width)); + privData->collection.AddButton(new ButtonEllipse(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.2f, 0.3f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width)); + privData->collection.AddButton(new ButtonEllipse(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.2f, 0.4f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width)); + privData->collection.AddButton(new ButtonEllipse(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.2f, 0.5f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width)); + + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.15f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f))); + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.25f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f))); + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.35f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f))); + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Options, Oyster::Math::Float3(0.45f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f))); + + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"Create Game", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Create, Oyster::Math::Float3(0.5f, 0.5f, 0.0f), Oyster::Math::Float2(0.3f, 0.3f))); + + //Incr/decr buttons . + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Incr, Oyster::Math::Float3(0.85f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f))); + privData->collection.AddButton(new ButtonRectangle(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this, + (void*)Decr, Oyster::Math::Float3(0.55f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f))); + + privData->createGame = false; + privData->testNumber = 0; + return true; } bool LoginState::LoadModels(std::wstring file) { Oyster::Graphics::Definitions::Pointlight plight; plight.Pos = Oyster::Math::Float3(0,0,5); - plight.Color = Oyster::Math::Float3(1,1,1); + plight.Color = Oyster::Math::Float3(1,0,1); plight.Radius = 100; plight.Bright = 1; Oyster::Graphics::API::AddLight(plight); @@ -90,7 +194,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key // check data from server // create game - if( KeyInput->IsKeyPressed(DIK_C)) + if( KeyInput->IsKeyPressed(DIK_C) || privData->createGame) { DanBias::GameServerAPI::ServerInitDesc desc; @@ -104,6 +208,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key // failed to connect return ClientState_Same; } + privData->collection.SetState(EventCollectionState_Disabled); return ClientState_LobbyCreated; } // join game @@ -118,13 +223,13 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key // failed to connect return ClientState_Same; } + privData->collection.SetState(EventCollectionState_Disabled); return ClientState_Lobby; } return ClientState_Same; } -bool LoginState::Render() +bool LoginState::Render(float dt) { - Oyster::Graphics::API::SetView(privData->view); Oyster::Graphics::API::SetProjection( privData->proj); @@ -139,11 +244,25 @@ bool LoginState::Render() // render lights + //Render buttons + Oyster::Graphics::API::StartGuiRender(); + EventHandler::Instance().RenderTexture(); + + std::wstring number; + wchar_t temp[10]; + _itow_s(privData->testNumber, temp, 10); + number = temp; + + Oyster::Graphics::API::StartTextRender(); + EventHandler::Instance().RenderText(); + //Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f)); + Oyster::Graphics::API::EndFrame(); return true; } bool LoginState::Release() { + Oyster::Graphics::API::ClearLights(); for (int i = 0; i < privData->modelCount; i++) { privData->object[i]->Release(); @@ -151,6 +270,8 @@ bool LoginState::Release() privData->object[i] = NULL; } + EventHandler::Instance().ReleaseCollection(&privData->collection); + delete privData; privData = NULL; return true; diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.h b/Code/Game/DanBiasGame/GameClientState/LoginState.h index d426187d..a2079835 100644 --- a/Code/Game/DanBiasGame/GameClientState/LoginState.h +++ b/Code/Game/DanBiasGame/GameClientState/LoginState.h @@ -5,6 +5,8 @@ #include "OysterMath.h" #include "NetworkClient.h" #include +#include "../Misc/EventHandler/EventButton.h" + namespace DanBias { namespace Client @@ -24,7 +26,9 @@ namespace DanBias bool InitCamera(Oyster::Math::Float3 startPos); ClientState Update(float deltaTime, InputClass* KeyInput); - bool Render(); + static void ButtonCallback(Oyster::Event::ButtonEvent& e); + + bool Render(float dt); bool Release(); void Protocol(ProtocolStruct* protocol)override; void PlayerJoinProtocol(PlayerName* name); diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index a2002566..3102b9f2 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -38,18 +38,14 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: ForcePush(usage,dt); break; + case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: - - if(hasObject) - { - //ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES - break; - } ForcePull(usage,dt); - break; + break; + case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: ForceZip(usage,dt); - break; + break; } } @@ -60,17 +56,18 @@ void AttatchmentMassDriver::Update(float dt) //update position of heldObject if there is an object being held if(hasObject) { - Oyster::Physics::ICustomBody::State state; - state = heldObject->GetState(); + //Oyster::Physics::ICustomBody::State state; + //state = heldObject->GetState(); Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; - up *= -0.3; - Oyster::Math::Float3 pos = ownerPos + up + (owner->GetLookDir().GetNormalized()*5); + up *= -0.3f; + Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); - state.centerPos = pos; + //state.centerPos = pos; + heldObject->SetPosition(pos); - heldObject->SetState(state); + //heldObject->SetState(state); } } @@ -86,28 +83,29 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float if(hasObject) { Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject); - pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (700); - Oyster::Physics::ICustomBody::State state = heldObject->GetState(); - //state.ApplyLinearImpulse((Oyster::Math::Float3)pushForce); - heldObject->SetState(state); + pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400); + heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce); hasObject = false; heldObject = NULL; return; } - Oyster::Math::Float3 up = owner->GetOrientation().v[1]; - Oyster::Math::Float3 look = owner->GetLookDir(); - Oyster::Math::Float3 pos = owner->GetPosition(); - pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (20000 * dt); - Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(look, up, pos); + Oyster::Math::Float radius = 4; + Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); + Oyster::Math::Float lenght = 10; + Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; + + pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400); + + Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); + + - Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,50); - Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); forcePushData args; args.pushForce = pushForce; - Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction); + Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); } /******************************************************** @@ -115,12 +113,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float ********************************************************/ void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt) { - Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState(); + Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000); - //do something with state - //state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt)); - - this->owner->GetRigidBody()->SetState(state); + this->owner->GetRigidBody()->ApplyImpulse(force); } @@ -134,27 +129,26 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) //if no object has been picked up then suck objects towards you - Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100 * dt); - Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetState().GetOrientation().v[2].xyz, owner->GetPosition()); + Oyster::Math::Float radius = 4; + Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized(); + Oyster::Math::Float lenght = 10; + Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos; - Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); - Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); + Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100); + + Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); forcePushData args; args.pushForce = -pushForce; - Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction); + Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); } void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) { Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5; - Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,20); - /*Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition()); - - Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); - Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); -*/ - + Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); + + delete hitSphere; } diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index 9c6f6aca..80562b2c 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -7,13 +7,17 @@ #include "Game.h" #include "CollisionManager.h" #include "JumpPad.h" +#include "Portal.h" +#include "ExplosiveCrate.h" using namespace Oyster; using namespace GameLogic; void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); + void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage); void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force); + void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target); //Physics::ICustomBody::SubscriptMessage void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) @@ -24,20 +28,26 @@ using namespace GameLogic; switch (realObj->GetObjectType()) { - case OBJECT_TYPE::OBJECT_TYPE_GENERIC: + case ObjectSpecialType::ObjectSpecialType_Generic: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; - case OBJECT_TYPE::OBJECT_TYPE_BOX: + case ObjectSpecialType::ObjectSpecialType_StandardBox: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; - case OBJECT_TYPE::OBJECT_TYPE_PLAYER: + case ObjectSpecialType::ObjectSpecialType_Player: //return Physics::ICustomBody::SubscriptMessage_none; break; - case OBJECT_TYPE::OBJECT_TYPE_WORLD: + case ObjectSpecialType::ObjectSpecialType_World: PlayerVObject(*player,*realObj, kineticEnergyLoss); + //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; + break; + + case ObjectSpecialType::ObjectSpecialType_CrystalFormation: + PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision()); + //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; break; } @@ -51,27 +61,75 @@ using namespace GameLogic; switch (realObj->GetObjectType()) { - case OBJECT_TYPE::OBJECT_TYPE_GENERIC: + case ObjectSpecialType::ObjectSpecialType_Generic: break; - case OBJECT_TYPE::OBJECT_TYPE_BOX: - break; - case OBJECT_TYPE::OBJECT_TYPE_PLAYER: + case ObjectSpecialType::ObjectSpecialType_StandardBox: SendObjectFlying(*obj, jumpPad->pushForce); break; - case OBJECT_TYPE::OBJECT_TYPE_WORLD: + case ObjectSpecialType::ObjectSpecialType_Player: + SendObjectFlying(*obj, jumpPad->pushForce); break; } } void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force) { - Oyster::Physics::ICustomBody::State state; + obj.ApplyImpulse(force); + } - state = obj.GetState(); - //state.ApplyLinearImpulse(force); - obj.SetState(state); + void Portal::PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) + { + Portal *portal = (Portal*)(rigidBodyPortal->GetCustomTag()); + + if(obj->GetState().mass == 0) return; + + Teleport(*obj,portal->portalExit); + } + + void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target) + { + obj.SetPosition(target); + } + + void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) + { + int forceThreashHold = 200000; //how much force for the box to explode of the impact + + + if(kineticEnergyLoss > forceThreashHold) + { + ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag()); + + + Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos; + Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius); + + Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode); + + delete hitSphere; + } } + void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args) + { + Object *realObj = (Object*)obj->GetCustomTag(); + ExplosiveCrate* ExplosionSource = ((ExplosiveCrate*)args); + + Oyster::Math::Float3 explosionCenterPos = ExplosionSource->GetPosition(); + Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos; + Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude); + + if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player) + { + Player *hitPlayer = (Player*)realObj; + + hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision()); + //do shredding damage + } + + realObj->GetRigidBody()->ApplyImpulse(force); + + } void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) { @@ -88,28 +146,29 @@ using namespace GameLogic; } } - Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) + + + void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage) { - return Physics::ICustomBody::SubscriptMessage_none; + int damageDone = 0; + int forceThreashHold = 200000; + + if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough + { + damageDone = (int)(kineticEnergyLoss * 0.10f); + damageDone += ExtraDamage; + //player.DamageLife(damageDone); + } } + Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; } - Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) - { - return Physics::ICustomBody::SubscriptMessage_player_collision_response; - } Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; } - //Oyster::Physics::ICustomBody::SubscriptMessage - Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) - { - return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; - } - Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; @@ -123,19 +182,20 @@ using namespace GameLogic; void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args) { - Oyster::Physics::ICustomBody::State state; + if(obj->GetState().mass == 0) return; + Object *realObj = (Object*)obj->GetCustomTag(); - if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD) + if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World) return; - state = obj->GetState(); - //state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce); - obj->SetState(state); + obj->ApplyImpulse(((forcePushData*)(args))->pushForce); } void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args) { + if(obj->GetState().mass == 0) return; + AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args); if(weapon->hasObject) @@ -149,9 +209,7 @@ using namespace GameLogic; switch(realObj->GetObjectType()) { - case OBJECT_TYPE::OBJECT_TYPE_BOX: - //move obj to limbo in physics to make sure it wont collide with anything - Oyster::Physics::API::Instance().MoveToLimbo(obj); + case ObjectSpecialType::ObjectSpecialType_StandardBox: weapon->heldObject = obj; //weapon now holds the object weapon->hasObject = true; diff --git a/Code/Game/GameLogic/DynamicObject.cpp b/Code/Game/GameLogic/DynamicObject.cpp index 437dca2c..6df5bef0 100644 --- a/Code/Game/GameLogic/DynamicObject.cpp +++ b/Code/Game/GameLogic/DynamicObject.cpp @@ -9,33 +9,29 @@ DynamicObject::DynamicObject() { } -DynamicObject::DynamicObject(OBJECT_TYPE type) - :Object(type) + +DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { } -DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) - :Object(rigidBody,type) +DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { } -DynamicObject::DynamicObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) - :Object(collisionFuncBefore,collisionFuncAfter,type) +DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) + :Object(rigidBody, EventOnCollision, type, objectID) { - -} -DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) - :Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type) -{ - -} -DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type) - :Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type) -{ - + this->extraDamageOnCollision = extraDamageOnCollision; } +DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) + :Object(rigidBody, EventOnCollision, type, objectID) +{ + this->extraDamageOnCollision = extraDamageOnCollision; +} DynamicObject::~DynamicObject(void) { diff --git a/Code/Game/GameLogic/DynamicObject.h b/Code/Game/GameLogic/DynamicObject.h index 3fcdae39..2d5fa617 100644 --- a/Code/Game/GameLogic/DynamicObject.h +++ b/Code/Game/GameLogic/DynamicObject.h @@ -14,11 +14,11 @@ namespace GameLogic public: DynamicObject(); - DynamicObject(OBJECT_TYPE type); - DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); - DynamicObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - DynamicObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - DynamicObject(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); + DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + + DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision); + DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision); ~DynamicObject(void); diff --git a/Code/Game/GameLogic/ExplosiveCrate.cpp b/Code/Game/GameLogic/ExplosiveCrate.cpp new file mode 100644 index 00000000..d236d400 --- /dev/null +++ b/Code/Game/GameLogic/ExplosiveCrate.cpp @@ -0,0 +1,28 @@ +#include "ExplosiveCrate.h" + +using namespace GameLogic; + +ExplosiveCrate::ExplosiveCrate(void) + :DynamicObject() +{ + this->pushForceMagnitude = 0; + this->ExplosionRadius = 0; +} + +ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius) + :DynamicObject(rigidBody,ExplosiveCrate::ExplosiveCrateCollision, type, objectID) +{ + this->extraDamageOnCollision = extraDamageOnCollision; + this->pushForceMagnitude = pushForceMagnitude; + this->ExplosionRadius = ExplosionRadius; +} + +ExplosiveCrate::~ExplosiveCrate(void) +{ + +} + + + + + diff --git a/Code/Game/GameLogic/ExplosiveCrate.h b/Code/Game/GameLogic/ExplosiveCrate.h new file mode 100644 index 00000000..75afdc4a --- /dev/null +++ b/Code/Game/GameLogic/ExplosiveCrate.h @@ -0,0 +1,25 @@ +#ifndef EXPLOSIVECRATE_H +#define EXPLOSIVECRATE_H +#include "DynamicObject.h" +namespace GameLogic +{ + class ExplosiveCrate : public DynamicObject + { + public: + ExplosiveCrate(void); + + ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius); + + ~ExplosiveCrate(void); + + static void ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); + static void Explode(Oyster::Physics::ICustomBody *obj, void* args); + + private: + Oyster::Math::Float pushForceMagnitude; + Oyster::Math::Float ExplosionRadius; + }; + + +} +#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/Game.cpp b/Code/Game/GameLogic/Game.cpp index c78abb09..900799e3 100644 --- a/Code/Game/GameLogic/Game.cpp +++ b/Code/Game/GameLogic/Game.cpp @@ -81,8 +81,9 @@ Game::LevelData* Game::CreateLevel() if(this->level) return this->level; this->level = new LevelData(); - this->level->level->InitiateLevel(1000); - //this->level->level->InitiateLevel("3bana.bias"); + //this->level->level->InitiateLevel(1000); + this->level->level->InitiateLevel("../Content/Worlds/ccc.bias"); + return this->level; } diff --git a/Code/Game/GameLogic/Game.h b/Code/Game/GameLogic/Game.h index 601b0f0c..93e130f5 100644 --- a/Code/Game/GameLogic/Game.h +++ b/Code/Game/GameLogic/Game.h @@ -40,8 +40,10 @@ namespace GameLogic Oyster::Math::Float3 GetScale() override; Oyster::Math::Float4x4 GetOrientation() override; int GetID() const override; - OBJECT_TYPE GetObjectType() const override; - void Rotate(const Oyster::Math3D::Float4 lookDir) override; + void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) override; + ObjectSpecialType GetObjectType() const override; + + Player *player; }; @@ -56,7 +58,7 @@ namespace GameLogic Oyster::Math::Float3 GetScale() override; Oyster::Math::Float4x4 GetOrientation() override; int GetID() const override; - OBJECT_TYPE GetObjectType() const override; + ObjectSpecialType GetObjectType() const override; int getNrOfDynamicObj()const override; IObjectData* GetObjectAt(int ID) const override; Level *level; diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h index d51cf4a6..30e86e8c 100644 --- a/Code/Game/GameLogic/GameAPI.h +++ b/Code/Game/GameLogic/GameAPI.h @@ -12,6 +12,7 @@ #include "GameLogicDef.h" #include "GameLogicStates.h" #include +#include "LevelLoader\ObjectDefines.h" namespace GameLogic @@ -66,7 +67,7 @@ namespace GameLogic /** Get the type of the object * @return The OBJECT_TYPE of the object is returned */ - virtual OBJECT_TYPE GetObjectType() const = 0; + virtual ObjectSpecialType GetObjectType() const = 0; }; class IPlayerData :public IObjectData @@ -83,7 +84,7 @@ namespace GameLogic * @param x: The relative x axis * @param y: The relative y axis **/ - virtual void Rotate(const Oyster::Math3D::Float4 lookDir) = 0; + virtual void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) = 0; /******************************************************** * Uses the chosen players weapon based on input diff --git a/Code/Game/GameLogic/GameLogic.vcxproj b/Code/Game/GameLogic/GameLogic.vcxproj index 7ae78fac..6c026917 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj +++ b/Code/Game/GameLogic/GameLogic.vcxproj @@ -177,6 +177,7 @@ + @@ -192,6 +193,7 @@ + @@ -202,6 +204,7 @@ + @@ -215,6 +218,7 @@ + diff --git a/Code/Game/GameLogic/GameLogicStates.h b/Code/Game/GameLogic/GameLogicStates.h index 00c2e7ff..9ae0d482 100644 --- a/Code/Game/GameLogic/GameLogicStates.h +++ b/Code/Game/GameLogic/GameLogicStates.h @@ -21,15 +21,6 @@ namespace GameLogic PLAYER_STATE_INVALID = 8, }; - enum OBJECT_TYPE - { - OBJECT_TYPE_PLAYER = 0, - OBJECT_TYPE_BOX = 1, - OBJECT_TYPE_WORLD = 2, - OBJECT_TYPE_GENERIC = 4, - OBJECT_TYPE_UNKNOWN = -1, - }; - enum WEAPON_FIRE { WEAPON_USE_PRIMARY_PRESS = 0, diff --git a/Code/Game/GameLogic/Game_LevelData.cpp b/Code/Game/GameLogic/Game_LevelData.cpp index b8006af3..b007ce01 100644 --- a/Code/Game/GameLogic/Game_LevelData.cpp +++ b/Code/Game/GameLogic/Game_LevelData.cpp @@ -38,7 +38,7 @@ int Game::LevelData::GetID() const { return ((IObjectData*)this->level)->GetID(); } -OBJECT_TYPE Game::LevelData::GetObjectType() const +ObjectSpecialType Game::LevelData::GetObjectType() const { return ((IObjectData*)this->level)->GetObjectType(); //return OBJECT_TYPE_UNKNOWN; diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index 7f24fbd4..275866b9 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -6,30 +6,30 @@ using namespace GameLogic; Game::PlayerData::PlayerData() { //set some stats that are appropriate to a player - Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,628,-25); - Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f); + + Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0); + + Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f); 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; + Oyster::Math::Float restitutionCoeff = 0.5f; + Oyster::Math::Float frictionCoeff_Static = 0.4f; + Oyster::Math::Float frictionCoeff_Dynamic = 0.3f; //sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0); //create rigid body - Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); - + Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(2.0f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); + rigidBody->SetAngularFactor(0.0f); //create player with this rigid body - this->player = new Player(rigidBody,Level::LevelCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER); - this->player->GetRigidBody()->SetCustomTag(this); + this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0); - //Oyster::Physics::ICustomBody::State state; - //this->player->GetRigidBody()->GetState(state); - ////state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0)); - //this->player->GetRigidBody()->SetState(state); + this->player->GetRigidBody()->SetCustomTag(this); player->EndFrame(); } Game::PlayerData::PlayerData(int playerID,int teamID) { + Oyster::Physics::ICustomBody* rigidBody; this->player = new Player(); + } Game::PlayerData::~PlayerData() { @@ -73,11 +73,11 @@ int Game::PlayerData::GetTeamID() const return this->player->GetTeamID(); } -OBJECT_TYPE Game::PlayerData::GetObjectType() const +ObjectSpecialType Game::PlayerData::GetObjectType() const { return this->player->GetObjectType(); } -void Game::PlayerData::Rotate(const Oyster::Math3D::Float4 lookDir) +void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) { - this->player->Rotate(lookDir); + this->player->Rotate(lookDir, right); } \ No newline at end of file diff --git a/Code/Game/GameLogic/JumpPad.cpp b/Code/Game/GameLogic/JumpPad.cpp index c60e248c..424340ad 100644 --- a/Code/Game/GameLogic/JumpPad.cpp +++ b/Code/Game/GameLogic/JumpPad.cpp @@ -8,10 +8,10 @@ JumpPad::JumpPad(void) { } -JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce) - :StaticObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type) +JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 pushForce) + :StaticObject(rigidBody, JumpPad::JumpPadActivated, type, objectID) { - + this->pushForce = pushForce; } diff --git a/Code/Game/GameLogic/JumpPad.h b/Code/Game/GameLogic/JumpPad.h index b9fe2253..a88a0cc5 100644 --- a/Code/Game/GameLogic/JumpPad.h +++ b/Code/Game/GameLogic/JumpPad.h @@ -8,10 +8,9 @@ namespace GameLogic public: JumpPad(void); - JumpPad(Oyster::Physics::ICustomBody *rigidBody - ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter) - ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss) - ,OBJECT_TYPE type, Oyster::Math::Float3 pushForce); + JumpPad(Oyster::Physics::ICustomBody *rigidBody + ,ObjectSpecialType type, int objectID,Oyster::Math::Float3 pushForce); + ~JumpPad(void); diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 28f059e5..9ba44ede 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -1,7 +1,9 @@ #include "Level.h" #include "CollisionManager.h" #include "Game.h" - +#include "JumpPad.h" +#include "ExplosiveCrate.h" +#include "Portal.h" using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; @@ -9,50 +11,203 @@ using namespace Oyster::Physics; Level::Level(void) { - + objID = 100; } Level::~Level(void) { delete this->levelObj; this->levelObj = NULL; } -void Level::parseObjectType(ObjectTypeHeader* obj) +Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { - /*switch (obj->objectTypeID) + Object* gameObj = NULL; + + switch ((ObjectSpecialType)obj->specialTypeID) { - case skySphere: - // save the skysphere to be able to rotate it - break; - case jumppad: - // save direction - break; - case portal: - // save portal destination - break; - case world: - // add gravitation well here - // add outer limit of the world - case spawn: - // save spawnpoint pos - break; + case ObjectSpecialType_None: + { + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); - default: + } break; - }*/ + case ObjectSpecialType_Sky: + { + float skySize = ((SkyAttributes*)obj)->skySize; + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_World: + { + API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); + API::Instance().SetGravity(200); // could balance gravitation with the world size + + float worldSize = ((WorldAttributes*)obj)->worldSize; + float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_Building: + { + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + case ObjectSpecialType_Stone: + { + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_StandardBox: + { + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_RedExplosiveBox: + { + int dmg = 50; + Oyster::Math::Float force = 50; + int radie = 50; + gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); + } + break; + //case ObjectSpecialType_BlueExplosiveBox: + // int dmg = 70; + // gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox); + // break; + case ObjectSpecialType_SpikeBox: + { + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_Spike: + { + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_CrystalFormation: + { + int dmg = 50; + //gameObj = new Crystal(rigidBody); + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_CrystalShard: + { + gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_JumpPad: + { + float power = ((JumpPadAttributes*)obj)->power; + Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; + Oyster::Math::Float3 pushForce = dir * power; + gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce); + } + break; + case ObjectSpecialType_Portal: + { + Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; + gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination); + } + break; + case ObjectSpecialType_SpawnPoint: + { + // save + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + case ObjectSpecialType_Player: + { + // should not be read from the lvl format + //gameObj = new Player(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++); + } + break; + case ObjectSpecialType_Generic: + { + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + default: + { + gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); + } + break; + } + return gameObj; } -void Level::parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj) + +ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj) { - // offset physObj med modelObj + ICustomBody* rigidBody = NULL; + Oyster::Math::Float3 rigidWorldPos; + Oyster::Math::Float4 rigidWorldRotation; + float rigidBodyMass; + Oyster::Math::Float3 rigidBodySize; + + //offset the rigidPosition from modelspace to worldspace; + rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position; + + //scales the position so the collision geomentry is in the right place + rigidWorldPos = rigidWorldPos * obj->scale; + + //offset the rigidRotation from modelspace to worldspace; + Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); + Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]); + Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; + + rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); + + //mass scaled + rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass; + + //size scaled + rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale; + + //create the rigid body + rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic); + return rigidBody; +} +ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) +{ + ICustomBody* rigidBody = NULL; + Oyster::Math::Float3 rigidWorldPos; + Oyster::Math::Float4 rigidWorldRotation; + float rigidBodyMass; + float rigidBodyRadius; + + //offset the rigidPosition from modelspace to worldspace; + rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position; + //scales the position so the collision geomentry is in the right place + rigidWorldPos = rigidWorldPos * obj->scale; + + //offset the rigidRotation from modelspace to worldspace; + Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); + Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]); + Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; + + rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); + + + //mass scaled + rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass; + + //Radius scaled + //rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius; + rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius; + + //create the rigid body + rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic); + return rigidBody; } void Level::InitiateLevel(std::string levelPath) { LevelLoader ll; std::vector> objects; objects = ll.LoadLevel(levelPath); + + API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); + API::Instance().SetGravity(200); int objCount = objects.size(); - int modelCount = 0; - int staticObjCount = 0; - int dynamicObjCount = 0; + int modelCount = 100; + for (int i = 0; i < objCount; i++) { ObjectTypeHeader* obj = objects.at(i); @@ -70,36 +225,82 @@ void Level::InitiateLevel(std::string levelPath) { ObjectHeader* staticObjData = ((ObjectHeader*)obj); - //LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj); staticObjData->ModelFile; - ICustomBody* rigidBody_Static; - - // collision shape - // radius, rotation in world, position in world, mass, restitution, static and dynamic friction - ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); + ICustomBody* rigidBody_Static = NULL; - // add rigidbody to the logical obj - // Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this - // set object_type to objID - this->staticObjects.Push(new StaticObject(rigidBody,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); + // collision shape + if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) + { + rigidBody_Static = InitRigidBodySphere(staticObjData); + } + + else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box) + { + + rigidBody_Static = InitRigidBodyCube(staticObjData); + } + + else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) + { + //rigidBody_Static = InitRigidBodyCylinder(staticObjData); + } + + if(rigidBody_Static != NULL) + { + + // create game object + Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static); + //Object* staticGameObj = new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID); + if(staticGameObj != NULL) + { + this->staticObjects.Push((StaticObject*)staticGameObj); + //this->staticObjects[this->staticObjects.Size()-1]->objectID = modelCount++; + //rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]); + } + + //this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID, 0)); + //this->staticObjects[staticObjCount]->objectID = modelCount++; + + } - this->staticObjects[staticObjCount]->objectID = modelCount++; - rigidBody->SetCustomTag(this->staticObjects[staticObjCount]); } break; case ObjectType::ObjectType_Dynamic: { - ObjectHeader* staticObjData = ((ObjectHeader*)obj); - staticObjData->ModelFile; + ObjectHeader* dynamicObjData = ((ObjectHeader*)obj); + dynamicObjData->ModelFile; - ICustomBody* rigidBody_Dynamic; + ICustomBody* rigidBody_Dynamic = NULL; - rigidBody_Dynamic = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f); + // collision shape + if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) + { + rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData); + } - this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); - this->dynamicObjects[dynamicObjCount]->objectID = modelCount++; - rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[dynamicObjCount]); + else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box) + { + rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData); + } + + else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) + { + //rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData); + } + + if(rigidBody_Dynamic != NULL) + { + // create game object + Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic); + //Object* dynamicGameObj =new DynamicObject(rigidBody_Dynamic, Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID); + if (dynamicGameObj != NULL) + { + this->dynamicObjects.Push((DynamicObject*)dynamicGameObj); + //this->dynamicObjects[this->dynamicObjects.Size()-1]->objectID = modelCount++; + //rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]); + } + } } break; case ObjectType::ObjectType_Light: @@ -112,14 +313,18 @@ void Level::InitiateLevel(std::string levelPath) } void Level::InitiateLevel(float radius) { + API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); + API::Instance().SetGravity(200); int idCount = 100; // add level sphere ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); - levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD); - this->levelObj->objectID = idCount++; + + levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++); + + //this->levelObj->objectID = idCount++; rigidBody->SetCustomTag(levelObj); - /* + ICustomBody* rigidBody_TestBox; int nrOfBoxex = 5; @@ -128,12 +333,12 @@ void Level::InitiateLevel(float radius) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f); - this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); - this->dynamicObjects[i]->objectID = idCount++; + this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); + + //this->dynamicObjects[i]->objectID = idCount++; rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); } - - offset += nrOfBoxex; + /*offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5); @@ -158,19 +363,33 @@ void Level::InitiateLevel(float radius) this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); - } + }*/ + + + + // add crystal + ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f); - ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5); - - this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); + this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]); + //this->dynamicObjects[nrOfBoxex]->objectID = idCount++; + + + // add house - ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 905, 0), 0); - this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC)); + ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f); + this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++)); rigidBody_House->SetCustomTag(this->staticObjects[0]); - */ + //this->staticObjects[0]->objectID = idCount++; + + // add jumppad + ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 0, 0.5f, 0.8f, 0.6f); + + this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0))); + rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]); + //this->staticObjects[1]->objectID = idCount++; } void Level::AddPlayerToTeam(Player *player, int teamID) @@ -194,7 +413,7 @@ int Level::getNrOfDynamicObj() } Object* Level::GetObj( int ID) const { - for (int i = 0; i< this->dynamicObjects.Size(); i++) + for (int i = 0; i < this->dynamicObjects.Size(); i++) { if(this->dynamicObjects[i]->GetID() == ID) return this->dynamicObjects[i]; diff --git a/Code/Game/GameLogic/Level.h b/Code/Game/GameLogic/Level.h index 581d1ee0..0b6c2a31 100644 --- a/Code/Game/GameLogic/Level.h +++ b/Code/Game/GameLogic/Level.h @@ -9,6 +9,7 @@ #include "StaticObject.h" #include "DynamicObject.h" #include "GameModeType.h" + #include "Player.h" #include "PhysicsAPI.h" #include "TeamManager.h" @@ -31,9 +32,10 @@ namespace GameLogic ********************************************************/ void InitiateLevel(std::string levelPath); void InitiateLevel(float radius); + Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj); + Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj); - void parseObjectType(ObjectTypeHeader* obj); - void parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj); + Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody); /******************************************************** * Creates a team in the level * @param teamSize: The size of the team you want to create @@ -60,7 +62,6 @@ namespace GameLogic * @param rigidBodyLevel: physics object of the level * @param obj: physics object for the object that collided with the level ********************************************************/ - static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj); static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); int getNrOfDynamicObj(); @@ -75,6 +76,7 @@ namespace GameLogic GameModeType gameMode; Utility::DynamicMemory::SmartPointer rigidBodyLevel; StaticObject *levelObj; + int objID; }; diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp index f66fbe08..038b9a40 100644 --- a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp +++ b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp @@ -25,6 +25,7 @@ std::vector> LevelParser::Parse(std::string filen { int bufferSize = 0; int counter = 0; + bool loadCgf; std::vector> objects; @@ -38,14 +39,13 @@ std::vector> LevelParser::Parse(std::string filen counter += sizeof(levelFormatVersion); if(this->formatVersion != levelFormatVersion) { - //Do something if it's not the same version - //Returns an empty vector, because it will most likely fail to read the level format. return objects; } while(counter < bufferSize) { + loadCgf = true; //Get typeID ObjectType typeID; ParseObject(&buffer[counter], &typeID, sizeof(typeID)); @@ -69,45 +69,43 @@ std::vector> LevelParser::Parse(std::string filen switch(specialType) { - //These three does not have any specail variables at this time. - //There for they are using the same 'parser'. + //there is no difference when parsing these specialTypes. + case ObjectSpecialType_CrystalShard: + case ObjectSpecialType_CrystalFormation: + case ObjectSpecialType_Spike: + case ObjectSpecialType_SpikeBox: + case ObjectSpecialType_RedExplosiveBox: + case ObjectSpecialType_StandardBox: + case ObjectSpecialType_Stone: case ObjectSpecialType_Building: - case ObjectSpecialType_Damaging: - case ObjectSpecialType_Explosive: { ObjectHeader* header = new ObjectHeader; - ParseObject(&buffer[counter], *header, counter); + ParseObject(&buffer[counter], *header, counter, loadCgf); objects.push_back(header); break; } + case ObjectSpecialType_JumpPad: { JumpPadAttributes* header = new JumpPadAttributes; - ParseObject(&buffer[counter], *header, counter); + ParseObject(&buffer[counter], *header, counter, loadCgf); //Read the spec ParseObject(&buffer[counter], header->direction, 16); + counter += 16; objects.push_back(header); break; } - case ObjectSpecialType_BoostPad: - { - JumpPadAttributes* header = new JumpPadAttributes; - ParseObject(&buffer[counter], *header, counter); - - ParseObject(&buffer[counter], header->direction, 16); - objects.push_back(header); - - break; - } + case ObjectSpecialType_Portal: { PortalAttributes* header = new PortalAttributes; - ParseObject(&buffer[counter], *header, counter); + ParseObject(&buffer[counter], *header, counter, loadCgf); ParseObject(&buffer[counter], header->destination, 12); + counter += 12; objects.push_back(header); break; @@ -116,22 +114,33 @@ std::vector> LevelParser::Parse(std::string filen case ObjectSpecialType_World: { WorldAttributes* header = new WorldAttributes; - ParseObject(&buffer[counter], *header, counter); + ParseObject(&buffer[counter], *header, counter, loadCgf); ParseObject(&buffer[counter], &header->worldSize, 8); + counter += 8; objects.push_back(header); break; } case ObjectSpecialType_Sky: { + loadCgf = false; SkyAttributes* header = new SkyAttributes; - ParseObject(&buffer[counter], *header, counter); + ParseObject(&buffer[counter], *header, counter, loadCgf); ParseObject(&buffer[counter], &header->skySize, 4); + counter += 4; objects.push_back(header); break; } + + case ObjectSpecialType_SpawnPoint: + { + loadCgf = false; + ObjectHeader* header = new ObjectHeader; + ParseObject(&buffer[counter], *header, counter, loadCgf); + } + default: //Couldn't find specialType break; @@ -235,16 +244,13 @@ LevelMetaData LevelParser::ParseHeader(std::string filename) case ObjectType_Static: case ObjectType_Dynamic: { ObjectHeader header; - ParseObject(&buffer[counter], header, counter); + ParseObject(&buffer[counter], &header, counter); switch(header.specialTypeID) { case ObjectSpecialType_JumpPad: counter += sizeof(16); break; - case ObjectSpecialType_BoostPad: - counter += sizeof(16); - break; case ObjectSpecialType_Portal: counter += sizeof(12); break; diff --git a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h index 05d09714..50c722b6 100644 --- a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h +++ b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h @@ -25,30 +25,28 @@ namespace GameLogic enum ObjectSpecialType { + ObjectSpecialType_None, + ObjectSpecialType_Sky, ObjectSpecialType_World, //Always the main celestial body ObjectSpecialType_Building, - ObjectSpecialType_Damaging, - ObjectSpecialType_Explosive, + ObjectSpecialType_Stone, + ObjectSpecialType_StandardBox, + ObjectSpecialType_RedExplosiveBox, + ObjectSpecialType_SpikeBox, + ObjectSpecialType_Spike, + ObjectSpecialType_CrystalFormation, + ObjectSpecialType_CrystalShard, ObjectSpecialType_JumpPad, - ObjectSpecialType_BoostPad, ObjectSpecialType_Portal, - ObjectSpecialType_Sky, + ObjectSpecialType_SpawnPoint, + ObjectSpecialType_Player, + ObjectSpecialType_Generic, + ObjectSpecialType_Count, ObjectSpecialType_Unknown = -1 }; - enum UsePhysics - { - UsePhysics_UseFullPhysics, - UsePhysics_IgnoreGravity, - UsePhysics_IgnorePhysics, - UsePhysics_IgnoreCollision, - - UsePhysics_Count, - UsePhysics_Unknown = -1 - }; - enum CollisionGeometryType { CollisionGeometryType_Box, diff --git a/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp b/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp index d917a146..1caa840f 100644 --- a/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp +++ b/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp @@ -16,13 +16,13 @@ namespace GameLogic { namespace LevelFileLoader { - //can parse any struct without strings or char[] + //can parse any struct if the struct doesnt contain strings or char[] void ParseObject(char* buffer, void *header, int size) { memcpy(header, buffer, size); } - void ParseObject(char* buffer, ObjectHeader& header, int& size) + void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf) { char tempName[128]; unsigned int tempSize = 0; @@ -46,8 +46,24 @@ namespace GameLogic memcpy(&header.position, &buffer[start], 40); start += 40; - //Read path for bounding volume - ParseBoundingVolume(&buffer[start], header.boundingVolume, start); + //if loadCgf : Read path for bounding volume + if(loadCgf) + { + ParseBoundingVolume(&buffer[start], header.boundingVolume, start); + } + + //else make sure the counter counts the name so we can jump over the string in the buffer. + else + { + memcpy(&tempSize, &buffer[start], 4); + start += 4; + + memcpy(&tempName, &buffer[start], tempSize); + + string fileName; + fileName.assign(&tempName[0], &tempName[tempSize]); + start += tempSize; + } size += start; } @@ -133,15 +149,14 @@ namespace GameLogic //Läs in filen. int fileLength = 0; Loader loader; - char* buf = loader.LoadFile("E:\\Dropbox\\Programming\\Github\\Danbias\\Bin\\Content\\Worlds\\cgf\\"+ fileName, fileLength); + char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength); start = 0; LevelLoaderInternal::FormatVersion version; memcpy(&version, &buf[0], sizeof(version)); - start += 4; + start += 8; memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType)); - start += sizeof(volume.geoType); switch(volume.geoType) { diff --git a/Code/Game/GameLogic/LevelLoader/ParseFunctions.h b/Code/Game/GameLogic/LevelLoader/ParseFunctions.h index f66351b4..0fc6dbc6 100644 --- a/Code/Game/GameLogic/LevelLoader/ParseFunctions.h +++ b/Code/Game/GameLogic/LevelLoader/ParseFunctions.h @@ -17,9 +17,8 @@ namespace GameLogic Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied. */ - void ParseObject(char* buffer, void *header, int size); - void ParseObject(char* buffer, ObjectHeader& header, int& size); + void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf); void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size); } diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index 78141e5f..751dc454 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -18,60 +18,37 @@ Object::Object() 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 = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN; - this->objectID = GID(); + this->type = ObjectSpecialType_Unknown; + this->objectID = -1; } -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(); -} - -Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) +Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) { this->rigidBody = rigidBody; + this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; - this->objectID = GID(); + this->objectID = objectID; + this->extraDamageOnCollision = 0; + this->rigidBody->SetCustomTag(this); } -Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, 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(); -} -Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) +Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) { this->rigidBody = rigidBody; - + this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; - this->objectID = GID(); + this->objectID = objectID; + this->extraDamageOnCollision = 0; + this->rigidBody->SetCustomTag(this); } -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(); -} - -void Object::ApplyLinearImpulse(Oyster::Math::Float3 force) -{ - -} - - Object::~Object(void) { } -OBJECT_TYPE Object::GetObjectType() const +ObjectSpecialType Object::GetObjectType() const { return this->type; } @@ -128,4 +105,10 @@ Oyster::Math::Float4x4 Object::GetOrientation() Oyster::Physics::ICustomBody::State state; state = this->rigidBody->GetState(); return state.GetOrientation(); +} + + +Oyster::Math::Float Object::getExtraDamageOnCollision() +{ + return this->extraDamageOnCollision; } \ No newline at end of file diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h index 293ba85d..73853bd8 100644 --- a/Code/Game/GameLogic/Object.h +++ b/Code/Game/GameLogic/Object.h @@ -18,24 +18,26 @@ namespace GameLogic { public: Object(); - Object(OBJECT_TYPE type); - Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); - Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type); + + Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); ~Object(void); - OBJECT_TYPE GetObjectType() const override; - int GetID() const override; + ObjectSpecialType GetObjectType() const override; + int GetID() const override; + void setID(int id); Oyster::Math::Float3 GetPosition() override; Oyster::Math::Quaternion GetRotation() override; Oyster::Math::Float3 GetScale() override; Oyster::Math::Float4x4 GetOrientation() override; - void setID(int id); + Oyster::Math::Float getExtraDamageOnCollision(); + + // API overrides + + Oyster::Physics::ICustomBody* GetRigidBody(); - void ApplyLinearImpulse(Oyster::Math::Float3 force); virtual void BeginFrame(); virtual void EndFrame(); @@ -43,12 +45,11 @@ namespace GameLogic void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)); void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)); - static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj); static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); - public: //HACK: This should be private when level is dynamic - OBJECT_TYPE type; - int objectID; + + public: //TODO: Hax This should be private when level is dynamic + protected: Oyster::Physics::ICustomBody *rigidBody; @@ -56,6 +57,11 @@ namespace GameLogic static const Game* gameInstance; Oyster::Math::Float3 currLook; Oyster::Math::Float3 newLook; + + ObjectSpecialType type; + int objectID; + + Oyster::Math::Float extraDamageOnCollision; }; } diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index acbb33a9..508857b9 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -6,47 +6,68 @@ using namespace GameLogic; using namespace Oyster::Physics; -const int MOVE_FORCE = 500; +const float MOVE_FORCE = 30; +const float KEY_TIMER = 0.03f; Player::Player() :DynamicObject() { } -Player::Player(OBJECT_TYPE type) - :DynamicObject(type) -{ - InitPlayer(); -} -Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) - :DynamicObject(rigidBody,type) -{ - InitPlayer(); -} -Player::Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) - :DynamicObject(collisionFuncBefore,collisionFuncAfter,type) -{ - InitPlayer(); -} -Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) - :DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type) -{ - InitPlayer(); -} -Player::Player(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) - :DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type) -{ - InitPlayer(); -} - -void Player::InitPlayer() +Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) + :DynamicObject(rigidBody, EventOnCollision, type, objectID) { weapon = new Weapon(2,this); this->life = 100; this->teamID = -1; this->playerState = PLAYER_STATE_IDLE; - lookDir = Oyster::Math::Float4(0,0,-1,0); + this->lookDir = Oyster::Math::Float3(0,0,-1); + this->moveDir = Oyster::Math::Float3(0,0,0); + key_forward = 0; + key_backward = 0; + key_strafeRight = 0; + key_strafeLeft = 0; + + this->previousPosition = Oyster::Math::Float3(0,0,0); + this->moveDir = Oyster::Math::Float3(0,0,0); + this->moveSpeed = 100; + this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); +} + +Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) + :DynamicObject(rigidBody, EventOnCollision, type, objectID) +{ + this->rigidBody = rigidBody; + + Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0); + + Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f); + 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; + + + this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); + this->rigidBody->SetAngularFactor(0.0f); + + weapon = new Weapon(2,this); + + this->life = 100; + this->teamID = teamID; + this->playerState = PLAYER_STATE_IDLE; + this->lookDir = Oyster::Math::Float3(0,0,-1); + key_forward = 0; + key_backward = 0; + key_strafeRight = 0; + key_strafeLeft = 0; + + this->previousPosition = Oyster::Math::Float3(0,0,0); + this->moveDir = Oyster::Math::Float3(0,0,0); + this->moveSpeed = 100; + this->previousMoveSpeed = Oyster::Math::Float3(0,0,0); + } Player::~Player(void) @@ -60,21 +81,82 @@ Player::~Player(void) void Player::BeginFrame() { - weapon->Update(0.002f); + //weapon->Update(0.002f); Object::BeginFrame(); + + //Oyster::Math::Float3 previousFall = this->previousMoveSpeed*-this->rigidBody->GetState().centerPos.GetNormalized(); + //Oyster::Math::Float3 currentFall = this->rigidBody->GetLinearVelocity()*-this->rigidBody->GetState().centerPos.GetNormalized(); + + if(this->moveDir != Oyster::Math::Float3::null && this->playerState != PLAYER_STATE_JUMPING) + { + Oyster::Math::Float3 velocity = this->rigidBody->GetLinearVelocity(); + Oyster::Math::Float3 lostVelocity = (this->previousMoveSpeed - velocity).GetMagnitude()*this->moveDir; + this->rigidBody->SetLinearVelocity(velocity + lostVelocity - this->moveDir*this->moveSpeed ); + } + else + { + + if(this->rigidBody->GetLamda() == 1.0f) + { + this->playerState = PLAYER_STATE_WALKING; + } + + if(this->moveDir != Oyster::Math::Float3::null) + { + Oyster::Math::Float3 velocity = this->rigidBody->GetLinearVelocity(); + this->rigidBody->SetLinearVelocity(velocity - this->moveDir*this->moveSpeed ); + } + } + + this->moveDir = Oyster::Math::Float3::null; + + if (key_forward > 0.001) + { + key_forward -= gameInstance->GetFrameTime(); // fixed timer + this->moveDir += this->rigidBody->GetState().GetOrientation().v[2].GetNormalized().xyz; + } + if (key_backward > 0.001) + { + key_backward -= gameInstance->GetFrameTime(); + this->moveDir -= this->rigidBody->GetState().GetOrientation().v[2].GetNormalized().xyz; + } + if (key_strafeRight > 0.001) + { + key_strafeRight -= gameInstance->GetFrameTime(); + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; + Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos; + this->moveDir -= (up).Cross(forward).GetNormalized(); + } + if (key_strafeLeft > 0.001) + { + key_strafeLeft -= gameInstance->GetFrameTime(); + Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; + Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos; + this->moveDir += (up).Cross(forward).GetNormalized(); + } + + if(this->moveDir != Oyster::Math::Float3::null) + { + this->moveDir.Normalize(); + this->rigidBody->SetLinearVelocity(this->moveDir*this->moveSpeed + this->rigidBody->GetLinearVelocity()); + } + + this->previousMoveSpeed = this->rigidBody->GetLinearVelocity(); + this->previousPosition = this->rigidBody->GetState().centerPos; + + + this->weapon->Update(0.01f); } void Player::EndFrame() { // snap to axis - Object::EndFrame(); - // rotate - - //Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1]; - //Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ; - - //currPhysicsState.AddRotation(deltaAxis); + Oyster::Math::Float4 rotation; + this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); + + + Object::EndFrame(); } void Player::Move(const PLAYER_MOVEMENT &movement) @@ -105,32 +187,19 @@ void Player::Move(const PLAYER_MOVEMENT &movement) void Player::MoveForward() { - Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; - //Oyster::Math::Float3 forward = lookDir; - rigidBody->SetLinearVelocity( 10 * forward.GetNormalized() ); + key_forward = KEY_TIMER; } void Player::MoveBackwards() { - Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; - //Oyster::Math::Float3 forward = lookDir; - rigidBody->SetLinearVelocity( 10 * -forward.GetNormalized() ); + key_backward = KEY_TIMER; } void Player::MoveRight() { - //Do cross product with forward vector and negative gravity vector - Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; - - //Oyster::Math::Float3 forward = lookDir; - Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward); - rigidBody->SetLinearVelocity(r * 10); + key_strafeRight = KEY_TIMER; } void Player::MoveLeft() { - //Do cross product with forward vector and negative gravity vector - Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; - //Oyster::Math::Float3 forward = lookDir; - Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward); - rigidBody->SetLinearVelocity(-r * 10); + key_strafeLeft = KEY_TIMER; } void Player::UseWeapon(const WEAPON_FIRE &usage) @@ -139,29 +208,30 @@ void Player::UseWeapon(const WEAPON_FIRE &usage) } 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->rigidBody->SetPosition(spawnPoint); } -void Player::Rotate(const Oyster::Math3D::Float4 lookDir) +void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) { - Oyster::Math::Float dx = lookDir.w; - if(dx > 0.0f) - { - int i =0 ; - } + // this is the camera right vector + this->lookDir = lookDir; - this->lookDir = lookDir.xyz; - this->dx = lookDir.w; + //Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; + //this->rigidBody->SetUpAndRight(up, right); } void Player::Jump() { - Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; - //newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime()); + if(this->rigidBody->GetLamda() < 1.0f) + { + Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized(); + this->rigidBody->ApplyImpulse(up *1500); + this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; + } } bool Player::IsWalking() @@ -210,4 +280,3 @@ void Player::DamageLife(int damage) this->gameInstance->onDisableFnc(this, 0.0f); } } - diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index b7791a42..f2707cb3 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -16,14 +16,12 @@ namespace GameLogic { public: Player(void); - Player(OBJECT_TYPE type); - Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); - Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - Player(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); + + Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID); + Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID); + ~Player(void); - void InitPlayer(); - + /******************************************************** * Moves the player based on input * @param movement: enum value on what kind of action is to be taken @@ -48,7 +46,7 @@ namespace GameLogic void Respawn(Oyster::Math::Float3 spawnPoint); - void Rotate(const Oyster::Math3D::Float4 lookDir); + void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right); /******************************************************** * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody @@ -73,24 +71,32 @@ namespace GameLogic void BeginFrame(); void EndFrame(); - static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj); static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); - private: void Jump(); private: - int life; + Oyster::Math::Float life; int teamID; Weapon *weapon; PLAYER_STATE playerState; - Oyster::Math::Float3 lookDir; //Duplicate in Object.h? - Oyster::Math::Float dx; //dx of what? + Oyster::Math::Float3 lookDir; + float key_forward; + float key_backward; + float key_strafeRight; + float key_strafeLeft; + float key_jump; + + + Oyster::Math::Float3 previousPosition; + Oyster::Math::Float3 moveDir; + Oyster::Math::Float moveSpeed; + Oyster::Math::Float3 previousMoveSpeed; + bool hasTakenDamage; float invincibleCooldown; - }; } #endif \ No newline at end of file diff --git a/Code/Game/GameLogic/Portal.cpp b/Code/Game/GameLogic/Portal.cpp new file mode 100644 index 00000000..61229256 --- /dev/null +++ b/Code/Game/GameLogic/Portal.cpp @@ -0,0 +1,23 @@ +#include "Portal.h" + +using namespace GameLogic; +using namespace Oyster::Math; + +Portal::Portal(void) + :StaticObject() +{ + this->portalExit = Float3(0,0,0); +} + + +Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit) + :StaticObject(rigidBody, Portal::PortalActivated, type, objectID) +{ + this->portalExit = portalExit; +} + +Portal::~Portal(void) +{ + +} + diff --git a/Code/Game/GameLogic/Portal.h b/Code/Game/GameLogic/Portal.h new file mode 100644 index 00000000..0f228c21 --- /dev/null +++ b/Code/Game/GameLogic/Portal.h @@ -0,0 +1,22 @@ +#ifndef PORTAL_H +#define PORTAL_H +#include "StaticObject.h" +namespace GameLogic +{ + class Portal : public StaticObject + { + public: + Portal(void); + + Portal(Oyster::Physics::ICustomBody *rigidBody + ,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit); + + ~Portal(void); + + static void PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); + + private: + Oyster::Math::Float3 portalExit; + }; +} +#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/StaticObject.cpp b/Code/Game/GameLogic/StaticObject.cpp index 65cc0577..158ee87e 100644 --- a/Code/Game/GameLogic/StaticObject.cpp +++ b/Code/Game/GameLogic/StaticObject.cpp @@ -10,34 +10,30 @@ StaticObject::StaticObject() { } -StaticObject::StaticObject(OBJECT_TYPE type) - :Object(type) -{ -} -StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) - :Object(rigidBody,type) +StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { - //this->rigidBody->SetGravity(true); - //this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision)); + //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } -StaticObject::StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) - :Object(collisionFuncBefore,collisionFuncAfter,type) +StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) + :Object(rigidBody, EventOnCollision, type, objectID) { - -} -StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) - :Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type) -{ - -} -StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type) - :Object(rigidBody, collisionFuncBefore, collisionFuncAfter, type) -{ - + //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } +StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) +{ + this->extraDamageOnCollision = extraDamageOnCollision; + //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static +} + +StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) +{ + this->extraDamageOnCollision = extraDamageOnCollision; + //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static +} StaticObject::~StaticObject(void) { diff --git a/Code/Game/GameLogic/StaticObject.h b/Code/Game/GameLogic/StaticObject.h index c51f93a1..90b4fc06 100644 --- a/Code/Game/GameLogic/StaticObject.h +++ b/Code/Game/GameLogic/StaticObject.h @@ -8,6 +8,7 @@ #include "Object.h" + namespace GameLogic { @@ -16,11 +17,12 @@ namespace GameLogic public: StaticObject(); - StaticObject(OBJECT_TYPE type); - StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type); - StaticObject(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - StaticObject(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type); - StaticObject(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); + + StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); + + StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision); + StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision); ~StaticObject(void); diff --git a/Code/Game/GameLogic/Weapon.cpp b/Code/Game/GameLogic/Weapon.cpp index e52fe8df..379f53dc 100644 --- a/Code/Game/GameLogic/Weapon.cpp +++ b/Code/Game/GameLogic/Weapon.cpp @@ -18,16 +18,12 @@ Weapon::Weapon() Weapon::Weapon(int MaxNrOfSockets,Player *owner) { - if(MaxNrOfSockets > 1) return; - - attatchmentSockets.Resize(MaxNrOfSockets); - attatchmentSockets[0] = new AttatchmentSocket(); - - for (int i = 0; i < MaxNrOfSockets; i++) + for(int i = 0; i < MaxNrOfSockets; i++) { - this->attatchmentSockets[i] = 0; + attatchmentSockets[i] = new AttatchmentSocket(); } + weaponState = WEAPON_STATE_IDLE; currentNrOfAttatchments = 0; @@ -46,8 +42,12 @@ Weapon::~Weapon(void) { for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++) { - delete this->attatchmentSockets[i]; - this->attatchmentSockets[i] = 0; + if(this->attatchmentSockets[i]) + { + delete this->attatchmentSockets[i]; + this->attatchmentSockets[i] = 0; + } + } } diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h index 753d61e3..f265141d 100644 --- a/Code/Game/GameProtocols/ObjectProtocols.h +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -292,7 +292,7 @@ namespace GameLogic { short object_ID; float position[3]; - float rotation[3]; + float rotation[4]; Protocol_ObjectPositionRotation() { @@ -307,10 +307,11 @@ namespace GameLogic this->protocol[5].type = Oyster::Network::NetAttributeType_Float; this->protocol[6].type = Oyster::Network::NetAttributeType_Float; this->protocol[7].type = Oyster::Network::NetAttributeType_Float; + this->protocol[8].type = Oyster::Network::NetAttributeType_Float; this->object_ID = 0; memset(&this->position[0], 0, sizeof(float) * 3); - memset(&this->rotation[0], 0, sizeof(float) * 3); + memset(&this->rotation[0], 0, sizeof(float) * 4); } Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p) { @@ -323,8 +324,9 @@ namespace GameLogic this->rotation[0] = p[5].value.netFloat; this->rotation[1] = p[6].value.netFloat; this->rotation[2] = p[7].value.netFloat; + this->rotation[3] = p[8].value.netFloat; } - Protocol_ObjectPositionRotation(float p[3], float r[3], int id) + Protocol_ObjectPositionRotation(float p[3], float r[4], int id) { this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; @@ -337,10 +339,11 @@ namespace GameLogic this->protocol[5].type = Oyster::Network::NetAttributeType_Float; this->protocol[6].type = Oyster::Network::NetAttributeType_Float; this->protocol[7].type = Oyster::Network::NetAttributeType_Float; + this->protocol[8].type = Oyster::Network::NetAttributeType_Float; object_ID = id; memcpy(&this->position[0], &p[0], sizeof(float) * 3); - memcpy(&this->rotation[0], &r[0], sizeof(float) * 3); + memcpy(&this->rotation[0], &r[0], sizeof(float) * 4); } Oyster::Network::CustomNetProtocol GetProtocol() override { @@ -351,6 +354,7 @@ namespace GameLogic this->protocol[5].value = this->rotation[0]; this->protocol[6].value = this->rotation[1]; this->protocol[7].value = this->rotation[2]; + this->protocol[8].value = this->rotation[3]; return protocol; } diff --git a/Code/Game/GameProtocols/PlayerProtocols.h b/Code/Game/GameProtocols/PlayerProtocols.h index a3c3501e..b7d79d6c 100644 --- a/Code/Game/GameProtocols/PlayerProtocols.h +++ b/Code/Game/GameProtocols/PlayerProtocols.h @@ -76,12 +76,37 @@ namespace GameLogic struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject { - float lookDirX; - float lookDirY; - float lookDirZ; - float deltaX; + // can be swapped to a quaternion later + float lookDir[3]; + float right[3]; Protocol_PlayerLook() + { + this->protocol[0].value = protocol_Gameplay_PlayerLookDir; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + // LookDir + this->protocol[1].type = Oyster::Network::NetAttributeType_Float; + this->protocol[2].type = Oyster::Network::NetAttributeType_Float; + this->protocol[3].type = Oyster::Network::NetAttributeType_Float; + // Right + this->protocol[4].type = Oyster::Network::NetAttributeType_Float; + this->protocol[5].type = Oyster::Network::NetAttributeType_Float; + this->protocol[6].type = Oyster::Network::NetAttributeType_Float; + + memset(&this->lookDir[0], 0, sizeof(float) * 3); + memset(&this->right[0], 0, sizeof(float) * 3); + } + Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p) + { + this->lookDir[0] = p[1].value.netFloat; + this->lookDir[1] = p[2].value.netFloat; + this->lookDir[2] = p[3].value.netFloat; + + this->right[0] = p[4].value.netFloat; + this->right[1] = p[5].value.netFloat; + this->right[2] = p[6].value.netFloat; + } + Protocol_PlayerLook(float l[3], float r[3]) { this->protocol[0].value = protocol_Gameplay_PlayerLookDir; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; @@ -89,32 +114,23 @@ namespace GameLogic this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float; - this->protocol[4].type = Oyster::Network::NetAttributeType_Float; - - } - Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p) - { - lookDirX = p[1].value.netFloat; - lookDirY = p[2].value.netFloat; - lookDirZ = p[3].value.netFloat; - deltaX = p[4].value.netFloat; - } - const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val) - { - lookDirX = val[1].value.netFloat; - lookDirY = val[2].value.netFloat; - lookDirZ = val[3].value.netFloat; - deltaX = val[4].value.netFloat; - return *this; + this->protocol[4].type = Oyster::Network::NetAttributeType_Float; + this->protocol[5].type = Oyster::Network::NetAttributeType_Float; + this->protocol[6].type = Oyster::Network::NetAttributeType_Float; + + memcpy(&this->lookDir[0], &l[0], sizeof(float) * 3); + memcpy(&this->right[0], &r[0], sizeof(float) * 3); } + Oyster::Network::CustomNetProtocol GetProtocol() override { - this->protocol[1].value = lookDirX; - this->protocol[2].value = lookDirY; - this->protocol[3].value = lookDirZ; - this->protocol[4].value = deltaX; - + this->protocol[1].value = this->lookDir[0]; + this->protocol[2].value = this->lookDir[1]; + this->protocol[3].value = this->lookDir[2]; + this->protocol[4].value = this->right[0]; + this->protocol[5].value = this->right[1]; + this->protocol[6].value = this->right[2]; return protocol; } diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index e18fc810..ca1572a1 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -99,8 +99,7 @@ namespace DanBias //Protocol_ObjectPosition p(movedObject->GetPosition(), id); Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id); GameSession::gameSession->Send(p.GetProtocol()); - //} - + //} } void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds ) { @@ -176,12 +175,10 @@ namespace DanBias } void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c ) { - Oyster::Math3D::Float4 lookDir; - lookDir.x = p.lookDirX; - lookDir.y = p.lookDirY; - lookDir.z = p.lookDirZ; - lookDir.w = p.deltaX; - c->GetPlayer()->Rotate(lookDir); + Oyster::Math3D::Float3 lookDir = p.lookDir; + Oyster::Math3D::Float3 right = p.right; + + c->GetPlayer()->Rotate(lookDir, right); } void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ) { diff --git a/Code/Game/GameServer/Implementation/GameSession_General.cpp b/Code/Game/GameServer/Implementation/GameSession_General.cpp index bfa573ee..1fe78638 100644 --- a/Code/Game/GameServer/Implementation/GameSession_General.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_General.cpp @@ -161,8 +161,7 @@ namespace DanBias { if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID()) { - //Protocol_ObjectCreatePlayer - Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later.. + Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_temporary.dan"); //The model name will be custom later.. readyList[i]->GetClient()->Send(p); } } diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index dd2f8fd5..475a05f9 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -112,6 +112,7 @@ true + $(SolutionDir)Physics/lib/debug/BulletCollision_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debugx64.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debugx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) @@ -130,6 +131,7 @@ true + $(SolutionDir)Physics/lib/release/BulletCollision.lib;$(SolutionDir)Physics/lib/release/BulletDynamics.lib;$(SolutionDir)Physics/lib/release/LinearMath.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) @@ -148,6 +150,7 @@ true + $(SolutionDir)Physics/lib/release/BulletCollisionx64.lib;$(SolutionDir)Physics/lib/release/BulletDynamicsx64.lib;$(SolutionDir)Physics/lib/release/LinearMathx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) @@ -162,22 +165,16 @@ - - - - - - diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index aa3cbd73..5a3c6fb2 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -30,24 +30,12 @@ Header Files\Implementation - - Header Files\Implementation - - - Header Files\Implementation - Header Files\Include Header Files\Include - - Header Files\Include - - - Header Files\Include - @@ -59,11 +47,5 @@ Source Files - - Source Files - - - Source Files - \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp deleted file mode 100644 index 4778e5f1..00000000 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ /dev/null @@ -1,226 +0,0 @@ -#include "Octree.h" - -using namespace Oyster; -using namespace Physics; -using namespace ::Utility::DynamicMemory; - -const unsigned int Octree::invalid_ref = ::Utility::Value::numeric_limits::max(); - -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(UniquePointer< ICustomBody > customBodyRef) -{ - //customBodyRef->SetScene( this ); - Data data; - //Data* tempPtr = this->worldNode.dataPtr; - - //data.container = customBodyRef->GetBoundingSphere(); - data.queueRef = -1; - data.next = NULL; - data.prev = NULL; - data.customBodyRef = customBodyRef; - data.limbo = false; - this->mapReferences.insert(std::pair (data.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(UniquePointer< ICustomBody > customBodyRef) -{ - /*this->leafData[this->mapReferences[customBodyRef]].queueRef = this->updateQueue.size(); - this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/ -} - -void Octree::MoveToLimbo(const ICustomBody* customBodyRef) -{ - auto object = this->mapReferences.find(customBodyRef); - - unsigned int tempRef = object->second; - - this->leafData[tempRef].limbo = true; -} - -bool Octree::IsInLimbo(const ICustomBody* customBodyRef) -{ - auto object = this->mapReferences.find(customBodyRef); - - unsigned int tempRef = object->second; - - return this->leafData[tempRef].limbo; -} - -void Octree::ReleaseFromLimbo(const ICustomBody* customBodyRef) -{ - auto object = this->mapReferences.find(customBodyRef); - - unsigned int tempRef = object->second; - - this->leafData[tempRef].limbo = false; -} - -void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef) -{ - std::map::iterator it = this->mapReferences.find(customBodyRef); - - this->mapReferences.erase(it); - - this->leafData.erase(this->leafData.begin() + this->leafData[this->mapReferences[customBodyRef]].queueRef); -} - -std::vector& Octree::Sample(ICustomBody* customBodyRef, std::vector& updateList) -{ - auto object = this->mapReferences.find(customBodyRef); - - if(object == this->mapReferences.end()) - { - return updateList; - } - - unsigned int tempRef = object->second; - - for(unsigned int i = 0; ileafData.size(); i++) - { - if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) - { - updateList.push_back(this->leafData[i].customBodyRef); - } - } - - return updateList; -} - -std::vector& Octree::Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector& updateList) -{ - for(unsigned int i = 0; ileafData.size(); i++) - { - if(!this->leafData[i].limbo && this->leafData[i].container.Intersects(collideable)) - { - updateList.push_back(this->leafData[i].customBodyRef); - } - } - - return updateList; -} - -void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction ) -{ - auto object = this->mapReferences.find(customBodyRef); - - // If rigid body is not found - if(object == this->mapReferences.end()) - { - return; - } - - unsigned int tempRef = object->second; - - // Go through all object and test for intersection - for(unsigned int i = 0; ileafData.size(); i++) - { - // If objects intersect call collision response function - if(tempRef != i && !this->leafData[i].limbo) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) - { - hitAction(*this, tempRef, i); - } - } -} - -void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, void* args, VisitorActionCollideable hitAction) -{ - for(unsigned int i = 0; ileafData.size(); i++) - { - if(!this->leafData[i].limbo && collideable.Intersects(this->leafData[i].container)) - { - hitAction( this->GetCustomBody(i), args ); - } - } -} - -ICustomBody* Octree::GetCustomBody(const unsigned int tempRef) -{ - return this->leafData[tempRef].customBodyRef; -} - -UniquePointer Octree::Extract( const ICustomBody* objRef ) -{ // Dan Andersson - auto iter = this->mapReferences.find( objRef ); - if( iter != this->mapReferences.end() ) - { - return this->Extract( iter->second ); - } - else - { - return NULL; - } -} - -UniquePointer Octree::Extract( unsigned int tempRef ) -{ - if( tempRef != Octree::invalid_ref ) - { - //! @todo TODO: implement stub - return NULL; - } - else - { - return NULL; - } -} - -unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const -{ // Dan Andersson - auto iter = this->mapReferences.find( objRef ); - if( iter != this->mapReferences.end() ) - { - return iter->second; - } - else - { - return Octree::invalid_ref; - } -} - -void Octree::SetAsAltered( unsigned int tempRef ) -{ - //this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere(); - //! @todo TODO: implement stub -} - -void Octree::EvaluatePosition( unsigned int tempRef ) -{ - //! @todo TODO: implement stub -} \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/Octree.h b/Code/GamePhysics/Implementation/Octree.h deleted file mode 100644 index 573738f2..00000000 --- a/Code/GamePhysics/Implementation/Octree.h +++ /dev/null @@ -1,85 +0,0 @@ -#ifndef OCTREE_H -#define OCTREE_H - -#include -#include -#include "Sphere.h" -#include "BoxAxisAligned.h" -#include "Utilities.h" -#include "../PhysicsAPI.h" - -namespace Oyster -{ - namespace Physics - { - class Octree - { - public: - static const unsigned int invalid_ref; - - typedef void(*VisitorAction)(Octree&, unsigned int, unsigned int); - typedef void(*VisitorActionCollideable)(ICustomBody*, void*); - - struct Data - { - Data* prev; - Data* next; - - Collision3D::Sphere container; - - ::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef; - - bool limbo; - - 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 MoveToLimbo(const ICustomBody* customBodyRef); - bool IsInLimbo(const ICustomBody* customBodyRef); - void ReleaseFromLimbo(const ICustomBody* customBodyRef); - - void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); - - std::vector& Sample(ICustomBody* customBodyRef, std::vector& updateList); - std::vector& Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector& updateList); - void Visit(ICustomBody* customBodyRef, VisitorAction hitAction ); - void Visit(const Oyster::Collision3D::ICollideable& collideable, void* args, VisitorActionCollideable hitAction ); - - ICustomBody* GetCustomBody(const unsigned int tempRef); - - ::Utility::DynamicMemory::UniquePointer Extract( const ICustomBody* objRef ); - ::Utility::DynamicMemory::UniquePointer Extract( unsigned int tempRef ); // Dan vill ha - unsigned int GetTemporaryReferenceOf( const ICustomBody* objRef ) const; // Dan vill ha - void SetAsAltered( unsigned int tempRef ); // Dan vill ha - void EvaluatePosition( unsigned int tempRef ); // Dan vill ha - - private: - std::vector < Data > leafData; - std::vector < Data* > updateQueue; - std::vector < Data* > limbo; - - std::map< const ICustomBody*, unsigned int > mapReferences; - - OctreeNode worldNode; - }; - } - -} - -#endif \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 9026a60f..9cd87d1d 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -1,7 +1,6 @@ #include "PhysicsAPI_Impl.h" #include "OysterPhysics3D.h" #include "SimpleRigidBody.h" -#include "SphericalRigidBody.h" using namespace ::Oyster; using namespace ::Oyster::Physics; @@ -12,6 +11,8 @@ using namespace ::Utility::Value; API_Impl API_instance; + + API & API::Instance() { return API_instance; @@ -24,6 +25,11 @@ API_Impl::API_Impl() this->dispatcher = NULL; this->solver = NULL; this->dynamicsWorld = NULL; + + this->timeStep = 1.0f/120.0f; + + this->gravityPoint = Float3(0.0f, 0.0f, 0.0f); + this->gravity = 10.0f; } API_Impl::~API_Impl() @@ -39,13 +45,23 @@ API_Impl::~API_Impl() delete this->broadphase; this->broadphase = NULL; - for(int i = 0; i < this->customBodies.size(); i++) + for(unsigned int i = 0; i < this->customBodies.size(); i++) { delete this->customBodies[i]; this->customBodies[i] = NULL; } } +void API_Impl::SetGravityPoint(::Oyster::Math::Float3 gravityPoint) +{ + this->gravityPoint = gravityPoint; +} + +void API_Impl::SetGravity(float gravity) +{ + this->gravity = gravity; +} + // Bullet physics ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) { @@ -164,27 +180,81 @@ ICustomBody* API_Impl::AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::O return body; } +ICustomBody* API_Impl::AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) +{ + SimpleRigidBody* body = new SimpleRigidBody; + SimpleRigidBody::State state; + + // Add collision shape + btCapsuleShape* collisionShape = new btCapsuleShape(radius, height); + body->SetCollisionShape(collisionShape); + + // Add motion state + btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w),btVector3(position.x, position.y, position.z))); + body->SetMotionState(motionState); + + // Add rigid body + btVector3 fallInertia(0, 0, 0); + collisionShape->calculateLocalInertia(mass, fallInertia); + btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia); + btRigidBody* rigidBody = new btRigidBody(rigidBodyCI); + rigidBody->setFriction(staticFriction); + rigidBody->setRestitution(restitution); + rigidBody->setUserPointer(body); + rigidBody->setAngularFactor(0); + rigidBody->setSleepingThresholds(0, 0); + body->SetRigidBody(rigidBody); + + // Add rigid body to world + this->dynamicsWorld->addRigidBody(rigidBody); + this->customBodies.push_back(body); + + state.centerPos = position; + state.reach = Float3(radius, height, radius); + state.dynamicFrictionCoeff = 0.5f; + state.staticFrictionCoeff = 0.5f; + state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w); + state.mass = mass; + + body->SetState(state); + + return body; +} + +void API_Impl::SetTimeStep(float timeStep) +{ + this->timeStep = timeStep; +} + void API_Impl::UpdateWorld() { - this->dynamicsWorld->stepSimulation(1.0f/60.0f, 1.0f, 1.0f/60.0f); + for(unsigned int i = 0; i < this->customBodies.size(); i++ ) + { + SimpleRigidBody* simpleBody = dynamic_cast(this->customBodies[i]); + this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity); + simpleBody->PreStep(this->dynamicsWorld); + } + + this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep); ICustomBody::State state; for(unsigned int i = 0; i < this->customBodies.size(); i++ ) { + SimpleRigidBody* simpleBody = dynamic_cast(this->customBodies[i]); btTransform trans; - dynamic_cast(this->customBodies[i])->GetMotionState()->getWorldTransform(trans); + trans = simpleBody->GetRigidBody()->getWorldTransform(); this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z())); this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w())); - - if(dynamic_cast(this->customBodies[i])->GetRigidBody()->getActivationState() == ACTIVE_TAG) + + if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG) { - dynamic_cast(this->customBodies[i])->CallSubscription_Move(); - } + this->customBodies[i]->CallSubscription_Move(); + } } int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds(); - for (int i=0;idynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); const btCollisionObject* obA = contactManifold->getBody0(); @@ -193,20 +263,8 @@ void API_Impl::UpdateWorld() ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer(); ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer(); - dynamic_cast(bodyA)->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); - dynamic_cast(bodyB)->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); - - int numContacts = contactManifold->getNumContacts(); - for (int j=0;jgetContactPoint(j); - if (pt.getDistance()<0.f) - { - const btVector3& ptA = pt.getPositionWorldOnA(); - const btVector3& ptB = pt.getPositionWorldOnB(); - const btVector3& normalOnB = pt.m_normalWorldOnB; - } - } + bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); + bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); } } @@ -237,9 +295,73 @@ void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef ) } -void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) +void API_Impl::ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect) { - + btRigidBody* body; + btCollisionShape* shape; + btMotionState* state; + btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, NULL, NULL); + + Sphere* sphere; + Box* box; + Cone* cone; + + switch(collideable->type) + { + case ICollideable::Type::Type_sphere: + sphere = dynamic_cast(collideable); + // Add collision shape + shape = new btSphereShape(sphere->radius); + + // Add motion state + state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(sphere->center.x, sphere->center.y, sphere->center.z))); + + // Add rigid body + rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape); + body = new btRigidBody(rigidBodyCI); + + break; + + case ICollideable::Type::Type_box: + box = dynamic_cast(collideable); + // Add collision shape + shape = new btBoxShape(btVector3(box->boundingOffset.x, box->boundingOffset.y, box->boundingOffset.z)); + + // Add motion state + state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(box->center.x, box->center.y, box->center.z))); + + // Add rigid body + rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape); + body = new btRigidBody(rigidBodyCI); + + break; + + case ICollideable::Type::Type_cone: + cone = dynamic_cast(collideable); + // Add collision shape + shape = new btConeShapeZ(cone->radius, cone->length); + + // Add motion state + state = new btDefaultMotionState(btTransform(btQuaternion(cone->quaternion.x, cone->quaternion.y, cone->quaternion.z, cone->quaternion.w),btVector3(cone->center.x, cone->center.y, cone->center.z))); + + // Add rigid body + rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo (0, state, shape); + body = new btRigidBody(rigidBodyCI); + + break; + default: + return; + } + ContactSensorCallback callback(*body, effect, args); + + this->dynamicsWorld->contactTest(body, callback); + + delete state; + state = NULL; + delete shape; + shape = NULL; + delete body; + body = NULL; } namespace Oyster @@ -257,9 +379,7 @@ namespace Oyster } void EventAction_AfterCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss ) - { /* Do nothing except returning business as usual. */ - - } + { /* Do nothing except returning business as usual. */ } void EventAction_Move( const ::Oyster::Physics::ICustomBody *object ) { /* Do nothing. */ } diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h index 28111d26..002cb039 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h @@ -2,7 +2,6 @@ #define PHYSICS_API_IMPL_H #include "../PhysicsAPI.h" -#include "Octree.h" #include namespace Oyster @@ -12,6 +11,42 @@ namespace Oyster class API_Impl : public API { public: + struct ContactSensorCallback : public btCollisionWorld::ContactResultCallback + { + ContactSensorCallback(btRigidBody& contactBody, EventAction_ApplyEffect effect, void* args) + : btCollisionWorld::ContactResultCallback(), body(contactBody), func(effect), args(args) {} + + btRigidBody& body; + EventAction_ApplyEffect func; + void* args; + + virtual bool needsCollision(btBroadphaseProxy* proxy) const + { + if(!btCollisionWorld::ContactResultCallback::needsCollision(proxy)) + return false; + + return body.checkCollideWithOverride(static_cast(proxy->m_clientObject)); + } + + virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0, int partId0, int index0, const btCollisionObjectWrapper* colObj1, int partId1, int index1) + { + btVector3 pt; + if(colObj0->m_collisionObject == &body) + { + pt = cp.m_localPointA; + this->func((ICustomBody*)(colObj1->getCollisionObject()->getUserPointer()), this->args); + } + else + { + //assert(colObj1->m_collisionObject == &body && "Body does not match either collision object"); + pt = cp.m_localPointB; + this->func((ICustomBody*)(colObj0->getCollisionObject()->getUserPointer()), this->args); + } + + return 0; + } + }; + API_Impl(); virtual ~API_Impl(); @@ -21,14 +56,21 @@ namespace Oyster void MoveToLimbo( const ICustomBody* objRef ); void ReleaseFromLimbo( const ICustomBody* objRef ); + void SetGravityPoint(::Oyster::Math::Float3 gravityPoint); + void SetGravity(float gravity); + // Bullet physics ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); + ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); + + void SetTimeStep(float timeStep); + void UpdateWorld(); - void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ); + void ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect); private: btBroadphaseInterface* broadphase; @@ -37,6 +79,11 @@ namespace Oyster btSequentialImpulseConstraintSolver* solver; btDiscreteDynamicsWorld* dynamicsWorld; std::vector customBodies; + + float timeStep; + + ::Oyster::Math::Float3 gravityPoint; + float gravity; }; namespace Default diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 879ff8bc..cd0c1962 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -67,6 +67,11 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) this->state = state; } +void SimpleRigidBody::ApplyImpulse(Float3 impulse) +{ + this->rigidBody->applyImpulse(btVector3(impulse.x, impulse.y, impulse.z), btVector3(0.0f, 0.0f, 0.0f)); +} + void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape) { this->collisionShape = shape; @@ -101,43 +106,182 @@ void SimpleRigidBody::SetLinearVelocity(Float3 velocity) void SimpleRigidBody::SetPosition(::Oyster::Math::Float3 position) { btTransform trans; - this->motionState->getWorldTransform(trans); + trans = this->rigidBody->getWorldTransform(); trans.setOrigin(btVector3(position.x, position.y, position.z)); - this->motionState->setWorldTransform(trans); + this->rigidBody->setWorldTransform(trans); this->state.centerPos = position; } void SimpleRigidBody::SetRotation(Float4 quaternion) { btTransform trans; - this->motionState->getWorldTransform(trans); + trans = this->rigidBody->getWorldTransform(); trans.setRotation(btQuaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w)); - this->motionState->setWorldTransform(trans); + this->rigidBody->setWorldTransform(trans); this->state.quaternion = Quaternion(quaternion.xyz, quaternion.w); } void SimpleRigidBody::SetRotation(::Oyster::Math::Quaternion quaternion) { btTransform trans; - this->motionState->getWorldTransform(trans); + trans = this->rigidBody->getWorldTransform(); trans.setRotation(btQuaternion(quaternion.imaginary.x, quaternion.imaginary.y, quaternion.imaginary.z, quaternion.real)); - this->motionState->setWorldTransform(trans); + this->rigidBody->setWorldTransform(trans); this->state.quaternion = quaternion; } void SimpleRigidBody::SetRotation(Float3 eulerAngles) { btTransform trans; - this->motionState->getWorldTransform(trans); + trans = this->rigidBody->getWorldTransform(); trans.setRotation(btQuaternion(eulerAngles.x, eulerAngles.y, eulerAngles.z)); - this->motionState->setWorldTransform(trans); + this->rigidBody->setWorldTransform(trans); this->state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()); } +void SimpleRigidBody::SetRotation(::Oyster::Math::Float4x4 rotation) +{ + btTransform trans; + btMatrix3x3 newRotation; + btVector3 rightVector(rotation.v[0].x, rotation.v[0].y, rotation.v[0].z); + btVector3 upVector(rotation.v[1].x, rotation.v[1].y, rotation.v[1].z); + btVector3 forwardVector(rotation.v[2].x, rotation.v[2].y, rotation.v[2].z); + + + newRotation[0] = rightVector; + newRotation[1] = upVector; + newRotation[2] = forwardVector; + + trans = this->rigidBody->getWorldTransform(); + trans.setBasis(newRotation); + this->rigidBody->setWorldTransform(trans); + + btQuaternion quaternion; + quaternion = trans.getRotation(); + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + +void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) +{ + if(angularAxis.xyz.GetMagnitude() == 0) + { + return; + } + + btTransform trans; + btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z); + btQuaternion quaternion(vector, angularAxis.w); + + trans = this->rigidBody->getWorldTransform(); + trans.setRotation(quaternion); + this->rigidBody->setWorldTransform(trans); + + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + +void SimpleRigidBody::SetAngularFactor(Float factor) +{ + this->rigidBody->setAngularFactor(factor); +} + +void SimpleRigidBody::SetMass(Float mass) +{ + btVector3 fallInertia(0, 0, 0); + collisionShape->calculateLocalInertia(mass, fallInertia); + this->rigidBody->setMassProps(mass, fallInertia); + this->state.mass = mass; +} + +void SimpleRigidBody::SetGravity(Float3 gravity) +{ + this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z)); + this->gravity = gravity; +} + +void SimpleRigidBody::SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) +{ + btTransform trans; + btMatrix3x3 rotation; + btVector3 upVector(up.x, up.y, up.z); + btVector3 rightVector(right.x, right.y, right.z); + rotation[1] = upVector.normalized(); + rotation[0] = rightVector.normalized(); + rotation[2] = rightVector.cross(upVector).normalized(); + + trans = this->rigidBody->getWorldTransform(); + trans.setBasis(rotation); + this->rigidBody->setWorldTransform(trans); + + btQuaternion quaternion; + quaternion = trans.getRotation(); + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + +void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) +{ + btTransform trans; + btMatrix3x3 rotation; + btVector3 upVector(up.x, up.y, up.z); + btVector3 forwardVector(forward.x, forward.y, forward.z); + rotation[1] = upVector.normalized(); + rotation[2] = forwardVector.normalized(); + rotation[0] = upVector.cross(forwardVector).normalized(); + trans = this->rigidBody->getWorldTransform(); + trans.setBasis(rotation); + this->rigidBody->setWorldTransform(trans); + + btQuaternion quaternion; + quaternion = trans.getRotation(); + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + +void SimpleRigidBody::SetUp(::Oyster::Math::Float3 up) +{ + Float3 vector = Float3(0, 1, 0).Cross(up); + + if(vector == Float3::null) + { + return; + } + + Float sine = vector.GetLength(); + Float cosine = acos(Float3(0, 1, 0).Dot(up)); + + btQuaternion quaternion(btVector3(vector.x, vector.y, vector.z),cosine); + + btTransform trans; + trans = this->rigidBody->getWorldTransform(); + trans.setRotation(quaternion); + this->rigidBody->setWorldTransform(trans); + this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); +} + Float4x4 SimpleRigidBody::GetRotation() const { return this->state.GetRotation(); } +Float4 SimpleRigidBody::GetRotationAsAngularAxis() +{ + Float4 axis = Float4::null; + Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real); + + axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real); + + if(1 - this->state.quaternion.real > 0.001f) + { + axis.x = this->state.quaternion.imaginary.x/s; + axis.y = this->state.quaternion.imaginary.y/s; + axis.z = this->state.quaternion.imaginary.z/s; + } + else + { + axis.x = this->state.quaternion.imaginary.x; + axis.y = this->state.quaternion.imaginary.y; + axis.z = this->state.quaternion.imaginary.z; + } + + return axis; +} Float4x4 SimpleRigidBody::GetOrientation() const { @@ -154,6 +298,16 @@ Float4x4 SimpleRigidBody::GetView( const ::Oyster::Math::Float3 &offset ) const return this->state.GetView(offset); } +Float3 SimpleRigidBody::GetGravity() const +{ + return this->rigidBody->getGravity(); +} +Float3 SimpleRigidBody::GetLinearVelocity() const +{ + return this->rigidBody->getLinearVelocity(); +} + + void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss) { if(this->afterCollision) @@ -193,3 +347,58 @@ void SimpleRigidBody::SetCustomTag( void *ref ) } +void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld) +{ + btTransform xform; + this->rigidBody->getMotionState()->getWorldTransform (xform); + btVector3 down = -xform.getBasis()[1]; + btVector3 forward = xform.getBasis()[2]; + down.normalize (); + forward.normalize(); + + this->raySource[0] = xform.getOrigin(); + this->raySource[1] = xform.getOrigin(); + + this->rayTarget[0] = this->raySource[0] + down * this->state.reach.y * btScalar(1.1); + this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1); + + class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback + { + public: + ClosestNotMe (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) + { + m_me = me; + } + + virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) + { + if (rayResult.m_collisionObject == m_me) + return 1.0; + + return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); + } + protected: + btRigidBody* m_me; + }; + + ClosestNotMe rayCallback(this->rigidBody); + + int i = 0; + for (i = 0; i < 2; i++) + { + rayCallback.m_closestHitFraction = 1.0; + if((this->raySource[i] - this->rayTarget[i]).length() != 0) + collisionWorld->rayTest (this->raySource[i], this->rayTarget[i], rayCallback); + if (rayCallback.hasHit()) + { + this->rayLambda[i] = rayCallback.m_closestHitFraction; + } else { + this->rayLambda[i] = 1.0; + } + } +} + +float SimpleRigidBody::GetLamda() const +{ + return this->rayLambda[0]; +} \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index 55ae4fe3..d67393d1 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -18,23 +18,35 @@ namespace Oyster State& GetState( State &targetMem ) const; void SetState( const State &state ); - void SetCollisionShape(btCollisionShape* shape); - void SetMotionState(btDefaultMotionState* motionState); - void SetRigidBody(btRigidBody* rigidBody); + void ApplyImpulse(Math::Float3 impulse); void SetSubscription(EventAction_AfterCollisionResponse function); void SetSubscription(EventAction_Move function); void SetLinearVelocity(Math::Float3 velocity); - void SetPosition(::Oyster::Math::Float3 position); + void SetPosition(Math::Float3 position); void SetRotation(Math::Float4 quaternion); - void SetRotation(::Oyster::Math::Quaternion quaternion); + void SetRotation(Math::Quaternion quaternion); void SetRotation(Math::Float3 eulerAngles); + void SetRotation(::Oyster::Math::Float4x4 rotation); + void SetRotationAsAngularAxis(Math::Float4 angularAxis); + void SetAngularFactor(Math::Float factor); + void SetMass(Math::Float mass); + + void SetGravity(Math::Float3 gravity); + + void SetUpAndRight(Math::Float3 up, Math::Float3 right); + void SetUpAndForward(Math::Float3 up, Math::Float3 forward); + void SetUp(Math::Float3 up); Math::Float4x4 GetRotation() const; + Math::Float4 GetRotationAsAngularAxis(); Math::Float4x4 GetOrientation() const; Math::Float4x4 GetView() const; - Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const; + Math::Float4x4 GetView( const Math::Float3 &offset ) const; + + Math::Float3 GetGravity() const; + ::Oyster::Math::Float3 GetLinearVelocity() const; void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss); void CallSubscription_Move(); @@ -46,7 +58,19 @@ namespace Oyster void SetCustomTag( void *ref ); void* GetCustomTag() const; + + + // Class specific + void SetCollisionShape(btCollisionShape* shape); + void SetMotionState(btDefaultMotionState* motionState); + void SetRigidBody(btRigidBody* rigidBody); + + void PreStep(const btCollisionWorld* collisionWorld); + + float GetLamda() const; + private: + btCollisionShape* collisionShape; btDefaultMotionState* motionState; btRigidBody* rigidBody; @@ -57,6 +81,12 @@ namespace Oyster EventAction_Move onMovement; void *customTag; + + Math::Float3 gravity; + + btVector3 raySource[2]; + btVector3 rayTarget[2]; + btScalar rayLambda[2]; }; } } diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp deleted file mode 100644 index e69de29b..00000000 diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h deleted file mode 100644 index e69de29b..00000000 diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index f57fe130..e83f1d99 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -45,6 +45,7 @@ namespace Oyster typedef Struct::Gravity Gravity; typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer proto ); + typedef void (*EventAction_ApplyEffect)(ICustomBody* collidedBody, void* args); /** Gets the Physics instance. */ static API & Instance(); @@ -78,12 +79,18 @@ namespace Oyster ********************************************************/ virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0; + virtual void SetGravityPoint(::Oyster::Math::Float3 gravityPoint) = 0; + virtual void SetGravity(float gravity) = 0; // Bullet physics virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; + virtual ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0; + + virtual void SetTimeStep(float timeStep) = 0; + virtual void UpdateWorld() = 0; @@ -95,7 +102,7 @@ namespace Oyster * @param hitAction: A function that contains the effect. Parameterlist contains the custom body the collideable hits, and the arguments sent to the function. ********************************************************/ - virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) = 0; + virtual void ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect) = 0; protected: virtual ~API() {} @@ -130,16 +137,35 @@ namespace Oyster virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0; virtual void SetSubscription(EventAction_Move function) = 0; + virtual void ApplyImpulse(::Oyster::Math::Float3 impulse) = 0; + virtual void SetLinearVelocity(::Oyster::Math::Float3 velocity) = 0; virtual void SetPosition(::Oyster::Math::Float3 position) = 0; virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0; virtual void SetRotation(::Oyster::Math::Quaternion quaternion) = 0; virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0; + virtual void SetRotation(::Oyster::Math::Float4x4 rotation) = 0; + virtual void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) = 0; + virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0; + virtual void SetMass(::Oyster::Math::Float mass) = 0; - ::Oyster::Math::Float4x4 GetRotation() const; - ::Oyster::Math::Float4x4 GetOrientation() const; - ::Oyster::Math::Float4x4 GetView() const; - ::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const; + virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0; + + virtual void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) = 0; + virtual void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) = 0; + virtual void SetUp(::Oyster::Math::Float3 up) = 0; + + virtual ::Oyster::Math::Float4x4 GetRotation() const = 0; + virtual ::Oyster::Math::Float4 GetRotationAsAngularAxis() = 0; + virtual ::Oyster::Math::Float4x4 GetOrientation() const = 0; + virtual ::Oyster::Math::Float4x4 GetView() const = 0; + virtual ::Oyster::Math::Float4x4 GetView(const ::Oyster::Math::Float3 &offset) const = 0; + + virtual ::Oyster::Math::Float3 GetGravity() const = 0; + virtual ::Oyster::Math::Float3 GetLinearVelocity() const = 0; + + virtual void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss) = 0; + virtual void CallSubscription_Move() = 0; /******************************************************** * @return the void pointer set by SetCustomTag. @@ -153,11 +179,12 @@ namespace Oyster * @param ref: Anything castable to a void pointer, the engine won't care. ********************************************************/ virtual void SetCustomTag( void *ref ) = 0; + + virtual float GetLamda() const = 0; }; } } #include "PhysicsStructs.h" -#include "PhysicsFormula.h" #endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsFormula-Impl.h b/Code/GamePhysics/PhysicsFormula-Impl.h deleted file mode 100644 index 189691f6..00000000 --- a/Code/GamePhysics/PhysicsFormula-Impl.h +++ /dev/null @@ -1,82 +0,0 @@ -#ifndef PHYSICS_FORMULA_IMPL_H -#define PHYSICS_FORMULA_IMPL_H - -#include "PhysicsFormula.h" -#include "OysterPhysics3D.h" - -namespace Oyster { namespace Physics { namespace Formula -{ - namespace MomentOfInertia - { - inline ::Oyster::Math::Float4x4 CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius); - } - - inline ::Oyster::Math::Float4x4 CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius); - } - - inline ::Oyster::Math::Float4x4 CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth); - } - - inline ::Oyster::Math::Float4x4 CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius); - } - - inline ::Oyster::Math::Float4x4 CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) - { - return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length); - } - } - - namespace CollisionResponse - { - inline ::Oyster::Math::Float Bounce( ::Oyster::Math::Float e, ::Oyster::Math::Float mA, ::Oyster::Math::Float gA, ::Oyster::Math::Float mB, ::Oyster::Math::Float gB ) - { - //return (e + 1) * (mB*gA - mA*gB) / (mA + mB); - return (e + 1) * (mA*gB - mB*gA) / (mA + mB); - } - - inline ::Oyster::Math::Float4 Friction( ::Oyster::Math::Float i, ::Oyster::Math::Float4 iN, ::Oyster::Math::Float4 momA, ::Oyster::Math::Float sFA, ::Oyster::Math::Float dFA, ::Oyster::Math::Float mA, ::Oyster::Math::Float4 momB, ::Oyster::Math::Float sFB, ::Oyster::Math::Float dFB, ::Oyster::Math::Float mB ) - { - // FRICTION - // Relative momentum after normal impulse - ::Oyster::Math::Float4 relativeMomentum = momB - momA; - - ::Oyster::Math::Float4 tanFriction = relativeMomentum - relativeMomentum.Dot( iN ) * iN; - - if( tanFriction.Dot(tanFriction) > 0.0f ) - { // no friction if moving directly into surface, or not at all. - tanFriction.Normalize(); - - ::Oyster::Math::Float magnitudeFriction = -relativeMomentum.Dot( tanFriction ); - magnitudeFriction = magnitudeFriction * mA * mB / ( mA + mB ); - - ::Oyster::Math::Float mu = 0.5f * ( sFA + sFB ); - - ::Oyster::Math::Float4 frictionImpulse; - if( abs(magnitudeFriction) < i * mu ) - { - frictionImpulse = magnitudeFriction * tanFriction; - } - else - { - ::Oyster::Math::Float dynamicFriction = 0.5f * ( dFA + dFB ); - frictionImpulse = ( -i * dynamicFriction ) * tanFriction; - } - - return ( 1 / mA ) * frictionImpulse; - } - else - return ::Oyster::Math::Float4::null; - } - } - -} } } - -#endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsFormula.h b/Code/GamePhysics/PhysicsFormula.h deleted file mode 100644 index fe91ae3a..00000000 --- a/Code/GamePhysics/PhysicsFormula.h +++ /dev/null @@ -1,35 +0,0 @@ -#ifndef PHYSICS_FORMULA_H -#define PHYSICS_FORMULA_H - -#include "OysterMath.h" -#include "OysterPhysics3D.h" - -namespace Oyster { namespace Physics { namespace Formula -{ - namespace MomentOfInertia - { - ::Oyster::Math::Float4x4 CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ); - ::Oyster::Math::Float4x4 CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ); - ::Oyster::Math::Float4x4 CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); - ::Oyster::Math::Float4x4 CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); - ::Oyster::Math::Float4x4 CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); - } - - namespace CollisionResponse - { - ::Oyster::Math::Float Bounce( ::Oyster::Math::Float coeffOfRestitution, - ::Oyster::Math::Float massA, ::Oyster::Math::Float momentumA, - ::Oyster::Math::Float massB, ::Oyster::Math::Float momentumB ); - - ::Oyster::Math::Float4 Friction( ::Oyster::Math::Float impulse, ::Oyster::Math::Float4 impulseNormal, - ::Oyster::Math::Float4 momentumA, ::Oyster::Math::Float staticFrictionA, - ::Oyster::Math::Float dynamicFrictionA, ::Oyster::Math::Float massA, - ::Oyster::Math::Float4 momentumB, ::Oyster::Math::Float staticFrictionB, - ::Oyster::Math::Float dynamicFrictionB, ::Oyster::Math::Float massB ); - - } -} } } - -#include "PhysicsFormula-Impl.h" - -#endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs-Impl.h b/Code/GamePhysics/PhysicsStructs-Impl.h index 07ba0bb2..87cfcb17 100644 --- a/Code/GamePhysics/PhysicsStructs-Impl.h +++ b/Code/GamePhysics/PhysicsStructs-Impl.h @@ -10,9 +10,10 @@ namespace Oyster { namespace Struct { - inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion) + inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion) { this->mass = mass; + this->reach = reach; this->restitutionCoeff = restitutionCoeff; this->staticFrictionCoeff = staticFrictionCoeff; this->dynamicFrictionCoeff = dynamicFrictionCoeff; @@ -24,6 +25,7 @@ namespace Oyster { this->mass = state.mass; this->restitutionCoeff = state.restitutionCoeff; + this->reach = state.reach; this->staticFrictionCoeff = state.staticFrictionCoeff; this->dynamicFrictionCoeff = state.dynamicFrictionCoeff; this->centerPos = state.centerPos; diff --git a/Code/GamePhysics/PhysicsStructs.h b/Code/GamePhysics/PhysicsStructs.h index fa6c023c..2f369b90 100644 --- a/Code/GamePhysics/PhysicsStructs.h +++ b/Code/GamePhysics/PhysicsStructs.h @@ -16,6 +16,7 @@ namespace Oyster public: // Default constructor CustomBodyState( ::Oyster::Math::Float mass = 1.0f, + ::Oyster::Math::Float3 reach = ::Oyster::Math::Float3(0,0,0), ::Oyster::Math::Float restitutionCoeff = 0.5f, ::Oyster::Math::Float staticFrictionCoeff = 1.0f, ::Oyster::Math::Float dynamicFrictionCoeff = 1.0f, diff --git a/Code/Misc/EventHandler/EventButton.h b/Code/Misc/EventHandler/EventButton.h index 64215da2..0f197ffc 100644 --- a/Code/Misc/EventHandler/EventButton.h +++ b/Code/Misc/EventHandler/EventButton.h @@ -46,7 +46,7 @@ namespace Oyster private: //Implement this in the inherited classes for collision against that shape. - virtual bool Collision(InputClass *input) = 0; + virtual bool Collision(MouseInput& input) = 0; public: EventButton(); @@ -54,14 +54,15 @@ namespace Oyster EventButton(EventFunc func); EventButton(EventFunc func, Owner owner); EventButton(EventFunc func, Owner owner, void* userData); - ~EventButton(); + virtual ~EventButton(); - void Update(InputClass *input); + void Update(MouseInput& input); //Send event to callback function void SendEvent(ButtonState state); //Set + void SetEnabled(bool enable); void SetUserData(void* data); void SetEventFunc(EventFunc func); void SetOwner(Owner owner); @@ -71,6 +72,7 @@ namespace Oyster unsigned int GetID(); //EventFunc GetFunctionPointer(); Owner GetOwner(); + ButtonState GetState(); bool operator ==(const EventButton& obj); @@ -133,27 +135,42 @@ namespace Oyster //Checks for collision and template - void EventButton::Update(InputClass *input) + void EventButton::Update(MouseInput& input) { if(this->privData.enabled) { ButtonState currentState = ButtonState_None; + static bool outside = false; + static bool clicked = false; + //Check for collision against the button. if(Collision(input)) { - if(input->IsMousePressed()) + if(input.mouseButtonPressed) { //Change state when the mouse button is pressed switch(this->privData.previousState) { case ButtonState_None: + outside = true; currentState = ButtonState_Hover; break; case ButtonState_Hover: - case ButtonState_Released: - currentState = ButtonState_Pressed; + if(outside == false) + { + clicked = true; + currentState = ButtonState_Pressed; + } + else + { + currentState = ButtonState_Hover; + } break; + case ButtonState_Released: + currentState = ButtonState_Hover; + break; + case ButtonState_Pressed: case ButtonState_Down: @@ -165,6 +182,7 @@ namespace Oyster } else { + outside = false; //Change state when the mouse button is NOT pressed switch(this->privData.previousState) { @@ -172,6 +190,7 @@ namespace Oyster case ButtonState_Hover: case ButtonState_Released: currentState = ButtonState_Hover; + clicked = false; break; case ButtonState_Pressed: @@ -206,6 +225,13 @@ namespace Oyster } } + //Set if the button should be updated and collided with. + template + void EventButton::SetEnabled(bool enable) + { + this->privData.enabled = enable; + } + template void EventButton::SetUserData(void* data) { @@ -248,6 +274,12 @@ namespace Oyster { return this->privData.owner; } + + template + ButtonState EventButton::GetState() + { + return this->privData.previousState; + } template bool EventButton::operator ==(const EventButton& obj) diff --git a/Code/Misc/EventHandler/EventButtonCircle.h b/Code/Misc/EventHandler/EventButtonCircle.h deleted file mode 100644 index 3a298acb..00000000 --- a/Code/Misc/EventHandler/EventButtonCircle.h +++ /dev/null @@ -1,64 +0,0 @@ -////////////////////////////////////// -// Created by Pontus Fransson 2014 // -////////////////////////////////////// - -#ifndef MISC_EVENT_BUTTON_CIRCLE_H -#define MISC_EVENT_BUTTON_CIRCLE_H - -#include "EventButton.h" -#include "../../Input/L_inputClass.h" - -namespace Oyster -{ - namespace Event - { - template - class EventButtonCircle : public EventButton - { - public: - EventButtonCircle() - : EventButton(), xPos(0), yPos(0), radius(0) - {} - EventButtonCircle(Owner owner, float xPos, float yPos, float radius) - : EventButton(owner), xPos(xPos), yPos(yPos), radius(radius) - {} - EventButtonCircle(void (*EventFunc)( Oyster::Event::ButtonEvent& e), float xPos, float yPos, float radius) - : EventButton(EventFunc), xPos(xPos), yPos(yPos), radius(radius) - {} - EventButtonCircle(void (*EventFunc)( Oyster::Event::ButtonEvent& e), Owner owner, float xPos, float yPos, float radius) - : EventButton(EventFunc, owner), xPos(xPos), yPos(yPos), radius(radius) - {} - EventButtonCircle(void (*EventFunc)( Oyster::Event::ButtonEvent& e), Owner owner, void* userData, float xPos, float yPos, float radius) - : EventButton(EventFunc, owner, userData), xPos(xPos), yPos(yPos), radius(radius) - {} - ~EventButtonCircle() - {} - - //Circle vs point collision - bool Collision(InputClass* inputObject) - { - //Should come from the InputClass - float xMouse = 2, yMouse = 2; - - float xDiff = xMouse - xPos; - float yDiff = yMouse - yPos; - - float length = (xDiff * xDiff) + (yDiff * yDiff); - - if(length <= radius*radius) - { - return true; - } - - return false; - } - - private: - float xPos, yPos; - float radius; - - }; - } -} - -#endif \ No newline at end of file diff --git a/Code/Misc/EventHandler/EventButtonCollection.cpp b/Code/Misc/EventHandler/EventButtonCollection.cpp index 6a77c520..bb3a3461 100644 --- a/Code/Misc/EventHandler/EventButtonCollection.cpp +++ b/Code/Misc/EventHandler/EventButtonCollection.cpp @@ -3,18 +3,27 @@ ////////////////////////////////////// #include "EventButtonCollection.h" - +#include "EventHandler.h" #include "../../Input/L_inputClass.h" using namespace Oyster::Event; -EventButtonCollection::EventButtonCollection() - : collectionState(EventCollectionState_Enabled) +EventButtonCollection::EventButtonCollection(EventCollectionState state) + : collectionState(state) { } EventButtonCollection::~EventButtonCollection() { + for(int i = 0; i < (int)EventHandler::Instance().collections.size(); i++) + { + if(EventHandler::Instance().collections.at(i) == this) + { + EventHandler::Instance().collections.erase(EventHandler::Instance().collections.begin() + i); + break; + } + } + int size = buttons.size(); for(int i = 0; i < size; i++) { @@ -23,13 +32,35 @@ EventButtonCollection::~EventButtonCollection() } } -void EventButtonCollection::Update(InputClass* inputObject) +void EventButtonCollection::Update(MouseInput& input) { if(this->collectionState == EventCollectionState_Enabled) { for(int i = 0; i < (int)buttons.size(); i++) { - buttons[i]->Update(inputObject); + buttons[i]->Update(input); + } + } +} + +void EventButtonCollection::RenderTexture() +{ + if(this->collectionState == EventCollectionState_Enabled) + { + for(int i = 0; i < (int)buttons.size(); i++) + { + buttons[i]->RenderTexture(); + } + } +} + +void EventButtonCollection::RenderText() +{ + if(this->collectionState == EventCollectionState_Enabled) + { + for(int i = 0; i < (int)buttons.size(); i++) + { + buttons[i]->RenderText(); } } } @@ -46,6 +77,13 @@ void EventButtonCollection::SetState(const EventCollectionState state) void EventButtonCollection::Clear() { + int size = buttons.size(); + for(int i = 0; i < size; i++) + { + delete buttons[i]; + buttons[i] = NULL; + } buttons.clear(); + collectionState = EventCollectionState_Enabled; } \ No newline at end of file diff --git a/Code/Misc/EventHandler/EventButtonCollection.h b/Code/Misc/EventHandler/EventButtonCollection.h index 0cc77b42..8c39d171 100644 --- a/Code/Misc/EventHandler/EventButtonCollection.h +++ b/Code/Misc/EventHandler/EventButtonCollection.h @@ -27,16 +27,22 @@ namespace Oyster EventCollectionState_Unknown = -1, }; + /******************************** + This EventButtonCollection will handle the destruction of the buttons when they are added to the collection + ********************************/ class EventButtonCollection { public: - EventButtonCollection(); + EventButtonCollection(EventCollectionState state = EventCollectionState_Enabled); ~EventButtonCollection(); - void Update(InputClass* inputObject); + void Update(MouseInput& input); + void RenderTexture(); + void RenderText(); - template - void AddButton(EventButton* button) + /*Add a button to the collection when a button is added to the collection you are not allowed to delete it. + */ + template void AddButton(EventButton* button) { buttons.push_back(button); } @@ -48,6 +54,11 @@ namespace Oyster void Clear(); private: + //Can't copy + EventButtonCollection(const EventButtonCollection& obj); + EventButtonCollection& operator =(const EventButtonCollection& obj); + + protected: std::vector buttons; EventCollectionState collectionState; diff --git a/Code/Misc/EventHandler/EventButtonRectangle.h b/Code/Misc/EventHandler/EventButtonRectangle.h deleted file mode 100644 index fc917437..00000000 --- a/Code/Misc/EventHandler/EventButtonRectangle.h +++ /dev/null @@ -1,60 +0,0 @@ -////////////////////////////////////// -// Created by Pontus Fransson 2014 // -////////////////////////////////////// - -#ifndef MISC_EVENT_BUTTON_RECTANGLE_H -#define MISC_EVENT_BUTTON_RECTANGLE_H - -#include "EventButton.h" -#include "../../Input/L_inputClass.h" - -namespace Oyster -{ - namespace Event - { - template - class EventButtonRectangle : public EventButton - { - public: - EventButtonRectangle() - : EventButton(), xPos(0), yPos(0), halfWidth(0), halfHeight(0) - {} - EventButtonRectangle(Owner owner, float xPos, float yPos, float halfWidth, float halfHeight) - : EventButton(owner), xPos(xPos), yPos(yPos), halfWidth(halfWidth), halfHeight(halfHeight) - {} - EventButtonRectangle(void (*EventFunc)( Oyster::Event::ButtonEvent& e), float xPos, float yPos, float halfWidth, float halfHeight) - : EventButton(EventFunc), xPos(xPos), yPos(yPos), halfWidth(halfWidth), halfHeight(halfHeight) - {} - EventButtonRectangle(void (*EventFunc)( Oyster::Event::ButtonEvent& e), Owner owner, float xPos, float yPos, float halfWidth, float halfHeight) - : EventButton(EventFunc, owner), xPos(xPos), yPos(yPos), halfWidth(halfWidth), halfHeight(halfHeight) - {} - EventButtonRectangle(void (*EventFunc)( Oyster::Event::ButtonEvent& e), Owner owner, void* userData, float xPos, float yPos, float halfWidth, float halfHeight) - : EventButton(EventFunc, owner, userData), xPos(xPos), yPos(yPos), halfWidth(halfWidth), halfHeight(halfHeight) - {} - ~EventButtonRectangle() - {} - - //Circle vs point collision - bool Collision(InputClass* inputObject) - { - //Should come from the InputClass - float xMouse = 1, yMouse = 0; - - if(xMouse >= xPos - halfWidth && xMouse <= xPos + halfWidth - && yMouse >= yPos - halfHeight && yMouse <= yPos + halfHeight) - { - return true; - } - - return false; - } - - private: - float xPos, yPos; - float halfWidth, halfHeight; - - }; - } -} - -#endif \ No newline at end of file diff --git a/Code/Misc/EventHandler/EventHandler.cpp b/Code/Misc/EventHandler/EventHandler.cpp index a7347075..2309070e 100644 --- a/Code/Misc/EventHandler/EventHandler.cpp +++ b/Code/Misc/EventHandler/EventHandler.cpp @@ -19,29 +19,57 @@ EventHandler::EventHandler() EventHandler::~EventHandler() { - int size = collections.size(); - for(int i = 0; i < size; i++) - { - delete collections[i]; - } + Clean(); } -void EventHandler::Update(InputClass* inputObject) +void EventHandler::Clean() +{ + collections.clear(); +} + +void EventHandler::Update(MouseInput& input) { for(int i = 0; i < (int)collections.size(); i++) { - collections.at(i)->Update(inputObject); + collections.at(i)->Update(input); } } -void EventHandler::AddCollection(EventButtonCollection& collection) +void EventHandler::RenderTexture() { - collections.push_back(&collection); + for(int i = 0; i < (int)collections.size(); i++) + { + collections.at(i)->RenderTexture(); + } } -EventButtonCollection& EventHandler::CreateCollection() +void EventHandler::RenderText() { - EventButtonCollection* temp = new EventButtonCollection; - collections.push_back(temp); - return *temp; + for(int i = 0; i < (int)collections.size(); i++) + { + collections.at(i)->RenderText(); + } +} + +void EventHandler::AddCollection(EventButtonCollection* collection) +{ + for(int i = 0; i < (int)collections.size(); i++) + { + //Do not add the collection if it's already in the list. + if(collections.at(i) == collection) + return; + } + collections.push_back(collection); +} + +void EventHandler::ReleaseCollection(EventButtonCollection* collection) +{ + for(int i = 0; i < (int)collections.size(); i++) + { + if(collections.at(i) == collection) + { + collections.erase(collections.begin() + i); + break; + } + } } \ No newline at end of file diff --git a/Code/Misc/EventHandler/EventHandler.h b/Code/Misc/EventHandler/EventHandler.h index 4ca1a9ab..82c25e1a 100644 --- a/Code/Misc/EventHandler/EventHandler.h +++ b/Code/Misc/EventHandler/EventHandler.h @@ -9,8 +9,6 @@ #include "EventButtonCollection.h" #include "EventButton.h" -#include "EventButtonCircle.h" -#include "EventButtonRectangle.h" #include @@ -26,14 +24,29 @@ namespace Oyster static EventHandler& Instance(); - void Update(InputClass* inputObject); + void Clean(); - void AddCollection(EventButtonCollection& collection); - EventButtonCollection& CreateCollection(); + void Update(MouseInput& input); + void RenderTexture(); + void RenderText(); + + /*Add a collection to the EventHandler will only add collections not already present in the list. + + */ + void AddCollection(EventButtonCollection* collection); + + void ReleaseCollection(EventButtonCollection* collection); + + private: + //Can't copy this class. + EventHandler(const EventHandler& obj); + EventHandler& operator =(const EventHandler& obj); private: std::vector collections; + //EventButtonCollection is a friend so it can delete it self. + friend class EventButtonCollection; }; } } diff --git a/Code/Misc/EventHandler/IEventButton.h b/Code/Misc/EventHandler/IEventButton.h index 901a8265..d0c754f9 100644 --- a/Code/Misc/EventHandler/IEventButton.h +++ b/Code/Misc/EventHandler/IEventButton.h @@ -19,20 +19,28 @@ namespace Oyster ButtonState_Down, ButtonState_Released, }; + + //Takes normalized device coordinates + struct MouseInput + { + //Normalized device coordinates + float x, y; + bool mouseButtonPressed; + }; class IEventButton { public: virtual ~IEventButton(){} - virtual void Update(InputClass *input){} + virtual void RenderTexture() = 0; + virtual void RenderText() = 0; - virtual void SendEvent(ButtonState state){} + virtual void Update(MouseInput& input) = 0; - struct ButtonEvent; - virtual void SetEventFunc(void (*EventFunc)( ButtonEvent e )){} + virtual void SendEvent(ButtonState state) = 0; - virtual unsigned int GetID(){ return -1; } + virtual unsigned int GetID() = 0; }; } diff --git a/Code/Misc/Misc.vcxproj b/Code/Misc/Misc.vcxproj index ef2c7c69..7ba749da 100644 --- a/Code/Misc/Misc.vcxproj +++ b/Code/Misc/Misc.vcxproj @@ -187,9 +187,7 @@ - - diff --git a/Code/Misc/Misc.vcxproj.filters b/Code/Misc/Misc.vcxproj.filters index 65bde701..34fdd526 100644 --- a/Code/Misc/Misc.vcxproj.filters +++ b/Code/Misc/Misc.vcxproj.filters @@ -134,12 +134,6 @@ Header Files - - Header Files - - - Header Files - Header Files diff --git a/Code/Network/NetworkAPI/NetworkClient.cpp b/Code/Network/NetworkAPI/NetworkClient.cpp index 01ba495e..1f470c11 100644 --- a/Code/Network/NetworkAPI/NetworkClient.cpp +++ b/Code/Network/NetworkAPI/NetworkClient.cpp @@ -21,6 +21,9 @@ #include #include +//For conversion from wstring to string +#include + using namespace Oyster::Network; using namespace Oyster::Thread; using namespace Utility::DynamicMemory; @@ -293,6 +296,17 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[]) return true; } +bool NetworkClient::Connect(unsigned short port, std::wstring serverIP) +{ + //Convert from wstring to string. + typedef std::codecvt_utf8 convert_typeX; + std::wstring_convert converterX; + + std::string ip = converterX.to_bytes(serverIP); + + return this->Connect(port, ip.c_str()); +} + void NetworkClient::Disconnect() { if(!privateData) return; diff --git a/Code/Network/NetworkAPI/NetworkClient.h b/Code/Network/NetworkAPI/NetworkClient.h index a19f74e4..b7e0d6a4 100644 --- a/Code/Network/NetworkAPI/NetworkClient.h +++ b/Code/Network/NetworkAPI/NetworkClient.h @@ -88,6 +88,11 @@ namespace Oyster */ bool Connect(unsigned short port, const char serverIP[]); + /** + * + */ + bool Connect(unsigned short port, std::wstring serverIP); + /** * */ diff --git a/Code/OysterGraphics/ClassDiagram.cd b/Code/OysterGraphics/ClassDiagram.cd deleted file mode 100644 index 7b894197..00000000 --- a/Code/OysterGraphics/ClassDiagram.cd +++ /dev/null @@ -1,2 +0,0 @@ - - \ No newline at end of file diff --git a/Code/OysterGraphics/Core/Core.h b/Code/OysterGraphics/Core/Core.h index eb420c04..644d9f0d 100644 --- a/Code/OysterGraphics/Core/Core.h +++ b/Code/OysterGraphics/Core/Core.h @@ -7,7 +7,8 @@ #include "Dx11Includes.h" #include #include "OysterMath.h" -#include "../Misc/Resource/ResourceManager.h" +//#include "../Misc/Resource/ResourceManager.h" +#include "../../Misc/Resource/ResourceManager.h" //#include namespace Oyster diff --git a/Code/OysterGraphics/Definitions/GraphicalDefinition.h b/Code/OysterGraphics/Definitions/GraphicalDefinition.h index 7c0d76d7..958904a8 100644 --- a/Code/OysterGraphics/Definitions/GraphicalDefinition.h +++ b/Code/OysterGraphics/Definitions/GraphicalDefinition.h @@ -66,6 +66,22 @@ namespace Oyster int x; int y; }; + + struct Text2D + { + float pos; + int offset; + float coff; + }; + + struct BlurrData + { + unsigned int StartX; + unsigned int StartY; + unsigned int StopX; + unsigned int StopY; + Math::Float4 BlurMask; + }; } } } \ No newline at end of file diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index 5a92f0de..381b12cf 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -29,11 +29,10 @@ namespace Oyster { return API::Fail; } + Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png"); Render::Resources::Init(); Render::Preparations::Basic::SetViewPort(); - Render::DefaultRenderer::cube = API::CreateModel(L"box.dan"); - Render::DefaultRenderer::cube2 = API::CreateModel(L"box2.dan"); return API::Sucsess; } @@ -51,11 +50,11 @@ namespace Oyster { if(Lights.size()) { - Render::DefaultRenderer::NewFrame(View, Projection, Lights[0], (int)Lights.size()); + Render::DefaultRenderer::NewFrame(View, Projection, &Lights[0], (int)Lights.size()); } else { - Render::DefaultRenderer::NewFrame(View, Projection, Definitions::Pointlight(), 0); + Render::DefaultRenderer::NewFrame(View, Projection, NULL, 0); } } @@ -88,6 +87,7 @@ namespace Oyster m->WorldMatrix = Oyster::Math::Float4x4::identity; m->Visible = true; m->Animation.AnimationPlaying = NULL; + m->Tint = Math::Float3(1); m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN); Model::ModelInfo* mi = (Model::ModelInfo*)m->info; @@ -111,8 +111,7 @@ namespace Oyster void API::Clean() { - DeleteModel(Render::DefaultRenderer::cube); - DeleteModel(Render::DefaultRenderer::cube2); + DeleteTexture(Render::Resources::Gui::Text::Font); SAFE_DELETE(Core::viewPort); Core::loader.Clean(); Oyster::Graphics::Core::PipelineManager::Clean(); @@ -157,12 +156,12 @@ namespace Oyster void API::StartGuiRender() { - Render::Rendering::Gui::BeginRender(); + Render::Gui::Begin2DRender(); } - void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size) + void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color) { - Render::Rendering::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size); + Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color); } API::Texture API::CreateTexture(std::wstring filename) @@ -180,12 +179,22 @@ namespace Oyster m->Animation.AnimationPlaying = &(*m->info->Animations.find(name)).second; m->Animation.AnimationTime=0; m->Animation.LoopAnimation = looping; - return m->Animation.AnimationPlaying->duration; + return (float)m->Animation.AnimationPlaying->duration; } void API::Update(float dt) { deltaTime = dt; } + + void API::StartTextRender() + { + Render::Gui::Begin2DTextRender(); + } + + void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color) + { + Render::Gui::RenderText(text, Pos, Size, FontSize, color); + } } } \ No newline at end of file diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.h b/Code/OysterGraphics/DllInterfaces/GFXAPI.h index 65f82460..e2cea318 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.h +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.h @@ -57,7 +57,13 @@ namespace Oyster static void StartGuiRender(); //! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system - static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size); + static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1)); + + //! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame() + static void StartTextRender(); + + //! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system + static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1)); //! @brief Performs light calculations, post effects and presents the scene static void EndFrame(); diff --git a/Code/OysterGraphics/Model/Model.h b/Code/OysterGraphics/Model/Model.h index 590d7d6a..b264cf50 100644 --- a/Code/OysterGraphics/Model/Model.h +++ b/Code/OysterGraphics/Model/Model.h @@ -23,6 +23,7 @@ namespace Oyster { ModelInfo* info; Oyster::Math::Float4x4 WorldMatrix; + Oyster::Math::Float3 Tint; bool Visible; AnimationData Animation; }; diff --git a/Code/OysterGraphics/OldRender/TextBox.h b/Code/OysterGraphics/OldRender/TextBox.h index 6b95dce7..40046210 100644 --- a/Code/OysterGraphics/OldRender/TextBox.h +++ b/Code/OysterGraphics/OldRender/TextBox.h @@ -10,31 +10,6 @@ struct Text2D int offset; float coff; }; -/*struct TextInstanceData -{ - Oyster::Buffer InstanceBuffer; - bool Visible; - int NumLetters; - Oyster::Math::Float4x4 World; -};*/ -/*struct TextData -{ - Oyster::Math::Float3 pos; - Oyster::Math::Float2 uv; -}; - -struct PerCharData -{ - float data; - Oyster::Math::Float3 charOffset; -}; -struct TextInstanceData -{ - Oyster::Buffer InstanceBuffer; - bool Visible; - int NumLetters; - Oyster::Math::Float4x4 World; -};*/ namespace Oyster { @@ -49,9 +24,6 @@ namespace Oyster static HRESULT CreateVertexBuffer(); static HRESULT CreateTextfield(int _id); public: - //static Oyster::Buffer TextBuffer; - //static int NumVertices; - //static std::vector TextInstances; static Buffer TextBuffer; static int NumLetters; static ID3D11ShaderResourceView* Texture; @@ -59,8 +31,10 @@ namespace Oyster static bool Init(); static bool UpdateTextField(std::string _str); static bool SetTexture(const char* _file); + //Updates a textbox with the certain id static void Update(std::string _str, float _scale); + //Removes all old instances and recreates it with the input data static HRESULT Reset(int _count, std::string* _str, Float3* _pos); static void Apply(int _id); diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj b/Code/OysterGraphics/OysterGraphics.vcxproj index c19e073f..fc00bde5 100644 --- a/Code/OysterGraphics/OysterGraphics.vcxproj +++ b/Code/OysterGraphics/OysterGraphics.vcxproj @@ -231,6 +231,22 @@ Vertex Vertex + + Geometry + 4.0 + Geometry + 4.0 + Geometry + 4.0 + Geometry + 4.0 + + + Vertex + Vertex + Vertex + Vertex + Compute Compute @@ -319,6 +335,7 @@ + diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj.filters b/Code/OysterGraphics/OysterGraphics.vcxproj.filters index 4fcaee03..d76a066f 100644 --- a/Code/OysterGraphics/OysterGraphics.vcxproj.filters +++ b/Code/OysterGraphics/OysterGraphics.vcxproj.filters @@ -107,6 +107,8 @@ + + @@ -117,5 +119,6 @@ + \ No newline at end of file diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj.filters.orig b/Code/OysterGraphics/OysterGraphics.vcxproj.filters.orig deleted file mode 100644 index 94814340..00000000 --- a/Code/OysterGraphics/OysterGraphics.vcxproj.filters.orig +++ /dev/null @@ -1,88 +0,0 @@ - - - - - {4FC737F1-C7A5-4376-A066-2A32D752A2FF} - cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx - - - {93995380-89BD-4b04-88EB-625FBE52EBFB} - h;hpp;hxx;hm;inl;inc;xsd - - - {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} - rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms - - - - - Source Files - - - Source Files - - - Source Files - - - Source Files - -<<<<<<< HEAD - -======= - ->>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2 - Source Files - - - Source Files - -<<<<<<< HEAD - -======= - - Source Files - - ->>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2 - Source Files - - - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - Header Files - - - - - - - - \ No newline at end of file diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj.orig b/Code/OysterGraphics/OysterGraphics.vcxproj.orig deleted file mode 100644 index 8a0e9221..00000000 --- a/Code/OysterGraphics/OysterGraphics.vcxproj.orig +++ /dev/null @@ -1,214 +0,0 @@ - - - - - Debug - Win32 - - - Debug - x64 - - - Release - Win32 - - - Release - x64 - - - - {0EC83E64-230E-48EF-B08C-6AC9651B4F82} - OysterGraphics - - - - StaticLibrary - true - v110 - MultiByte - - - StaticLibrary - true - v110 - MultiByte - - - StaticLibrary - false - v110 - true - MultiByte - - - StaticLibrary - false - v110 - true - MultiByte - - - - - - - - - - - - - - - - - - - $(SolutionDir)..\External\Lib\$(ProjectName)\ - $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ - $(ProjectName)_$(PlatformShortName)D - - - $(SolutionDir)..\External\Lib\$(ProjectName)\ - $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ - $(ProjectName)_$(PlatformShortName) - - - $(SolutionDir)..\External\Lib\$(ProjectName)\ - $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ - $(ProjectName)_$(PlatformShortName)D - - - $(SolutionDir)..\External\Lib\$(ProjectName)\ - $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ - $(ProjectName)_$(PlatformShortName) - - - - Level3 - Disabled - true - $(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories) - - - true - - - true - - - - - Level3 - Disabled - true - ..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories) - - - true - - - - - Level3 - MaxSpeed - true - true - true - ..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories) - - - true - true - true - - - - - Level3 - MaxSpeed - true - true - true - ..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories) - - - true - true - true - - - - - - - -<<<<<<< HEAD - - - -======= - - - - ->>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2 - - - - - -<<<<<<< HEAD -======= - - ->>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2 - - - - - - - - - - {2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee} - - - {f10cbc03-9809-4cba-95d8-327c287b18ee} - - - - - Vertex - Vertex - Vertex - Vertex - - - Pixel - Pixel - Pixel - Pixel - true - 5.0 - main - - - Vertex - Vertex - Vertex - Vertex - true - 5.0 - main - - - - - - - - \ No newline at end of file diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp index 89fb1716..c0c2990e 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.cpp +++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp @@ -13,14 +13,13 @@ namespace Oyster namespace Render { Definitions::Pointlight pl; - Model::Model* DefaultRenderer::cube = NULL; - Model::Model* DefaultRenderer::cube2 = NULL; - void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight Lights, int numLights) + void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights) { Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1)); Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0)); Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass); + Lights[1]; void* data; @@ -37,7 +36,7 @@ namespace Oyster Resources::Light::LightConstantsData.Unmap(); data = Resources::Light::PointLightsData.Map(); - memcpy(data, &Lights, sizeof(Definitions::Pointlight) * numLights); + memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights); Resources::Light::PointLightsData.Unmap(); Definitions::PostData pd; @@ -67,17 +66,11 @@ namespace Oyster if(info->Animated && models[i].Animation.AnimationPlaying != NULL) { models[i].Animation.AnimationTime += deltaTime; - cube->WorldMatrix = Math::Matrix::identity; ////store inverse absolut transform Math::Matrix SkinTransform[100]; Math::Matrix BoneAnimated[100]; Math::Matrix BoneAbsAnimated[100]; - Math::Matrix Scale = Math::Matrix::identity; - Scale.m[0][0] = 1; - Scale.m[1][1] = 1; - Scale.m[2][2] = 2; - for(int b = 0; b BoneCount; ++b) @@ -86,14 +79,10 @@ namespace Oyster SkinTransform[b] = Bone.Absolute.GetInverse(); BoneAnimated[b] = Bone.Relative; BoneAbsAnimated[b] = Bone.Absolute; - - - cube2->WorldMatrix = Scale; - cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3]; } int b = 0; Model::Animation A = *models[i].Animation.AnimationPlaying; - while(models[i].Animation.AnimationTime>A.duration) + while(models[i].Animation.AnimationTime>A.duration && models[i].Animation.LoopAnimation) models[i].Animation.AnimationTime -= (float)A.duration; float position = models[i].Animation.AnimationTime; @@ -127,11 +116,6 @@ namespace Oyster for(int b = 0; b < info->BoneCount; ++b) { BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b]; - //SkinTransform[b] = BoneAbsAnimated[b]; - cube->WorldMatrix = Scale; - cube->WorldMatrix.v[3] = BoneAbsAnimated[b].v[3]; - cube->WorldMatrix = models[i].WorldMatrix * cube->WorldMatrix; - DefaultRenderer::RenderScene(cube,1,View,Projection); } //write data to am @@ -154,6 +138,10 @@ namespace Oyster memcpy(data,&(pm),sizeof(pm)); Resources::Gather::ModelData.Unmap(); + data = Render::Resources::Color.Map(); + memcpy(data,&models[i].Tint,sizeof(Math::Float3)); + Render::Resources::Color.Unmap(); + if(info->Material.size()) { Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0])); @@ -174,6 +162,46 @@ namespace Oyster } } + void BlurGlow() + { + Definitions::BlurrData bd; + bd.BlurMask = Math::Float4(1,1,1,1); + bd.StopX = Core::resolution.x/2; + bd.StopY = Core::resolution.y; + bd.StartX = 0; + bd.StartY = Core::resolution.y/2; + + void* data = Resources::Blur::Data.Map(); + memcpy(data,&bd,sizeof(Definitions::BlurrData)); + Resources::Blur::Data.Unmap(); + + Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); + Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1); + + Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); + Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1); + } + + void BlurSSAO() + { + Definitions::BlurrData bd; + bd.BlurMask = Math::Float4(0,0,0,1); + bd.StopX = Core::resolution.x/2; + bd.StopY = Core::resolution.y/2; + bd.StartX = 0; + bd.StartY = 0; + + void* data = Resources::Blur::Data.Map(); + memcpy(data,&bd,sizeof(Definitions::BlurrData)); + Resources::Blur::Data.Unmap(); + + Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); + Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1); + + Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); + Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1); + } + void DefaultRenderer::EndFrame() { @@ -181,11 +209,9 @@ namespace Oyster Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); - Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass); - Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); + BlurGlow(); - Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass); - Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); + BlurSSAO(); Core::PipelineManager::SetRenderPass(Resources::Post::Pass); diff --git a/Code/OysterGraphics/Render/DefaultRenderer.h b/Code/OysterGraphics/Render/DefaultRenderer.h index 627998fa..1a5cdcc0 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.h +++ b/Code/OysterGraphics/Render/DefaultRenderer.h @@ -13,12 +13,9 @@ namespace Oyster class DefaultRenderer { public: - static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight Lights, int numLights); + static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights); static void RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float DeltaTime = 0); static void EndFrame(); - - static Model::Model* cube; - static Model::Model* cube2; }; } } diff --git a/Code/OysterGraphics/Render/GuiRenderer.cpp b/Code/OysterGraphics/Render/GuiRenderer.cpp index 62b724cd..78b2f771 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.cpp +++ b/Code/OysterGraphics/Render/GuiRenderer.cpp @@ -7,37 +7,103 @@ namespace Oyster namespace Graphics { namespace Render - { - namespace Rendering + { + const int TEXT_NR_LETTERS=95; + const float TEXT_SPACING=1.8f; + + void Gui::Begin2DRender() { - void Gui::BeginRender() + Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass); + } + + void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color) + { + Core::deviceContext->PSSetShaderResources(0,1,&tex); + + pos *= 2; + pos -= 1; + pos.y *= -1; + + Definitions::GuiData gd; + gd.Translation = Math::Matrix::identity; + gd.Translation.m41 = pos.x; + gd.Translation.m42 = pos.y; + gd.Translation.m43 = pos.z; + gd.Translation.m11 = size.x; + gd.Translation.m22 = size.y; + + void* data = Render::Resources::Gui::Data.Map(); + memcpy(data,&gd,sizeof(Definitions::GuiData)); + Render::Resources::Gui::Data.Unmap(); + + data = Render::Resources::Color.Map(); + memcpy(data,&color,sizeof(Math::Float3)); + Render::Resources::Color.Unmap(); + + + Core::deviceContext->Draw(1,0); + } + + void Gui::Begin2DTextRender() + { + Resources::Gui::Text::Vertex.Apply(); + Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass); + } + + void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color) + { + + //size.x = size.x / (text.length() * TEXT_SPACING /2); + + + pos *= 2; + pos -= 1; + pos.y *= -1; + + + //pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2); + pos.x = pos.x + size.x/ (text.length() * TEXT_SPACING/2); + pos.y = pos.y - size.y/2; + + Definitions::GuiData gd; + + gd.Translation = Math::Matrix::identity; + gd.Translation.m41 = pos.x; + gd.Translation.m42 = pos.y; + gd.Translation.m43 = pos.z; + gd.Translation.m11 = FontSize * 0.8f; + gd.Translation.m22 = FontSize; + + + void* data = Render::Resources::Gui::Data.Map(); + memcpy(data,&gd,sizeof(Definitions::GuiData)); + Render::Resources::Gui::Data.Unmap(); + Definitions::Text2D tmpInst; + + data = Render::Resources::Color.Map(); + memcpy(data,&color,sizeof(Math::Float3)); + Render::Resources::Color.Unmap(); + + void* dest = Resources::Gui::Text::Vertex.Map(); + Definitions::Text2D* dataView = reinterpret_cast(dest); + + for (unsigned int i=0; i size.x) + { + text = text.substr(0,i-1); + break; + } + dataView[i]=tmpInst; } - void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size) - { - Core::deviceContext->PSSetShaderResources(0,1,&tex); + Resources::Gui::Text::Vertex.Unmap(); - pos *= 2; - pos -= 1; - pos.y *= -1; - - Definitions::GuiData gd; - - gd.Translation = Math::Matrix::identity; - gd.Translation.m41 = pos.x; - gd.Translation.m42 = pos.y; - gd.Translation.m11 = size.x; - gd.Translation.m22 = size.y; - - - void* data = Render::Resources::Gui::Data.Map(); - memcpy(data,&gd,sizeof(Definitions::GuiData)); - Render::Resources::Gui::Data.Unmap(); - - Core::deviceContext->Draw(1,0); - } + + Core::deviceContext->Draw(text.length(), 0); } } } diff --git a/Code/OysterGraphics/Render/GuiRenderer.h b/Code/OysterGraphics/Render/GuiRenderer.h index c722ae24..3e4a8de0 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.h +++ b/Code/OysterGraphics/Render/GuiRenderer.h @@ -8,15 +8,14 @@ namespace Oyster { namespace Render { - namespace Rendering + class Gui { - class Gui - { - public: - static void BeginRender(); - static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size); - }; - } + public: + static void Begin2DRender(); + static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1)); + static void Begin2DTextRender(); + static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1)); + }; } } } \ No newline at end of file diff --git a/Code/OysterGraphics/Render/Resources.cpp b/Code/OysterGraphics/Render/Resources.cpp index f7b1144d..450a075b 100644 --- a/Code/OysterGraphics/Render/Resources.cpp +++ b/Code/OysterGraphics/Render/Resources.cpp @@ -14,14 +14,17 @@ const std::wstring PathToCSO = L"..\\Content\\Shaders\\"; const int KernelSize = 10; const int SampleSpread = 16; + +const int MAX_LETTER_COUNT=60; + namespace Oyster { namespace Graphics { namespace Render { - - ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0}; + #pragma region Declare Static + ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0}; ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0}; ID3D11UnorderedAccessView* Resources::LBufferUAV[Resources::LBufferSize] = {0}; @@ -34,6 +37,7 @@ namespace Oyster Shader::RenderPass Resources::Light::Pass; Shader::RenderPass Resources::Post::Pass; Shader::RenderPass Resources::Gui::Pass; + Shader::RenderPass Resources::Gui::Text::Pass; Shader::RenderPass Resources::Blur::VertPass; //Set this pass second when doing a "fullscreen" blur Shader::RenderPass Resources::Blur::HorPass; //Set this pass first when doing a "fullscreen" blur @@ -41,7 +45,10 @@ namespace Oyster Buffer Resources::Gather::AnimationData = Buffer(); Buffer Resources::Light::LightConstantsData = Buffer(); Buffer Resources::Gui::Data = Buffer(); + Buffer Resources::Color = Buffer(); + Buffer Resources::Gui::Text::Vertex = Buffer(); Buffer Resources::Post::Data = Buffer(); + Buffer Resources::Blur::Data = Buffer(); Buffer Resources::Light::PointLightsData = Buffer(); ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL; @@ -52,6 +59,10 @@ namespace Oyster ID3D11RasterizerState* Resources::RenderStates::rs = NULL; ID3D11SamplerState** Resources::RenderStates::ss = new ID3D11SamplerState*[1]; ID3D11DepthStencilState* Resources::RenderStates::dsState = NULL; + ID3D11BlendState* Resources::RenderStates::bs = NULL; + + ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL; +#pragma endregion Core::Init::State Resources::InitShaders() @@ -85,6 +96,11 @@ namespace Oyster Core::PipelineManager::Init(path + L"2DVertex" + end,ShaderType::Vertex, L"2D"); Core::PipelineManager::Init(path + L"2DGeometry" + end,ShaderType::Geometry, L"2D"); Core::PipelineManager::Init(path + L"2DPixel" + end,ShaderType::Pixel, L"2D"); +#ifdef _DEBUG + path = PathToHLSL+L"2D\\Text\\"; +#endif + Core::PipelineManager::Init(path + L"2DTextVertex" + end,ShaderType::Vertex, L"2DText"); + Core::PipelineManager::Init(path + L"2DTextGeometry" + end,ShaderType::Geometry, L"2DText"); return Core::Init::State::Success; } @@ -105,6 +121,10 @@ namespace Oyster desc.ElementSize = sizeof(Definitions::AnimationData); Gather::AnimationData.Init(desc); + desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS; + desc.ElementSize = sizeof(Math::Float3); + Color.Init(desc); + desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS; desc.NumElements = 1; desc.ElementSize = sizeof(Definitions::GuiData); @@ -117,10 +137,19 @@ namespace Oyster desc.ElementSize = sizeof(Definitions::LightConstants); Light::LightConstantsData.Init(desc); + desc.ElementSize = sizeof(Definitions::BlurrData); + Blur::Data.Init(desc); + desc.ElementSize = sizeof(Definitions::Pointlight); desc.NumElements = MaxLightSize; desc.Type = Buffer::STRUCTURED_BUFFER; Light::PointLightsData.Init(desc); + + desc.Type = Buffer::BUFFER_TYPE::VERTEX_BUFFER; + desc.ElementSize = sizeof(Definitions::Text2D); + desc.NumElements = MAX_LETTER_COUNT; + Gui::Text::Vertex.Init(desc); + return Core::Init::Success; } @@ -144,8 +173,8 @@ namespace Oyster D3D11_SAMPLER_DESC sdesc; sdesc.Filter = D3D11_FILTER_ANISOTROPIC; - sdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - sdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + sdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + sdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; sdesc.MipLODBias = 0; sdesc.MaxAnisotropy =4; @@ -178,6 +207,23 @@ namespace Oyster Core::device->CreateDepthStencilState(&ddesc,&RenderStates::dsState); + + D3D11_BLEND_DESC bdesc; + bdesc.AlphaToCoverageEnable = true; + bdesc.IndependentBlendEnable = false; + bdesc.RenderTarget[0].BlendEnable = true; + + bdesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + bdesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + bdesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + + bdesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + bdesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; + bdesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX; + + bdesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + + Core::device->CreateBlendState(&bdesc,&RenderStates::bs); return Core::Init::Success; } @@ -194,6 +240,9 @@ namespace Oyster Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]); } + //Blur + Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&Blur::BufferSRV,&Blur::BufferUAV); + Buffer* b = &Light::PointLightsData; Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL); @@ -301,6 +350,7 @@ namespace Oyster Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData); Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData); + Gather::Pass.CBuffers.Pixel.push_back(Color); Gather::Pass.RenderStates.Rasterizer = RenderStates::rs; Gather::Pass.RenderStates.SampleCount = 1; Gather::Pass.RenderStates.SampleState = RenderStates::ss; @@ -335,6 +385,8 @@ namespace Oyster } Post::Pass.UAV.Compute.push_back(Core::backBufferUAV); Post::Pass.CBuffers.Compute.push_back(Post::Data); + Post::Pass.RenderStates.SampleCount = 1; + Post::Pass.RenderStates.SampleState = RenderStates::ss; ////---------------- GUI Pass Setup ---------------------------- Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D"); @@ -342,6 +394,7 @@ namespace Oyster Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D"); Gui::Pass.RTV.push_back(GBufferRTV[2]); Gui::Pass.CBuffers.Geometry.push_back(Gui::Data); + Gui::Pass.CBuffers.Pixel.push_back(Color); D3D11_INPUT_ELEMENT_DESC indesc2D[] = { @@ -353,6 +406,7 @@ namespace Oyster Gui::Pass.RenderStates.SampleCount = 1; Gui::Pass.RenderStates.SampleState = RenderStates::ss; + Gui::Pass.RenderStates.BlendState = RenderStates::bs; ////---------------- Blur Pass Setup ---------------------------- Blur::HorPass.Shaders.Compute = GetShader::Compute(L"BlurHor"); @@ -368,6 +422,32 @@ namespace Oyster //And the Ambient UAV is now the output texture Blur::VertPass.UAV.Compute.push_back(LBufferUAV[2]); + Blur::HorPass.CBuffers.Compute.push_back(Blur::Data); + Blur::VertPass.CBuffers.Compute.push_back(Blur::Data); + + ////---------------- 2DText Pass Setup ---------------------------- + Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText"); + Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText"); + Gui::Text::Pass.Shaders.Pixel = GetShader::Pixel(L"2D"); + + Gui::Text::Pass.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; + + D3D11_INPUT_ELEMENT_DESC Text2Ddesc[] = + { + {"Position",0, DXGI_FORMAT_R32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"Offset",0, DXGI_FORMAT_R32_SINT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"CharOffset",0, DXGI_FORMAT_R32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + + Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout); + Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data); + Gui::Text::Pass.CBuffers.Pixel.push_back(Color); + Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font); + Gui::Text::Pass.RTV.push_back(GBufferRTV[2]); + Gui::Text::Pass.RenderStates.SampleCount = 1; + Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss; + Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs; + return Core::Init::Success; } @@ -389,7 +469,10 @@ namespace Oyster Light::LightConstantsData.~Buffer(); Light::PointLightsData.~Buffer(); Gui::Data.~Buffer(); + Color.~Buffer(); + Gui::Text::Vertex.~Buffer(); Post::Data.~Buffer(); + Blur::Data.~Buffer(); SAFE_RELEASE(Light::PointLightView); SAFE_RELEASE(Light::SSAOKernel); SAFE_RELEASE(Light::SSAORandom); @@ -425,6 +508,10 @@ namespace Oyster SAFE_DELETE_ARRAY(Gather::Pass.RenderStates.SampleState); SAFE_RELEASE(Gui::Pass.IAStage.Layout); + + SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState); + + SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout); } } } diff --git a/Code/OysterGraphics/Render/Resources.h b/Code/OysterGraphics/Render/Resources.h index 2d05aab6..6b4e140e 100644 --- a/Code/OysterGraphics/Render/Resources.h +++ b/Code/OysterGraphics/Render/Resources.h @@ -30,12 +30,16 @@ namespace Oyster static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize]; static ID3D11ShaderResourceView* LBufferSRV[LBufferSize]; + + static Core::Buffer Color; + struct RenderStates { static ID3D11RasterizerState* rs; static ID3D11SamplerState** ss; static ID3D11DepthStencilState* dsState; + static ID3D11BlendState* bs; }; struct Gather @@ -60,7 +64,12 @@ namespace Oyster { static Core::PipelineManager::RenderPass Pass; static Core::Buffer Data; - static Core::Buffer Vertex; + struct Text + { + static Core::PipelineManager::RenderPass Pass; + static Core::Buffer Vertex; + static ID3D11ShaderResourceView* Font; + }; }; struct Blur @@ -72,6 +81,8 @@ namespace Oyster //Blur UAV and SRV static ID3D11UnorderedAccessView* BufferUAV; static ID3D11ShaderResourceView* BufferSRV; + + static Core::Buffer Data; }; struct Post diff --git a/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl b/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl index a09111b9..c28fd642 100644 --- a/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl @@ -2,5 +2,5 @@ float4 main(Pixel2DIn input) : SV_Target0 { - return Material.Sample(LinearSampler,input.Uv); + return Material.Sample(LinearSampler,input.Uv) * float4(Color,1); } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli b/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli index 5a026d34..4b507644 100644 --- a/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli +++ b/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli @@ -3,11 +3,16 @@ struct Vertex2DIn float2 Pos : Position; }; -cbuffer EveryObject2D : register(c0) +cbuffer EveryObject2D : register(b0) { float4x4 Translation; }; +cbuffer ColorData : register(b0) +{ + float3 Color; +}; + struct Pixel2DIn { float4 Pos : SV_Position; diff --git a/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl new file mode 100644 index 00000000..feefbed7 --- /dev/null +++ b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl @@ -0,0 +1,29 @@ +#include "Header.hlsli" + +[maxvertexcount(4)] +void main(point Text2DIn input[1],inout TriangleStream Quads) +{ + float startoff=input[0].off*input[0].coff; + float endoff=startoff+input[0].coff; + Pixel2DIn output; + + output.Pos = mul(float4(-1,-1,0,1), Translation); + output.Pos.x += input[0].Pos; + output.Uv = float2(startoff,1); + Quads.Append(output); + + output.Pos = mul(float4(-1,1,0,1), Translation); + output.Pos.x += input[0].Pos; + output.Uv = float2(startoff,0); + Quads.Append(output); + + output.Pos = mul(float4(1,-1,0,1), Translation); + output.Pos.x += input[0].Pos; + output.Uv = float2(endoff,1); + Quads.Append(output); + + output.Pos = mul(float4(1,1,0,1), Translation); + output.Pos.x += input[0].Pos; + output.Uv = float2(endoff,0); + Quads.Append(output); +} \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextVertex.hlsl b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextVertex.hlsl new file mode 100644 index 00000000..91497124 --- /dev/null +++ b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextVertex.hlsl @@ -0,0 +1,6 @@ +#include "Header.hlsli" + +Text2DIn main(Text2DIn input) +{ + return input; +} \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/2D/Text/Header.hlsli b/Code/OysterGraphics/Shader/Passes/2D/Text/Header.hlsli new file mode 100644 index 00000000..6d7ab899 --- /dev/null +++ b/Code/OysterGraphics/Shader/Passes/2D/Text/Header.hlsli @@ -0,0 +1,20 @@ +#include "../Header.hlsli" +cbuffer TextPerObject : register(b0) +{ + float4x4 gWorld; +}; + +Texture2D g_tex1 : register(t0); + +struct Text2DIn +{ + float Pos : Position; + int off : Offset; + float coff : CharOffset; +}; + +struct TEXT_VS_OUT +{ + float4 pos : SV_POSITION; + float2 texCoord : TEXCOORD; +}; \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl index 7489cd41..1383514a 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl @@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID if(gThreadID.x < blurRadius) { int x = max(ThreadID.x-blurRadius,0); - gCache[gThreadID.x] = inTex[int2(x,ThreadID.y)]; + gCache[gThreadID.x] = inTex[min(int2(x,ThreadID.y) + Start, Stop-1)]; } if(gThreadID.x >= N-blurRadius) { - int x = min(ThreadID.x+blurRadius,inTex.Length.x-1); - gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y)]; + int x = min(ThreadID.x+blurRadius,Stop.x-1); + gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y) + Start]; } - gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)]; + gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)]; GroupMemoryBarrierWithGroupSync(); @@ -27,7 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID blurCol +=Weights[i + blurRadius] * gCache[k]; } - outTex[ThreadID.xy] = blurCol; - //Output[ThreadID.xy] = Diffuse[((ThreadID.xy))]; + outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask); } diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli b/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli index 8a7b5fd1..a9377560 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurSharedData.hlsli @@ -3,12 +3,26 @@ -static const float Weights[9] = +cbuffer BlurrData : register(b1) { - 0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f + //static const int blurRadius = 0; + //static const float Weights[1] = + //{ + // 1.0f + //}; + /*static const int blurRadius = 4; + static const float Weights[9] = + { + 0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f + };*/ + static const int blurRadius = 5; + static const float Weights[11] = + { + 0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f + }; }; -static const int blurRadius = 4; + #define N 128 #define gSize (N+2*blurRadius) @@ -17,14 +31,13 @@ groupshared float4 gCache[gSize]; Texture2D inTex : register(t0); RWTexture2D outTex : register(u0); -//cbuffer BlurrData : register(c0) -//{ -// static const int blurRadius = 5; -// static const float Weights[11] = -// { -// 0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f -// }; -//}; +cbuffer BlurrData : register(b0) +{ + uint2 Start; + uint2 Stop; + float4 BlurMask; +}; + //[numthreads(16,16,1)] //void TryCompute(uint3 ThreadID : SV_DispatchThreadID) diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl index aa5e4a27..3d6afae9 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl @@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID if(gThreadID.y < blurRadius) { int y = max(ThreadID.y-blurRadius,0); - gCache[gThreadID.y] = inTex[int2(ThreadID.x,y)]; + gCache[gThreadID.y] = inTex[min(int2(ThreadID.x,y) + Start, Stop-1)]; } if(gThreadID.y >= N-blurRadius) { - int y = min(ThreadID.y+blurRadius,inTex.Length.y-1); - gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y)]; + int y = min(ThreadID.y+blurRadius, Stop.y-1); + gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start]; } - gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)]; + gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)]; GroupMemoryBarrierWithGroupSync(); @@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID blurCol +=Weights[i + blurRadius] * gCache[k]; } - outTex[ThreadID.xy] = blurCol; - //Output[ThreadID.xy] = inTex[((ThreadID.xy))]; + outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);; + //outTex[ThreadID.xy] = inTex[ThreadID.xy]; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl index b0a2f40f..2a6f3972 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl @@ -1,9 +1,51 @@ #include "Header.hlsli" + + +float3x3 cotangent_frame( float3 N, float3 p, float2 uv ) +{ + // get edge vectors of the pixel triangle + float3 dp1 = ddx( p ); + float3 dp2 = ddy( p ); + float2 duv1 = ddx( uv ); + float2 duv2 = ddy( uv ); + + // solve the linear system + float3 dp2perp = cross( dp2, N ); + float3 dp1perp = cross( N, dp1 ); + float3 T = dp2perp * duv1.x + dp1perp * duv2.x; + float3 B = dp2perp * duv1.y + dp1perp * duv2.y; + + // construct a scale-invariant frame + float invmax = 1/sqrt( max( dot(T,T), dot(B,B) ) ); + return float3x3( T * invmax, B * invmax, N ); +} + +float3 perturb_normal( float3 N, float3 V, float2 texcoord ) +{ + // assume N, the interpolated vertex normal and + // V, the view vector (vertex to eye) + float3 map = Normal.Sample(S1,texcoord).xyz; + map = map * 255./127. - 128./127.; +#ifdef WITH_NORMALMAP_2CHANNEL + map.z = sqrt( 1. - dot( map.xy, map.xy ) ); +#endif +#ifdef WITH_NORMALMAP_GREEN_UP + map.y = -map.y; +#endif + float3x3 TBN = cotangent_frame( N, -V, texcoord ); + return normalize( mul(transpose(TBN), map) ); +} + PixelOut main(VertexOut input) { PixelOut output; - output.DiffuseGlow = Diffuse.Sample(S1, input.UV); - output.NormalSpec = float4(normalize(input.normal), Normal.Sample(S1,input.UV).w); + output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1); + float3 normal = normalize(input.normal); + + normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV ); + + //output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255); + output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0); return output; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl index 4042c224..fd3da6b1 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl @@ -14,6 +14,7 @@ VertexOut main( VertexIn input ) input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated); output.pos = mul(WVP, float4(input.pos,1)); + output.ViewPos = mul(WV, float4(input.pos,1)); output.normal = mul(WV, float4(input.normal,0)).xyz; output.UV = input.UV; return output; diff --git a/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli b/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli index a313a649..ea144417 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Gather/Header.hlsli @@ -12,7 +12,7 @@ struct VertexIn struct VertexOut { float4 pos : SV_POSITION; - //float4 ViewPos : POSITION; + float4 ViewPos : POSITION; float2 UV : TEXCOORD; float3 normal : NORMAL; //float3 tangent : TANGENT; @@ -41,4 +41,9 @@ cbuffer PerModel : register(b1) matrix WVP; int Animated; float3 Pad; +} + +cbuffer Tint : register(b0) +{ + float3 Color; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli b/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli index 8a1ff05a..3dc2b45e 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli @@ -24,5 +24,7 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord) output.Diffuse = float3(0,0,0); output.Specular = float3(0,0,0); } + float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f; + output.Specular = output.Specular * SpecCo; return output; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl index dc54187e..8e303455 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl @@ -36,7 +36,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID ) float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2); Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue); Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy]; - //Ambient[DTid.xy] = GUI[DTid.xy]; + Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffuseGlow[DTid.xy].xyz * DiffuseGlow[DTid.xy].w*10,1); } } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl index b219bd28..9588cbab 100644 --- a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl @@ -4,23 +4,49 @@ Texture2D Ambient : register(t2); RWTexture2D Output; +SamplerState S1 : register(s0); + cbuffer Size : register(b0) { int2 Pixels; } -#define AmbFactor 0.3f; +#define AmbFactor 0.8f; + +float4 SuperSample(float4 Glow, uint3 DTid) +{ + // Line X + float2 index = (float2)(DTid.xy/2); + index += float2(0,Output.Length.y/2); + index = index / Output.Length; + Glow = Ambient.SampleLevel(S1, index,1); + //Line Y+1 + //Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)+1)]; + //Line Y-1 + //Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)-1)]; + + //Glow = Glow/9; + + return Glow; +} [numthreads(16, 16, 1)] void main( uint3 DTid : SV_DispatchThreadID ) { float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); - float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0); + float4 Amb = float4(Ambient[DTid.xy/2].xyz/* * Ambient[DTid.xy/2].w */, 0); + //float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; + float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; + + Glow = SuperSample(Glow,DTid); + float4 GUI; - uint2 index = DTid.xy/2 + int2(Pixels.x/2,0); + uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0); float3 PostLight = Amb.xyz * AmbFactor; - PostLight = PostLight + Light.xyz; + PostLight = PostLight + Light.xyz; // + Glow; GUI = float4(Ambient[index]); PostLight = PostLight * (1 - GUI.w); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); + + //Output[DTid.xy] = Glow; } \ No newline at end of file diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp index bbaccf11..7f7b1393 100644 --- a/Code/OysterMath/OysterMath.cpp +++ b/Code/OysterMath/OysterMath.cpp @@ -96,6 +96,52 @@ namespace Oyster { namespace Math3D // return ::LinearAlgebra3D::ExtractAngularAxis( orientationMatrix ); //} + Float4 QuaternionToAngularAxis(Float4 quaternion) + { + Float4 axis = Float4::null; + Float s = sqrtf(1 - quaternion.w*quaternion.w); + + axis.w = 2*acos(quaternion.w*quaternion.w); + + if(1 - quaternion.w > 0.001f) + { + axis.x = quaternion.x/s; + axis.y = quaternion.y/s; + axis.z = quaternion.z/s; + } + else + { + axis.x = quaternion.x; + axis.y = quaternion.y; + axis.z = quaternion.z; + } + + return axis; + } + + Float4 QuaternionToAngularAxis(Quaternion quaternion) + { + Float4 axis = Float4::null; + Float s = sqrtf(1 - quaternion.real*quaternion.real); + + axis.w = 2*acos(quaternion.real*quaternion.real); + + if(1 - quaternion.real > 0.001f) + { + axis.x = quaternion.imaginary.x/s; + axis.y = quaternion.imaginary.y/s; + axis.z = quaternion.imaginary.z/s; + } + else + { + axis.x = quaternion.imaginary.x; + axis.y = quaternion.imaginary.y; + axis.z = quaternion.imaginary.z; + } + + return axis; + } + Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem ) { return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); diff --git a/Code/OysterMath/OysterMath.h b/Code/OysterMath/OysterMath.h index 23ee06db..6e8a66de 100644 --- a/Code/OysterMath/OysterMath.h +++ b/Code/OysterMath/OysterMath.h @@ -149,6 +149,12 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized ////! Extracts the angularAxis from orientationMatrix //Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix ); + //! Converts a quaternion as Float4 to angular axis as Float4 + Float4 QuaternionToAngularAxis(Float4 quaternion); + + //! Converts a quaternion to angular axis as Float4 + Float4 QuaternionToAngularAxis(Quaternion quaternion); + //! Sets and returns targetMem to a translationMatrix with position as translation. Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() ); diff --git a/Code/OysterPhysics3D/Cone.cpp b/Code/OysterPhysics3D/Cone.cpp new file mode 100644 index 00000000..ccc190d6 --- /dev/null +++ b/Code/OysterPhysics3D/Cone.cpp @@ -0,0 +1,55 @@ +///////////////////////////////////////////////////////////////////// +// Created by Erik Persson 2014 +///////////////////////////////////////////////////////////////////// + +#include "Cone.h" +#include "OysterCollision3D.h" + +using namespace ::Oyster::Collision3D; +using namespace ::Oyster::Math3D; + + +Cone::Cone( ) : ICollideable(Type_cone) +{ + this->center = Float3(0, 0, 0); + this->quaternion = Float4(0, 0, 0, 1); + this->radius = 1; + this->length = 0; +} + +Cone & Cone::operator = ( const Cone &Cone ) +{ + this->center = Cone.center; + this->quaternion = Cone.quaternion; + this->radius = Cone.radius; + this->length = Cone.length; + + return *this; +} + +Cone::Cone( const ::Oyster::Math::Float &height, const Oyster::Math::Float3 &position, const Oyster::Math::Float4 &quaternion, const ::Oyster::Math::Float &radius ) : ICollideable(Type_cone) +{ + this->center = position; + this->quaternion = quaternion; + this->radius = radius; + this->length = height; +} + +Cone::Cone( const ::Oyster::Math::Float &height, const Oyster::Math::Float4 &position, const Oyster::Math::Float4 &quaternion, const ::Oyster::Math::Float &radius ) : ICollideable(Type_cone) +{ + this->center = position; + this->quaternion = quaternion; + this->radius = radius; + this->length = height; +} + +Cone::~Cone( ) +{ + +} + +::Utility::DynamicMemory::UniquePointer Cone::Clone( ) const +{ + return ::Utility::DynamicMemory::UniquePointer( new Cone(*this) ); +} + diff --git a/Code/OysterPhysics3D/Cone.h b/Code/OysterPhysics3D/Cone.h new file mode 100644 index 00000000..64ff98b9 --- /dev/null +++ b/Code/OysterPhysics3D/Cone.h @@ -0,0 +1,49 @@ +///////////////////////////////////////////////////////////////////// +// Created by Erik Persson 2014 +///////////////////////////////////////////////////////////////////// + +#pragma once +#ifndef OYSTER_COLLISION_3D_CONE_H +#define OYSTER_COLLISION_3D_CONE_H + + +#include "OysterMath.h" +#include "ICollideable.h" + +namespace Oyster +{ + namespace Collision3D + { + class Cone : public ICollideable + { + public: + + union + { + struct{ ::Oyster::Math::Float3 center; ::Oyster::Math::Float4 quaternion; ::Oyster::Math::Float radius; ::Oyster::Math::Float length; }; + char byte[sizeof(::Oyster::Math::Float3) + sizeof(::Oyster::Math::Float4) + sizeof(::Oyster::Math::Float) + sizeof(::Oyster::Math::Float)]; + }; + + Cone(); + Cone( const ::Oyster::Math::Float &height, const Oyster::Math::Float3 &position, const Oyster::Math::Float4 &quaternion, const ::Oyster::Math::Float &radius ); + Cone( const ::Oyster::Math::Float &height, const Oyster::Math::Float4 &position, const Oyster::Math::Float4 &quaternion, const ::Oyster::Math::Float &radius ); + virtual ~Cone( ); + + Cone & operator = ( const Cone &Cone ); + + virtual ::Utility::DynamicMemory::UniquePointer Clone( ) const; + + bool Intersects( const ICollideable &target ) const{return false;}; + bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const{return false;}; + bool Contains( const ICollideable &target ) const{return false;}; + + ::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const{return 0;}; + }; + } + +} + + + + +#endif \ No newline at end of file diff --git a/Code/OysterPhysics3D/ICollideable.h b/Code/OysterPhysics3D/ICollideable.h index 3e63200e..1caf23cf 100644 --- a/Code/OysterPhysics3D/ICollideable.h +++ b/Code/OysterPhysics3D/ICollideable.h @@ -26,7 +26,8 @@ namespace Oyster { namespace Collision3D //! Contains a collection of 3D shapes Type_box_axis_aligned, Type_box, Type_frustrum, - Type_line + Type_line, + Type_cone, }; const Type type; diff --git a/Code/OysterPhysics3D/OysterCollision3D.h b/Code/OysterPhysics3D/OysterCollision3D.h index 83a6239e..3b1e589f 100644 --- a/Code/OysterPhysics3D/OysterCollision3D.h +++ b/Code/OysterPhysics3D/OysterCollision3D.h @@ -17,6 +17,7 @@ #include "Box.h" #include "Frustrum.h" #include "Line.h" +#include "Cone.h" namespace Oyster { namespace Collision3D { namespace Utility { diff --git a/Code/OysterPhysics3D/OysterPhysics3D.vcxproj b/Code/OysterPhysics3D/OysterPhysics3D.vcxproj index dffeca4f..2998c1bb 100644 --- a/Code/OysterPhysics3D/OysterPhysics3D.vcxproj +++ b/Code/OysterPhysics3D/OysterPhysics3D.vcxproj @@ -154,6 +154,7 @@ + @@ -172,6 +173,7 @@ + diff --git a/Code/OysterPhysics3D/OysterPhysics3D.vcxproj.filters b/Code/OysterPhysics3D/OysterPhysics3D.vcxproj.filters index f6b6d934..4947a4d7 100644 --- a/Code/OysterPhysics3D/OysterPhysics3D.vcxproj.filters +++ b/Code/OysterPhysics3D/OysterPhysics3D.vcxproj.filters @@ -81,6 +81,9 @@ Header Files\Collision + + Header Files\Collision + @@ -131,5 +134,8 @@ Source Files\Physics + + Source Files\Collision + \ No newline at end of file diff --git a/Code/Physics/lib/Debug/BulletCollision_Debugx64.lib b/Code/Physics/lib/Debug/BulletCollision_Debugx64.lib new file mode 100644 index 00000000..1f9eb7e1 Binary files /dev/null and b/Code/Physics/lib/Debug/BulletCollision_Debugx64.lib differ diff --git a/Code/Physics/lib/Debug/BulletDynamics_Debug.lib b/Code/Physics/lib/Debug/BulletDynamics_Debug.lib index 43b0628e..3a9d1ab3 100644 Binary files a/Code/Physics/lib/Debug/BulletDynamics_Debug.lib and b/Code/Physics/lib/Debug/BulletDynamics_Debug.lib differ diff --git a/Code/Physics/lib/Debug/BulletDynamics_Debugx64.lib b/Code/Physics/lib/Debug/BulletDynamics_Debugx64.lib new file mode 100644 index 00000000..2c6e7742 Binary files /dev/null and b/Code/Physics/lib/Debug/BulletDynamics_Debugx64.lib differ diff --git a/Code/Physics/lib/Debug/LinearMath_Debugx64.lib b/Code/Physics/lib/Debug/LinearMath_Debugx64.lib new file mode 100644 index 00000000..cd808fa7 Binary files /dev/null and b/Code/Physics/lib/Debug/LinearMath_Debugx64.lib differ diff --git a/Code/Physics/lib/Release/BulletCollision.lib b/Code/Physics/lib/Release/BulletCollision.lib new file mode 100644 index 00000000..d6bf723a Binary files /dev/null and b/Code/Physics/lib/Release/BulletCollision.lib differ diff --git a/Code/Physics/lib/Release/BulletCollisionx64.lib b/Code/Physics/lib/Release/BulletCollisionx64.lib new file mode 100644 index 00000000..f83e4263 Binary files /dev/null and b/Code/Physics/lib/Release/BulletCollisionx64.lib differ diff --git a/Code/Physics/lib/Release/BulletDynamics.lib b/Code/Physics/lib/Release/BulletDynamics.lib new file mode 100644 index 00000000..2d09af6d Binary files /dev/null and b/Code/Physics/lib/Release/BulletDynamics.lib differ diff --git a/Code/Physics/lib/Release/BulletDynamicsx64.lib b/Code/Physics/lib/Release/BulletDynamicsx64.lib new file mode 100644 index 00000000..3b18bc9e Binary files /dev/null and b/Code/Physics/lib/Release/BulletDynamicsx64.lib differ diff --git a/Code/Physics/lib/Release/LinearMath.lib b/Code/Physics/lib/Release/LinearMath.lib new file mode 100644 index 00000000..be761363 Binary files /dev/null and b/Code/Physics/lib/Release/LinearMath.lib differ diff --git a/Code/Physics/lib/Release/LinearMathx64.lib b/Code/Physics/lib/Release/LinearMathx64.lib new file mode 100644 index 00000000..d5971534 Binary files /dev/null and b/Code/Physics/lib/Release/LinearMathx64.lib differ diff --git a/Code/Tester/MainTest.cpp b/Code/Tester/MainTest.cpp index a577f010..ad71dabb 100644 --- a/Code/Tester/MainTest.cpp +++ b/Code/Tester/MainTest.cpp @@ -21,6 +21,7 @@ Oyster::Graphics::Model::Model* m = NULL; Oyster::Graphics::Model::Model* m2 = NULL; Oyster::Graphics::Model::Model* m3 = NULL; Oyster::Graphics::API::Texture t = NULL; +Oyster::Graphics::API::Texture t2 = NULL; Oyster::Math::Float4x4 V; Oyster::Math::Float4x4 P; Oyster::Graphics::Definitions::Pointlight pl; @@ -158,21 +159,30 @@ HRESULT InitDirect3D() { HRESULT hr = S_OK;; - if(Oyster::Graphics::API::Init(g_hWnd,false,false, Oyster::Math::Float2( 1024, 768 )) == Oyster::Graphics::API::Fail) - { - return E_FAIL; - } + Oyster::Graphics::API::Option o = Oyster::Graphics::API::GetOption(); o.modelPath = L"..\\Content\\Models\\"; o.texturePath = L"..\\Content\\Textures\\"; Oyster::Graphics::API::SetOptions(o); + if(Oyster::Graphics::API::Init(g_hWnd,false,false, Oyster::Math::Float2( 1024, 768 )) == Oyster::Graphics::API::Fail) + { + return E_FAIL; + } + m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan"); - m2 = Oyster::Graphics::API::CreateModel(L"char_fake_bin.dan"); - m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null); - Oyster::Graphics::API::PlayAnimation(m2, L"Bend",true); - + //m->WorldMatrix.m[0][0] = 50; + //m->WorldMatrix.m[1][1] = 50; + //m->WorldMatrix.m[2][2] = 0.00000005f; + m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan"); + m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1); + m3 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan"); + m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null); + Oyster::Graphics::API::PlayAnimation(m2, L"movement", true); + Oyster::Graphics::API::PlayAnimation(m3, L"movement", true); + t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png"); + t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png"); P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1280.0f/720.0f,.1f,10000); Oyster::Graphics::API::SetProjection(P); @@ -182,9 +192,23 @@ HRESULT InitDirect3D() - pl.Color = Oyster::Math::Float3(1,0,1); - pl.Bright = 1; - pl.Pos = Oyster::Math::Float3(0,-20.0f,0.4f); + pl.Color = Oyster::Math::Float3(1,1,1); + pl.Bright = 0.5f; + pl.Pos = Oyster::Math::Float3(-20,0,0); + pl.Radius = 90; + + Oyster::Graphics::API::AddLight(pl); + + pl.Color = Oyster::Math::Float3(1,1,1); + pl.Bright = 0.5f; + pl.Pos = Oyster::Math::Float3(0,20,0); + pl.Radius = 90; + + Oyster::Graphics::API::AddLight(pl); + + pl.Color = Oyster::Math::Float3(1,1,1); + pl.Bright = 0.5f; + pl.Pos = Oyster::Math::Float3(0,0,20); pl.Radius = 90; Oyster::Graphics::API::AddLight(pl); @@ -195,8 +219,10 @@ HRESULT InitDirect3D() float angle = 0; HRESULT Update(float deltaTime) { - angle += Oyster::Math::pi/16 * deltaTime; - m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0)*-angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null); + //angle += Oyster::Math::pi/16 * deltaTime; + m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null); + m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null); + m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null); //Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity; Oyster::Graphics::API::Update(deltaTime); //m2->Animation.data.AnimationTime += deltaTime;// * 0.5f; @@ -210,8 +236,17 @@ HRESULT Render(float deltaTime) Oyster::Graphics::API::RenderModel(m); Oyster::Graphics::API::RenderModel(m2); + Oyster::Graphics::API::RenderModel(m3); Oyster::Graphics::API::StartGuiRender(); - Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(0.2f,0.2f)); + //Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1), Oyster::Math::Float3(0,0,1)); + //Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1),Oyster::Math::Float3(1,0,0)); + Oyster::Graphics::API::StartTextRender(); + std::wstring fps; + float f = 1/deltaTime; + fps = std::to_wstring(f); + //Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f)); + //Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f)); + Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float3(0.5f,0.1f,1.0f),Oyster::Math::Float2(0.5f,0.1f), 0.08f, Oyster::Math::Float3(0,1,0)); Oyster::Graphics::API::EndFrame(); return S_OK; @@ -254,10 +289,12 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam //m2->AnimationTime -= 0.1f; //if(m2->AnimationTime < 0) //m2->AnimationTime = 0; + angle += Oyster::Math::pi / 16; break; //X + case 0x58: //m2->AnimationTime += 0.1f; + angle -= Oyster::Math::pi / 16; break; }