GameServer - Merged with physics

This commit is contained in:
dean11 2014-02-26 14:20:33 +01:00
commit e680da9d54
37 changed files with 1167 additions and 340 deletions

View File

@ -123,7 +123,10 @@ void C_Object::SetGlowTint(Oyster::Math::Float3 tint)
model->GlowTint = tint;
}
void C_Object::SetVisible(bool visible)
{
model->Visible = visible;
}
////////////////////////////////////////////////
// RB DEBUG

View File

@ -72,7 +72,7 @@ namespace DanBias
void SetTint(Oyster::Math::Float3);
void SetGlowTint(Oyster::Math::Float3);
void SetVisible(bool visible);
// RB DEBUG
void updateRBWorld();

View File

@ -12,6 +12,7 @@
#include "GamingUI.h"
#include "RespawnUI.h"
#include "StatsUI.h"
#include <ObjectDefines.h>
using namespace ::DanBias::Client;
using namespace ::Oyster;
@ -136,7 +137,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
p->InitRB( RBData );
// !RB DEBUG
// start with runing animation
p->playAnimation( L"run_forwards", true );
p->playAnimation( L"idle", true );
(this->privData->players)[id] = p;
@ -145,9 +146,12 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->myId = id;
this->privData->camera.SetPosition( p->getPos() );
Float3 offset = Float3( 0.0f );
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
// DEBUG position of camera so we can see the player model
//offset.y = p->getScale().y * 5.0f;
//offset.z = p->getScale().z * -5.0f;
// !DEBUG
//this->privData->camera.SetHeadOffset( offset );
//this->privData->camera.UpdateOrientation();
}
}
}
@ -188,7 +192,7 @@ bool GameState::Render()
{
if(playerObject->second)
{
//if( this->privData->myId != playerObject->second->GetId() )
if( this->privData->myId != playerObject->second->GetId() )
{
playerObject->second->Render();
}
@ -424,66 +428,10 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
switch(ID)
{
case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDamage:
case protocol_Gameplay_ObjectPickup:
{
Protocol_ObjectDamage decoded(data);
if( this->privData->myId == decoded.object_ID )
{
if(currGameUI == gameUI)
{
((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost));
}
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectHealthStatus:
{
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectPosition:
{
Protocol_ObjectPosition decoded(data);
// if is this player. Remember to change camera
if( this->privData->myId == decoded.object_ID )
this->privData->camera.SetPosition( decoded.position );
(*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
// RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID]->setRBPos ( decoded.position );
// !RB DEBUG
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectScale:
{
Protocol_ObjectScale decoded(data);
(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
// RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID]->setRBScale ( decoded.scale );
// !RB DEBUG
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectRotation:
{
Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera
if( this->privData->myId == decoded.object_ID )
this->privData->camera.SetRotation( rotation );
(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
// RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID]->setRBRot ( rotation );
// !RB DEBUG
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectPositionRotation:
{
Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
Protocol_ObjectPickup decoded(data);
decoded.object_ID;
C_Object *object;
object = (this->privData->players)[decoded.object_ID];
if( !object)
@ -495,6 +443,142 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
if( object )
{
if( this->privData->myId == decoded.object_ID )
{
// I picked up the pickUp!
}
if (decoded.pickup_ID == GameLogic::PickupType::PickupType_Health)
{
// object->PickupHealth();
}
else if (decoded.pickup_ID == GameLogic::PickupType::PickupType_SpeedBoost)
{
// object->PickupSpeed();
}
}
decoded.pickup_ID;
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDamage:
{
Protocol_ObjectDamage decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
// show that you took dmg
if(currGameUI == gameUI)
{
// set given players HP
((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost));
}
}
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectHealthStatus:
{
// don't know if needed
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectPosition:
{
Protocol_ObjectPosition decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( decoded.position );
}
object->setPos( decoded.position );
// RB DEBUG
object->setRBPos ( decoded.position );
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectScale:
{
Protocol_ObjectScale decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
object->setScale( decoded.scale );
// RB DEBUG
object->setRBScale ( decoded.scale );
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectRotation:
{
Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetRotation( rotation );
}
object->setRot( rotation );
// RB DEBUG
object->setRBRot( rotation );
// !RB DEBUG
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectPositionRotation:
{
Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( position );
this->privData->camera.SetRotation( rotation );
@ -510,17 +594,46 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectEnabled:
{
Protocol_ObjectEnable decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
object->SetVisible(true);
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDisabled:
{
Protocol_ObjectDisable decoded(data);
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object )
{
object->SetVisible(false);
}
/*auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() )
{
object->second = nullptr;
this->privData->dynamicObjects->erase( object );
}
object->second = nullptr;
this->privData->dynamicObjects->erase( object );
}*/
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectCreate:
@ -534,7 +647,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] );
modelData.scale = Float3( decoded.scale );
modelData.visible = true;
modelData.id = decoded.object_ID;
modelData.id = decoded.objectID;
::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
}
@ -549,14 +662,14 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
object->InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID] = object;
(*this->privData->dynamicObjects)[decoded.objectID] = object;
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectCreatePlayer:
{
Protocol_ObjectCreatePlayer decoded(data);
this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
this->InitiatePlayer( decoded.objectID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
@ -595,6 +708,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{
Protocol_ObjectDie decoded(data);
// if is this player. Remember to change camera
int killerID = decoded.killerID;
int victimID = decoded.objectID;
if( this->privData->myId == decoded.objectID )
{
this->currGameUI = this->respawnUI;
@ -615,6 +730,40 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
}
}
return GameClientState::event_processed;
case protocol_Gameplay_ObjectAction:
{
Protocol_ObjectAction decoded(data);
C_Player *player;
player = (this->privData->players)[decoded.objectID];
if( player )
{
if( this->privData->myId == decoded.objectID )
{
// my player animation
//}
//else
//{
// HACK for now animate my char
switch (decoded.animationID)
{
case GameLogic::PlayerAction::PlayerAction_Walk:
player->playAnimation(L"run_forwards", true);
break;
case GameLogic::PlayerAction::PlayerAction_Jump:
player->playAnimation(L"movement", true);
break;
case GameLogic::PlayerAction::PlayerAction_Idle:
player->playAnimation(L"idle", true);
break;
default:
break;
}
}
}
}
return GameClientState::event_processed;
default: break;
}
}

View File

@ -11,10 +11,18 @@ AttatchmentMassDriver::AttatchmentMassDriver(void)
this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
this->owner = &owner;
this->heldObject = NULL;
@ -36,15 +44,27 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt);
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForcePush(usage,dt);
}
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(usage,dt);
if(currentEnergy >= 1.0f)
{
currentEnergy -= 1.0f;
ForcePull(usage,dt);
}
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForceZip(usage,dt);
}
break;
}
@ -64,7 +84,14 @@ void AttatchmentMassDriver::Update(float dt)
heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
}
else
{
currentEnergy += rechargeRate;
}
}
/********************************************************
@ -78,9 +105,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject)
{
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation();
hasObject = false;
heldObject = NULL;
return;
@ -91,14 +118,13 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = pushForce;
args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
@ -110,7 +136,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
this->owner->GetRigidBody()->ApplyImpulse(force);
}
@ -131,11 +157,12 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = -pushForce;
args.pushForce = -pullForce;
args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);

View File

@ -4,8 +4,14 @@
#ifndef ATTATCHMENTMASSDRIVER_H
#define ATTATCHMENTMASSDRIVER_H
#include "IAttatchment.h"
namespace GameLogic
{
const Oyster::Math::Float StandardMaxEnergy = 100.0f;
const Oyster::Math::Float StandardrechargeRate = 0.5f;
const Oyster::Math::Float Standardforce = 1000.0f;
class AttatchmentMassDriver : public IAttatchment
{
@ -53,6 +59,19 @@ namespace GameLogic
Oyster::Physics::ICustomBody *heldObject;
bool hasObject;
Oyster::Math::Float force;
Oyster::Math::Float maxEnergy;
Oyster::Math::Float currentEnergy;
Oyster::Math::Float rechargeRate;
struct Aim
{
};
};
}
#endif

View File

@ -10,6 +10,8 @@
#include "Portal.h"
#include "ExplosiveCrate.h"
#include "PickupSystem/PickupHealth.h"
using namespace Oyster;
using namespace GameLogic;
@ -113,7 +115,7 @@ using namespace GameLogic;
Object *realObjA = ((Object*)(objA->GetCustomTag()));
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
Object *realObjB = (Object*)objB->GetCustomTag();
ExplosiveCrate* crate;
if(!realObjA)
@ -166,11 +168,15 @@ using namespace GameLogic;
Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
//hitPlayer->GetRigidBody()->ApplyImpulse(force);
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
realObj->GetRigidBody()->ApplyImpulse(force * 5);
//do shredding damage
}
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
@ -226,6 +232,58 @@ using namespace GameLogic;
{
return Physics::ICustomBody::SubscriptMessage_none;
}
void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{
DynamicObject *realObjA = dynamic_cast<DynamicObject*>((Object*)objA->GetCustomTag());
DynamicObject *realObjB = dynamic_cast<DynamicObject*>((Object*)objB->GetCustomTag());
if(!realObjA || !realObjB) // one of the objects cannot be cast into a dynamicObject and so we leave the function
{
return;
}
//check which obj is the one that is already affected, if both are then use the special case of changing ownership.
if(realObjA->getAffectingPlayer() == NULL && realObjB->getAffectingPlayer() == NULL) //None of the objects have a player affecting them
{
return;//leave function as the are not to transfer any ownership
}
if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() == NULL)
{
//realobjA is the affectedObject, transfer this to realobjB
realObjB->SetAffectedBy(*realObjA->getAffectingPlayer());
}
if(realObjB->getAffectingPlayer() != NULL && realObjA->getAffectingPlayer() == NULL)
{
//realobjB is the affectedObject, transfer this to realobjA
realObjA->SetAffectedBy(*realObjB->getAffectingPlayer());
}
if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() != NULL)
{
//Both objects have a player affecting them, now use the special case
if(realObjA->GetRigidBody()->GetState().previousVelocity.GetMagnitude() > realObjB->GetRigidBody()->GetState().previousVelocity.GetMagnitude() )
{
//realObjA is the winner and will change Bs ownership to A
realObjB->SetAffectedBy(*realObjA->getAffectingPlayer());
}
else
{
realObjA->SetAffectedBy(*realObjB->getAffectingPlayer());
//realObjB is the winner and will change As ownership to B
}
}
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
@ -250,7 +308,17 @@ using namespace GameLogic;
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
return;
obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(dynamicObj)
{
dynamicObj->SetAffectedBy(*((forcePushData*)(args))->p);
}
}
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
@ -268,12 +336,21 @@ using namespace GameLogic;
Object* realObj = (Object*)(obj->GetCustomTag());
//check so that it is an object that you can pickup
switch(realObj->GetObjectType())
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(!dynamicObj) return;
if(dynamicObj->getManipulatingPlayer() != NULL)
{
return;
}
switch(dynamicObj->GetObjectType())
{
case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
dynamicObj->SetManipulatingPlayer(*weapon->owner); //TODO: add if this is to be a struggle of who has the most power in its weapon, the player that is already manipulating the object or you. if you then you take the object from the other player, if not then you do not take the object
break;
}
@ -282,3 +359,30 @@ using namespace GameLogic;
}
//General collision collision for pickups
//It calls the collision function defined in each pickup.
void Pickup::PickupCollision(Oyster::Physics::ICustomBody* objA, Oyster::Physics::ICustomBody* objB, Oyster::Math::Float kineticEnergyLoss)
{
//Check if player is a player.
Object* a = (Object*)objA->GetCustomTag();
Object* b = (Object*)objB->GetCustomTag();
if(!a)
return;
if(!b)
return;
if(b->GetObjectType() == ObjectSpecialType_Player)
{
((Pickup*)a)->OnCollision((Player*)(b));
}
else if(a->GetObjectType() != ObjectSpecialType_Player)
{
//One of the objects are not a player.
//Do nothing.
return;
}
((Pickup*)b)->OnCollision((Player*)a);
}

View File

@ -1,5 +1,6 @@
#include "DynamicObject.h"
#include "CollisionManager.h"
#include "Player.h"
using namespace GameLogic;
using namespace Oyster::Math;
@ -10,6 +11,8 @@ DynamicObject::DynamicObject()
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
@ -17,12 +20,16 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*Ev
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
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)
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
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)
@ -31,6 +38,8 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*Ev
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
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)
@ -39,6 +48,8 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::P
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::~DynamicObject(void)
{
@ -75,3 +86,38 @@ void DynamicObject::Activate()
this->isActive = true;
this->isReleased = false;
}
void DynamicObject::SetAffectedBy(Player &player)
{
this->affectedBy = &player;
if(this->type != ObjectSpecialType::ObjectSpecialType_Player) //should not add itself to its own list if its a player
{
player.AddAffectedObject(*this);
}
}
Player* DynamicObject::getAffectingPlayer()
{
return this->affectedBy;
}
void DynamicObject::RemoveAffectedBy()
{
this->affectedBy = NULL;
}
GameLogic::Player* DynamicObject::getManipulatingPlayer()
{
return this->manipulatedBy;
}
void DynamicObject::SetManipulatingPlayer(GameLogic::Player &player)
{
this->manipulatedBy = &player;
}
void DynamicObject::RemoveManipulation()
{
this->manipulatedBy = NULL;
}

View File

@ -9,6 +9,7 @@
namespace GameLogic
{
class Player;
class DynamicObject : public Object
{
@ -28,9 +29,22 @@ namespace GameLogic
void Inactivate();
void Activate();
void SetAffectedBy(GameLogic::Player &player);
void SetManipulatingPlayer(GameLogic::Player &player);
void RemoveAffectedBy();
void RemoveManipulation();
GameLogic::Player* getAffectingPlayer();
GameLogic::Player* getManipulatingPlayer();
static void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
bool isActive;
bool isReleased;
protected:
GameLogic::Player *affectedBy;
GameLogic::Player *manipulatedBy;
};

View File

@ -108,6 +108,7 @@ Game::PlayerData* Game::CreatePlayer()
this->players[insert] = new PlayerData(freeID, 0); // user constructor with objectID and teamID
this->players[insert]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
this->level->AddPlayerToGame(this->players[insert]);
return this->players[insert];
}
@ -128,6 +129,9 @@ void Game::CreateTeam()
bool Game::NewFrame()
{
// HACK need dynamic delta time
this->level->Update(this->frameTime);
for (unsigned int i = 0; i < this->players.Size(); i++)
{
if(this->players[i] && this->players[i]->player) this->players[i]->player->BeginFrame();
@ -152,14 +156,18 @@ void Game::SetFrameTimeLength( float seconds )
this->frameTime = seconds;
}
void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
void Game::SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer)
{
this->onMoveFnc = functionPointer;
}
void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
void Game::SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer)
{
this->onDisableFnc = functionPointer;
}
void Game::SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer)
{
this->onEnableFnc = functionPointer;
}
void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
{
this->onDamageTakenFnc = functionPointer;
@ -172,7 +180,14 @@ void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
{
this->onDeadFnc = functionPointer;
}
void Game::SetActionSubscription(GameEvent::AnimationEventFunction functionPointer)
{
this->onPlayerActionEventFnc = functionPointer;
}
void Game::SetPickupSubscription(GameEvent::PickupEventFunction functionPointer)
{
this->onPickupEventFnc = functionPointer;
}
bool Game::Initiate()
{
API::Instance().Init();
@ -200,6 +215,5 @@ void Game::PhysicsOnMove(const ICustomBody *object)
}
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
{
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0, 0);
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
}

View File

@ -45,7 +45,7 @@ namespace GameLogic
ObjectSpecialType GetObjectType() const override;
void Inactivate() override;
void Release() override;
Player* GetPlayer();
Player *player;
};
@ -63,7 +63,8 @@ namespace GameLogic
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const override;
void Update(float deltaTime);
void AddPlayerToGame(IPlayerData *player);
Level *level;
};
@ -78,28 +79,35 @@ namespace GameLogic
bool NewFrame() override;
void SetFPS( int FPS ) override;
void SetFrameTimeLength( float seconds ) override;
void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) override;
void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) override;
void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) override;
bool Initiate() override;
float GetFrameTime() const;
static void PhysicsOnMove(const Oyster::Physics::ICustomBody *object);
static void PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> proto);
static void PhysicsOnDead(const Oyster::Physics::ICustomBody *object);
Utility::DynamicMemory::DynamicArray<PlayerData*> players;
LevelData* level;
float frameTime;
bool initiated;
GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectMovedFunction onMoveFnc;
GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectEnabledFunction onEnableFnc;
GameEvent::ObjectHpFunction onDamageTakenFnc;
GameEvent::ObjectRespawnedFunction onRespawnFnc;
GameEvent::ObjectDeadFunction onDeadFnc;
GameEvent::AnimationEventFunction onPlayerActionEventFnc;
GameEvent::PickupEventFunction onPickupEventFnc;
};
}

View File

@ -26,10 +26,13 @@ namespace GameLogic
namespace GameEvent
{
typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
typedef void(*ObjectDisabledFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectEnabledFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer
typedef void(*ObjectDeadFunction)(IObjectData* victim, IObjectData* killer, float seconds); // Callback method that sends killer and death timer
typedef void(*PickupEventFunction)(IObjectData* player, int pickupEffectID ); // Callback method that sends killer and death timer
typedef void(*AnimationEventFunction)(IObjectData* player, int actionID ); // Callback method that sends killer and death timer
//etc...
};
@ -117,8 +120,10 @@ namespace GameLogic
class ILevelData :public IObjectData
{
public:
virtual void Update(float deltaTime) = 0;
virtual int getNrOfDynamicObj()const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
virtual void AddPlayerToGame(IPlayerData *player) = 0;
virtual void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& destMem) const = 0;
};
@ -175,15 +180,14 @@ namespace GameLogic
/** Set a specific object event subscription callback
* @param
*/
virtual void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
/** Set a specific object event subscription callback
* @param
*/
virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
virtual void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
virtual void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
virtual void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) = 0;
virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
virtual void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) = 0;
virtual void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) = 0;
};
}

View File

@ -173,6 +173,9 @@
<ClInclude Include="JumpPad.h" />
<ClInclude Include="Level.h" />
<ClInclude Include="Object.h" />
<ClInclude Include="PickupSystem\Pickup.h" />
<ClInclude Include="PickupSystem\PickupHealth.h" />
<ClInclude Include="PickupSystem\PickupSystem.h" />
<ClInclude Include="Player.h" />
<ClInclude Include="Portal.h" />
<ClInclude Include="StaticObject.h" />
@ -194,6 +197,9 @@
<ClCompile Include="JumpPad.cpp" />
<ClCompile Include="Level.cpp" />
<ClCompile Include="Object.cpp" />
<ClCompile Include="PickupSystem\Pickup.cpp" />
<ClCompile Include="PickupSystem\PickupHealth.cpp" />
<ClCompile Include="PickupSystem\PickupSystem.cpp" />
<ClCompile Include="Player.cpp" />
<ClCompile Include="Portal.cpp" />
<ClCompile Include="StaticObject.cpp" />

View File

@ -2,8 +2,10 @@
#define GAMELOGICSTATES_H
#include "OysterMath.h"
namespace GameLogic
{
class Player;
enum PLAYER_MOVEMENT
{
PLAYER_MOVEMENT_FORWARD = 0,
@ -18,7 +20,8 @@ namespace GameLogic
PLAYER_STATE_WALKING = 1,
PLAYER_STATE_IDLE = 2,
PLAYER_STATE_DEAD = 4,
PLAYER_STATE_INVALID = 8,
PLAYER_STATE_DIED = 8,
PLAYER_STATE_INVALID = 16,
};
enum WEAPON_FIRE
@ -41,6 +44,7 @@ namespace GameLogic
struct forcePushData
{
Oyster::Math::Float3 pushForce;
Player *p;
};

View File

@ -54,9 +54,17 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const
void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
{
mem.Resize(level->dynamicObjects.Size());
for(int i = 0; i < (int)level->dynamicObjects.Size(); i++)
mem.Resize(level->GetDynamicObject().Size());
for(int i = 0; i < (int)level->GetDynamicObject().Size(); i++)
{
mem[i] = level->dynamicObjects[i];
mem[i] = level->GetDynamicObject()[i];
}
}
void Game::LevelData::Update(float deltaTime)
{
this->level->Update(deltaTime);
}
void Game::LevelData::AddPlayerToGame(IPlayerData *player)
{
this->level->AddPlayerToGame(((PlayerData*)player)->GetPlayer());
}

View File

@ -102,3 +102,7 @@ void Game::PlayerData::Release()
{
this->player->ReleaseDynamicObject();
}
Player* Game::PlayerData::GetPlayer()
{
return this->player;
}

View File

@ -12,7 +12,7 @@
using namespace GameLogic;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
using namespace Oyster::Math;
Level::Level(void)
{
@ -59,17 +59,17 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_Stone:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_StandardBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_RedExplosiveBox:
{
Oyster::Math::Float dmg = 90;
Oyster::Math::Float dmg = 120;
Oyster::Math::Float force = 500;
Oyster::Math::Float radie = 3;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
@ -81,12 +81,12 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
// break;
case ObjectSpecialType_SpikeBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_Spike:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_CrystalFormation:
@ -98,7 +98,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_CrystalShard:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_JumpPad:
@ -131,6 +131,11 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_PickupHealth:
{
gameObj = new PickupHealth(rigidBody, obj->specialTypeID, objID, ((PickupHealthAttributes*)obj)->spawnTime, ((PickupHealthAttributes*)obj)->healthValue);
}
break;
default:
{
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
@ -203,6 +208,38 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
return rigidBody;
}
ICustomBody* Level::InitRigidBodyMesh( 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.cgMesh.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.cgMesh.rotation[0],obj->boundingVolume.cgMesh.rotation[1],obj->boundingVolume.cgMesh.rotation[2]), obj->boundingVolume.cgMesh.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.cgMesh.mass;
//Radius scaled
//rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body
rigidBody = API::Instance().AddTriangleMesh(obj->boundingVolume.cgMesh.filename, rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic);
return rigidBody;
}
bool Level::InitiateLevel(std::wstring levelPath)
{
LevelLoader ll;
@ -216,7 +253,6 @@ bool Level::InitiateLevel(std::wstring levelPath)
std::string convertedLevelPath = converterX.to_bytes(levelPath);
objects = ll.LoadLevel(convertedLevelPath);
if(objects.size() == 0)
return false;
@ -260,11 +296,21 @@ bool Level::InitiateLevel(std::wstring levelPath)
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_CG_MESH)
{
rigidBody_Static = InitRigidBodyMesh(staticObjData);
}
if(rigidBody_Static != NULL)
{
// create game object
Object* staticGameObj = CreateGameObj(staticObjData, rigidBody_Static);
if(staticGameObj != NULL)
if(staticObjData->specialTypeID == ObjectSpecialType_PickupHealth)
{
this->pickupSystem.CreatePickup((PickupHealth*)staticGameObj);
}
else if(staticGameObj != NULL)
{
this->staticObjects.Push((StaticObject*)staticGameObj);
}
@ -321,6 +367,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
break;
}
}
return true;
}
bool Level::InitiateLevel(float radius)
@ -393,7 +440,20 @@ void Level::AddPlayerToTeam(Player *player, int teamID)
{
this->teamManager.AddPlayerToTeam(player,teamID);
}
void Level::AddPlayerToGame(Player *player)
{
this->playerObjects.Push(player);
}
void Level::RemovePlayerFromGame(Player *player)
{
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if ((Player*)this->playerObjects[i] == player)
{
//this->playerObjects[i].
}
}
}
void Level::CreateTeam(int teamSize)
{
this->teamManager.CreateTeam(teamSize);
@ -401,9 +461,34 @@ void Level::CreateTeam(int teamSize)
void Level::RespawnPlayer(Player *player)
{
this->teamManager.RespawnPlayerRandom(player);
}
//this->teamManager.RespawnPlayerRandom(player);
Float3 spawnPoint = spawnPoints[0];
player->Respawn(spawnPoint);
}
void Level::Update(float deltaTime)
{
// update lvl-things
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DEAD)
{
// true when timer reaches 0
if(this->playerObjects[i]->deathTimerTick(deltaTime))
RespawnPlayer(this->playerObjects[i]);
}
else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED)
{
this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
// HACK to avoid crasch. affected by tag is NULL
Player* killer = this->playerObjects[i]->getAffectingPlayer();
((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID
//((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i]->getAffectingPlayer(), DEATH_TIMER); // add killer ID
}
}
this->pickupSystem.Update();
}
int Level::getNrOfDynamicObj()
{
return this->dynamicObjects.Size();
@ -417,10 +502,23 @@ Object* Level::GetObj( int ID) const
}
return NULL;
}
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
{
// function call from physics update when object was moved
Object* temp = (Object*)object->GetCustomTag();
((Game*)&Game::Instance())->onMoveFnc(temp);
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> Level::GetPlayers()
{
return this->playerObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> Level::GetStaticObjects()
{
return this->staticObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> Level::GetDynamicObject()
{
return this->dynamicObjects;
}

View File

@ -16,6 +16,10 @@
#include "DynamicArray.h"
#include "LevelLoader.h"
#include "PickupSystem\PickupSystem.h"
#include "PickupSystem\PickupHealth.h"
const int DEATH_TIMER = 5;
namespace GameLogic
{
@ -34,6 +38,8 @@ namespace GameLogic
bool InitiateLevel(float radius);
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodyMesh( const ObjectHeader* obj);
Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
/********************************************************
@ -48,7 +54,8 @@ namespace GameLogic
* @param teamID: ArrayPos of the team you want to add the player to
********************************************************/
void AddPlayerToTeam(Player *player, int teamID);
void AddPlayerToGame(Player *player);
void RemovePlayerFromGame(Player *player);
/********************************************************
* Respawns a player on a random teammate
@ -64,13 +71,20 @@ namespace GameLogic
********************************************************/
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
void Update(float deltaTime);
int getNrOfDynamicObj();
Object* GetObj( int ID ) const;
static void PlayerDied( Player* player );
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> GetPlayers();
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> GetStaticObjects();
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> GetDynamicObject();
//private:
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> playerObjects;
TeamManager teamManager;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;
@ -79,6 +93,7 @@ namespace GameLogic
StaticObject *levelObj;
int objID;
Utility::DynamicMemory::DynamicArray<Oyster::Math::Float3> spawnPoints;
PickupSystem pickupSystem;
};

View File

@ -0,0 +1,32 @@
#include "Pickup.h"
#include "../Game.h"
using namespace GameLogic;
Pickup::Pickup(Oyster::Physics::ICustomBody *rigidBody, EventOnCollision collisionFunc, ObjectSpecialType type, int objectID, Oyster::Math::Float spawnTime)
: StaticObject(rigidBody, collisionFunc, type, objectID)
{
this->active = true;
this->spawnTime = spawnTime;
timer.reset();
}
Pickup::~Pickup()
{}
void Pickup::Update()
{
if(!active)
{
if(timer.getElapsedSeconds() >= spawnTime)
{
active = true;
((Game*)&Game::Instance())->onEnableFnc(this);
}
}
}
bool Pickup::IsActive()
{
return active;
}

View File

@ -0,0 +1,35 @@
#ifndef PICKUP_H
#define PICKUP_H
#include "../StaticObject.h"
#include "../Player.h"
#include "WinTimer.h"
typedef void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss);
namespace GameLogic
{
class Pickup : public StaticObject
{
public:
Pickup(Oyster::Physics::ICustomBody *rigidBody, EventOnCollision collisionFunc, ObjectSpecialType type, int objectID, Oyster::Math::Float spawnTime);
virtual ~Pickup();
virtual void Update();
bool IsActive();
virtual void OnCollision(Player *player) = 0;
static void PickupCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
protected:
bool active;
Utility::WinTimer timer;
double spawnTime;
};
}
#endif

View File

@ -0,0 +1,18 @@
#include "PickupHealth.h"
using namespace GameLogic;
PickupHealth::PickupHealth(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type, int objectID, Oyster::Math::Float spawnTime, Oyster::Math::Float healthValue)
: Pickup(rigidBody, Pickup::PickupCollision, type, objectID, spawnTime)
{
this->hpValue = healthValue;
}
PickupHealth::~PickupHealth()
{}
void PickupHealth::OnCollision(Player *player)
{
timer.reset();
player->DamageLife(-hpValue);
}

View File

@ -0,0 +1,27 @@
//////////////////////////////////////
// Created by Pontus Fransson 2014 //
//////////////////////////////////////
#ifndef PICKUP_HEALTH_H
#define PICKUP_HEALTH_H
#include "Pickup.h"
namespace GameLogic
{
class PickupHealth : public Pickup
{
public:
PickupHealth(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type, int objectID, Oyster::Math::Float spawnTime, Oyster::Math::Float HealthValue);
virtual ~PickupHealth();
void OnCollision(Player *player);
protected:
int hpValue;
};
}
#endif

View File

@ -0,0 +1,22 @@
#include "PickupSystem.h"
using namespace GameLogic;
PickupSystem::PickupSystem()
{}
PickupSystem::~PickupSystem()
{}
void PickupSystem::CreatePickup(Pickup* pickup)
{
pickups.push_back(pickup);
}
void PickupSystem::Update()
{
for(int i = 0; i < pickups.size(); i++)
{
pickups.at(i)->Update();
}
}

View File

@ -0,0 +1,30 @@
//////////////////////////////////////
// Created by Pontus Fransson 2014 //
//////////////////////////////////////
#ifndef PICKUP_SYSTEM_H
#define PICKUP_SYSTEM_H
#include <vector>
#include "Pickup.h"
namespace GameLogic
{
class PickupSystem
{
public:
PickupSystem();
~PickupSystem();
void CreatePickup(Pickup* pickup);
void Update();
private:
std::vector<Utility::DynamicMemory::SmartPointer<Pickup>> pickups;
};
}
#endif

View File

@ -11,59 +11,28 @@ const float KEY_TIMER = 0.03f;
Player::Player()
:DynamicObject()
{
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->weapon = NULL;
this->teamID = -1;
}
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->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
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;
key_jump = 0;
invincibleCooldown = 0;
this->deathTimeLeft = 0;
this->deathTime = 5;
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);
this->rotationUp = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
this->life = 100;
this->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
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;
key_jump = 0;
invincibleCooldown = 0;
this->deathTimeLeft = 0;
this->deathTime = 5;
this->previousPosition = Oyster::Math::Float3(0,0,0);
this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 20;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
}
Player::~Player(void)
@ -74,10 +43,29 @@ Player::~Player(void)
weapon = NULL;
}
}
void Player::initPlayerData()
{
this->playerStats.hp = MAX_HP;
this->playerStats.movementSpeed = BASIC_SPEED;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->key_forward = 0;
this->key_backward = 0;
this->key_strafeRight = 0;
this->key_strafeLeft = 0;
this->key_jump = 0;
this->invincibleCooldown = 0;
this->deathTimer = 0;
this->rotationUp = 0;
}
void Player::BeginFrame()
{
if( this->playerState != PLAYER_STATE_DEAD)
if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED)
{
weapon->Update(0.002f);
@ -108,7 +96,7 @@ void Player::BeginFrame()
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
// Check for input
if(key_forward > 0.001)
@ -145,6 +133,15 @@ void Player::BeginFrame()
}
}
if(walkDirection == Oyster::Math::Float3::null)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_IDLE)
this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Idle);
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
@ -174,6 +171,12 @@ void Player::BeginFrame()
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
}
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Walk);
this->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
}
}
// Adjust velocities so no squaring occurs
@ -190,26 +193,36 @@ void Player::BeginFrame()
if(IsWalking())
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Jump);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
}
else
{
// player is dead
// TODO move this logic to lvl
this->deathTimeLeft -= gameInstance->GetFrameTime();
if( this->deathTimeLeft <= 0)
else
{
Respawn( Oyster::Math::Float3( -50, 180, 0));
if(this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING)
{
this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Idle);
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
}
}
void Player::EndFrame()
{
//check if there are any objects that can be removed from the AffectedObjects list
for(int i = 0; i < this->AffectedObjects.Size(); i++)
{
if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f)
{
this->AffectedObjects[i]->RemoveAffectedBy();
this->AffectedObjects.Remove(i);
}
}
}
void Player::Move(const PLAYER_MOVEMENT &movement)
@ -264,12 +277,10 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
if( this->playerState == PLAYER_STATE_DEAD)
{
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
//this->lookDir = Oyster::Math::Float4(1,0,0);
Player::initPlayerData();
this->rigidBody->SetPosition(spawnPoint);
this->gameInstance->onRespawnFnc( this, spawnPoint);
this->gameInstance->onDamageTakenFnc( this, this->life);
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
}
}
@ -291,15 +302,15 @@ void Player::Jump()
bool Player::IsWalking()
{
return (this->rigidBody->GetLambda() < 0.99f);
return (this->rigidBody->GetLambdaUp() < 0.99f);
}
bool Player::IsJumping()
{
return (this->rigidBody->GetLambda() < 1.0f);
return (this->rigidBody->GetLambdaUp() == 1.0f);
}
bool Player::IsIdle()
{
return (this->rigidBody->GetLambda() < 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
return (this->rigidBody->GetLambdaUp() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
}
void Player::Inactivate()
@ -330,17 +341,43 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage)
{
if( this->playerState != PLAYER_STATE_DEAD)
{
this->life -= damage;
this->gameInstance->onDamageTakenFnc( this, this->life);
this->playerStats.hp -= damage;
// send hp to client
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
if(this->life <= 0)
if(this->playerStats.hp <= 0)
{
this->playerStats.hp = 0;
this->playerState = PLAYER_STATE_DIED;
}
}
void Player::AddAffectedObject(DynamicObject &AffectedObject)
{
//check if object already exists in the list, if so then do not add
for(int i = 0; i < AffectedObjects.Size(); i++)
{
if(AffectedObjects[i]->GetID() == AffectedObject.GetID())
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->deathTimeLeft = this->deathTime;
this->gameInstance->onDeadFnc(this, this->deathTimeLeft);
//object already exists, exit function
return;
}
}
//else you add the object to the stack
AffectedObjects.Push(&AffectedObject);
}
bool Player::deathTimerTick(float dt)
{
this->deathTimer -= dt;
if( this->deathTimer <= 0)
{
return true;
}
return false;
}
void Player::setDeathTimer(float deathTimer)
{
this->deathTimer = deathTimer;
this->playerState = PLAYER_STATE_DEAD;
}

View File

@ -7,7 +7,10 @@
#include "GameLogicStates.h"
#include "OysterMath.h"
#include "DynamicObject.h"
#include "DynamicArray.h"
const float MAX_HP = 100.0f;
const float BASIC_SPEED = 30.0f;
namespace GameLogic
{
@ -15,6 +18,21 @@ namespace GameLogic
class Player : public DynamicObject
{
public:
struct PlayerStats
{
Oyster::Math::Float hp;
Oyster::Math::Float movementSpeed;
//Oyster::Math::Float resistance;
};
struct PlayerScore
{
int killScore;
int deathScore;
// int assistScore;
// int suicideScore;
};
Player(void);
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);
@ -50,6 +68,8 @@ namespace GameLogic
void TurnLeft(Oyster::Math3D::Float deltaRadians);
void AddAffectedObject(DynamicObject &AffectedObject);
/********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
* Will be called when the physics detect a collision
@ -72,6 +92,8 @@ namespace GameLogic
PLAYER_STATE GetState() const;
void DamageLife(int damage);
void setDeathTimer(float deathTimer);
bool deathTimerTick(float dt);
void BeginFrame();
void EndFrame();
@ -79,9 +101,11 @@ namespace GameLogic
private:
void Jump();
void initPlayerData();
private:
Oyster::Math::Float life;
Utility::DynamicMemory::DynamicArray<DynamicObject*> AffectedObjects;
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;
@ -93,18 +117,15 @@ namespace GameLogic
float key_jump;
Oyster::Math::Float3 previousPosition;
Oyster::Math::Float3 moveDir;
Oyster::Math::Float moveSpeed;
Oyster::Math::Float3 previousMoveSpeed;
Oyster::Math::Float rotationUp;
float deathTime;
float deathTimeLeft;
float deathTimer;
bool hasTakenDamage;
float invincibleCooldown;
PlayerStats playerStats;
PlayerScore playerScore;
};
}
#endif

View File

@ -59,7 +59,7 @@ namespace GameLogic
//#define protocol_Gameplay_ObjectDamage 351
struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
{
int object_ID;
int objectID;
float healthLost; //Precentage%
Protocol_ObjectDamage()
@ -70,12 +70,12 @@ namespace GameLogic
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = -1;
objectID = -1;
healthLost = 0.0f;
}
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{
this->object_ID = p[1].value.netInt;
this->objectID = p[1].value.netInt;
this->healthLost = p[2].value.netFloat;
}
Protocol_ObjectDamage(int id, float hp)
@ -86,12 +86,12 @@ namespace GameLogic
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
objectID = id;
healthLost = hp;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[1].value = objectID;
this->protocol[2].value = healthLost;
return protocol;
}
@ -103,8 +103,8 @@ namespace GameLogic
//#define protocol_Gameplay_ObjectHealthStatus 352
struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
{
int objectID;
float currentHealth;
int id;
Protocol_ObjectHealthStatus()
{
@ -112,7 +112,7 @@ namespace GameLogic
this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->id = 0;
this->objectID = -1;
this->currentHealth = 0.0f;
}
Protocol_ObjectHealthStatus(int id, float health)
@ -121,16 +121,16 @@ namespace GameLogic
this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->id = id; this->currentHealth = health;
this->objectID = id; this->currentHealth = health;
}
Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
{
this->id = p[1].value.netInt;
this->objectID = p[1].value.netInt;
this->currentHealth = p[2].value.netFloat;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->id;
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->currentHealth;
return protocol;
@ -143,7 +143,7 @@ namespace GameLogic
//#define protocol_Gameplay_ObjectPosition 353
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{
short object_ID;
short objectID;
float position[3];
Protocol_ObjectPosition()
@ -155,12 +155,12 @@ namespace GameLogic
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = 0;
objectID = -1;
memset(&position[0], 0, sizeof(float) * 3);
}
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
{
object_ID = p[1].value.netShort;
objectID = p[1].value.netShort;
position[0] = p[2].value.netFloat;
position[1] = p[3].value.netFloat;
position[2] = p[4].value.netFloat;
@ -174,12 +174,12 @@ namespace GameLogic
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
objectID = id;
memcpy(&position[0], &v[0], sizeof(float) * 3);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[1].value = objectID;
this->protocol[2].value = position[0];
this->protocol[3].value = position[1];
this->protocol[4].value = position[2];
@ -193,7 +193,7 @@ namespace GameLogic
//#define protocol_Gameplay_ObjectScale 354
struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
{
short object_ID;
short objectID;
float scale[3];
Protocol_ObjectScale()
@ -205,12 +205,12 @@ namespace GameLogic
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = 0;
objectID = -1;
memset(&scale[0], 0, sizeof(float) * 3);
}
Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
{
object_ID = p[1].value.netShort;
objectID = p[1].value.netShort;
scale[0] = p[2].value.netFloat;
scale[1] = p[3].value.netFloat;
scale[2] = p[4].value.netFloat;
@ -224,12 +224,12 @@ namespace GameLogic
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
objectID = id;
memcpy(&scale[0], &v[0], sizeof(float) * 3);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[1].value = objectID;
this->protocol[2].value = scale[0];
this->protocol[3].value = scale[1];
this->protocol[4].value = scale[2];
@ -243,7 +243,7 @@ namespace GameLogic
//#define protocol_Gameplay_ObjectRotation 355
struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
{
short object_ID;
short objectID;
float rotationQ[4];
Protocol_ObjectRotation()
@ -256,12 +256,12 @@ namespace GameLogic
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
object_ID = 0;
objectID = -1;
memset(&rotationQ[0], 0, sizeof(float) * 4);
}
Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
{
object_ID = p[1].value.netShort;
objectID = p[1].value.netShort;
rotationQ[0] = p[2].value.netFloat;
rotationQ[1] = p[3].value.netFloat;
rotationQ[2] = p[4].value.netFloat;
@ -277,12 +277,12 @@ namespace GameLogic
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
objectID = id;
memcpy(&rotationQ[0], &v[0], sizeof(float) * 4);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[1].value = objectID;
this->protocol[2].value = rotationQ[0];
this->protocol[3].value = rotationQ[1];
this->protocol[4].value = rotationQ[2];
@ -297,7 +297,7 @@ namespace GameLogic
//#define protocol_Gameplay_ObjectEnabled 356
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
{
short object_ID;
short objectID;
float position[3];
float rotationQ[4];
@ -316,13 +316,13 @@ namespace GameLogic
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->object_ID = 0;
this->objectID = -1;
memset(&this->position[0], 0, sizeof(float) * 3);
memset(&this->rotationQ[0], 0, sizeof(float) * 4);
}
Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
{
this->object_ID = p[1].value.netShort;
this->objectID = p[1].value.netShort;
//POSITION
this->position[0] = p[2].value.netFloat;
this->position[1] = p[3].value.netFloat;
@ -348,13 +348,13 @@ namespace GameLogic
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
objectID = id;
memcpy(&this->position[0], &p[0], sizeof(float) * 3);
memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->object_ID;
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->position[0];
this->protocol[3].value = this->position[1];
this->protocol[4].value = this->position[2];
@ -406,35 +406,28 @@ namespace GameLogic
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
{
int objectID;
float seconds;
Protocol_ObjectDisable()
{
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->objectID = 0;
this->seconds = 0.0f;
this->objectID = -1;
}
Protocol_ObjectDisable(int objctID, float seconds)
Protocol_ObjectDisable(int objctID)
{
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->objectID = objctID;
this->seconds = seconds;
}
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
{
this->objectID = p[1].value.netInt;
this->seconds = p[2].value.netFloat;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->seconds;
return protocol;
}
@ -446,7 +439,7 @@ namespace GameLogic
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{
//ObjectType type; //ie player, box or whatever
int object_ID;
int objectID;
std::string name;
float position[3];
float rotationQ[4];
@ -473,13 +466,13 @@ namespace GameLogic
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
this->object_ID = 0;
this->objectID = -1;
memset(this->position, 0, sizeof(float) * 3);
memset(this->rotationQ, 0, sizeof(float) * 4);
}
Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p )
{
this->object_ID = p[1].value.netInt;
this->objectID = p[1].value.netInt;
this->name.assign(p[2].value.netCharPtr);
this->position[0] = p[3].value.netFloat;
@ -516,7 +509,7 @@ namespace GameLogic
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
objectID = id;
this->name = path;
memcpy(this->position, p, sizeof(float) * 3);
@ -526,7 +519,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[1].value = objectID;
this->protocol.Set(2, name);
this->protocol[3].value = this->position[0];
this->protocol[4].value = this->position[1];
@ -546,10 +539,42 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreatePlayer 360
//#define protocol_Gameplay_ObjectDelete 360
struct Protocol_ObjectDelete :public Oyster::Network::CustomProtocolObject
{
int objectID;
Protocol_ObjectDelete()
{
this->protocol[0].value = protocol_Gameplay_ObjectDelete;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->objectID = -1;
}
Protocol_ObjectDelete(int objctID)
{
this->protocol[0].value = protocol_Gameplay_ObjectDelete;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->objectID = objctID;
}
Protocol_ObjectDelete(Oyster::Network::CustomNetProtocol& p)
{
this->objectID = p[1].value.netInt;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->objectID;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreatePlayer 361
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
{
/*1*/ int object_ID;
/*1*/ int objectID;
/*2*/ int teamId;
/*3*/ bool owner;
/*4*/ std::string name;
@ -589,7 +614,7 @@ namespace GameLogic
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
{
this->owner = p[1].value.netBool;
this->object_ID = p[2].value.netInt;
this->objectID = p[2].value.netInt;
this->teamId = p[3].value.netInt;
this->name.assign(p[4].value.netCharPtr);
@ -637,7 +662,7 @@ namespace GameLogic
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
this->object_ID = ObjectID;
this->objectID = ObjectID;
this->teamId = teamID;
this->owner = owner;
this->name = name;
@ -649,7 +674,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->owner;
this->protocol[2].value = this->object_ID;
this->protocol[2].value = this->objectID;
this->protocol[3].value = this->teamId;
this->protocol.Set(4, this->name);
@ -676,7 +701,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectJoinTeam 361
//#define protocol_Gameplay_ObjectJoinTeam 362
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -716,7 +741,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectLeaveTeam 362
//#define protocol_Gameplay_ObjectLeaveTeam 363
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -748,7 +773,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectWeaponCooldown 363
//#define protocol_Gameplay_ObjectWeaponCooldown 364
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
{
float seconds;
@ -780,7 +805,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectWeaponEnergy 364
//#define protocol_Gameplay_ObjectWeaponEnergy 365
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
{
float energy;
@ -812,7 +837,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectRespawn 365
//#define protocol_Gameplay_ObjectRespawn 366
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -864,10 +889,11 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDie 366
//#define protocol_Gameplay_ObjectDie 367
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
{
int objectID;
int killerID;
float seconds;
Protocol_ObjectDie()
@ -875,28 +901,34 @@ namespace GameLogic
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->objectID = 0;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->objectID = -1;
this->killerID = -1;
this->seconds = 0.0f;
}
Protocol_ObjectDie(int objectID, float seconds)
Protocol_ObjectDie(int objectID, int killerID, float seconds)
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->objectID = objectID;
this->killerID = killerID;
this->seconds = seconds;
}
Protocol_ObjectDie(Oyster::Network::CustomNetProtocol& p)
{
this->objectID = p[1].value.netInt;
this->seconds = p[2].value.netFloat;
this->objectID = p[1].value.netInt;
this->killerID = p[2].value.netInt;
this->seconds = p[3].value.netFloat;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->seconds;
this->protocol[2].value = this->killerID;
this->protocol[3].value = this->seconds;
return protocol;
}
@ -904,7 +936,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDisconnectPlayer 367
//#define protocol_Gameplay_ObjectDisconnectPlayer 368
struct Protocol_ObjectDisconnectPlayer :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -937,33 +969,33 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
}
//#define protocol_Gameplay_ObjectAction 368
//#define protocol_Gameplay_ObjectAction 369
struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject
{
short objectID;
float animationID;
int animationID;
Protocol_ObjectAction()
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
objectID = 0;
objectID = -1;
animationID = -1;
}
Protocol_ObjectAction(Oyster::Network::CustomNetProtocol& p)
{
objectID = p[1].value.netShort;
animationID = p[2].value.netFloat;
animationID = p[2].value.netInt;
}
Protocol_ObjectAction(float animID, int id)
Protocol_ObjectAction( int id, int animID)
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
objectID = id;
animationID = animID;

View File

@ -63,15 +63,16 @@
#define protocol_Gameplay_ObjectEnabled 357
#define protocol_Gameplay_ObjectDisabled 358
#define protocol_Gameplay_ObjectCreate 359
#define protocol_Gameplay_ObjectCreatePlayer 360
#define protocol_Gameplay_ObjectJoinTeam 361
#define protocol_Gameplay_ObjectLeaveTeam 362
#define protocol_Gameplay_ObjectWeaponCooldown 363
#define protocol_Gameplay_ObjectWeaponEnergy 364
#define protocol_Gameplay_ObjectRespawn 365
#define protocol_Gameplay_ObjectDie 366
#define protocol_Gameplay_ObjectDisconnectPlayer 367
#define protocol_Gameplay_ObjectAction 368
#define protocol_Gameplay_ObjectDelete 360
#define protocol_Gameplay_ObjectCreatePlayer 361
#define protocol_Gameplay_ObjectJoinTeam 362
#define protocol_Gameplay_ObjectLeaveTeam 363
#define protocol_Gameplay_ObjectWeaponCooldown 364
#define protocol_Gameplay_ObjectWeaponEnergy 365
#define protocol_Gameplay_ObjectRespawn 366
#define protocol_Gameplay_ObjectDie 367
#define protocol_Gameplay_ObjectDisconnectPlayer 368
#define protocol_Gameplay_ObjectAction 369
#define protocol_GameplayMAX 399

View File

@ -96,13 +96,15 @@ namespace DanBias
void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c );
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
//Callback method recieving from gamelogic
//Callback method receiving from game logic
static void ObjectMove ( GameLogic::IObjectData* movedObject );
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
static void ObjectDisabled ( GameLogic::IObjectData* movedObject );
static void ObjectEnabled ( GameLogic::IObjectData* movedObject );
static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds );
static void ObjectDead ( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds );
static void PickupEvent ( GameLogic::IObjectData* movedObject, int pickupEffectID );
static void ActionEvent ( GameLogic::IObjectData* movedObject , int actionID );
//Private member variables
private:
Utility::DynamicMemory::DynamicArray<gClient> gClients;

View File

@ -146,9 +146,13 @@ using namespace DanBias;
GameSession::gameSession->Send(p.GetProtocol());
//}
}
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject )
{
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
}
void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
{
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
}
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
{
@ -158,9 +162,19 @@ using namespace DanBias;
{
GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol());
}
void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, float seconds )
void GameSession::ObjectDead( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds )
{
GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol());
GameSession::gameSession->Send(Protocol_ObjectDie(victim->GetID(), killer->GetID(), seconds).GetProtocol());
}
void GameSession::PickupEvent( GameLogic::IObjectData* movedObject, int pickupEffectID )
{
// send pickup protocol
GameSession::gameSession->Send(Protocol_ObjectPickup(movedObject->GetID(), pickupEffectID).GetProtocol());
}
void GameSession::ActionEvent( GameLogic::IObjectData* movedObject , int actionID )
{
// send action protocol
GameSession::gameSession->Send(Protocol_ObjectAction(movedObject->GetID(), actionID).GetProtocol());
}
//*****************************************************//
//****************** Protocol methods *****************//
@ -188,7 +202,6 @@ using namespace DanBias;
break;
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
@ -201,7 +214,6 @@ using namespace DanBias;
break;
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
break;
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
break;
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
@ -242,11 +254,8 @@ using namespace DanBias;
{
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
}
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{

View File

@ -106,11 +106,14 @@ bool GameSession::Create(GameDescription& desc, bool forceStart)
}
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameSession::ObjectMove);
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetMoveSubscription(GameSession::ObjectMove);
this->gameInstance.SetDisableSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetEnableSubscription(GameSession::ObjectEnabled);
this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
this->gameInstance.SetActionSubscription(GameSession::ActionEvent);
this->gameInstance.SetPickupSubscription(GameSession::PickupEvent);
this->gameInstance.SetFPS(60);
this->description.clients.Clear();

View File

@ -156,6 +156,21 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
objects.push_back(header);
break;
}
case ObjectSpecialType_PickupHealth:
{
PickupHealthAttributes* header = new PickupHealthAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->spawnTime, 4);
counter += 4;
ParseObject(&buffer[counter], &header->healthValue, 4);
counter += 4;
objects.push_back(header);
break;
}
//this is a hotfix, fix so you only load the relevant data when the file is updated
default:
//Couldn't find specialType

View File

@ -42,6 +42,7 @@ namespace GameLogic
ObjectSpecialType_Player,
ObjectSpecialType_Generic,
ObjectSpecialType_PickupHealth,
ObjectSpecialType_Count,
ObjectSpecialType_Unknown = -1
@ -92,6 +93,23 @@ namespace GameLogic
WorldSize_Unknown = -1
};
enum PlayerAction
{
PlayerAction_Jump,
PlayerAction_Walk,
PlayerAction_Idle,
};
enum WeaponAction
{
WeaponAtcion_PrimaryShoot,
WeaponAction_SecondaryShoot
};
enum PickupType
{
PickupType_Health,
PickupType_SpeedBoost
};
/************************************
Structs
@ -246,7 +264,11 @@ namespace GameLogic
float skySize;
};
struct PickupHealthAttributes : public ObjectHeader
{
float spawnTime;
float healthValue;
};

View File

@ -23,9 +23,9 @@ namespace GameLogic
void ParseLight(char* buffer, BasicLight& header, int& size)
{
int start = 0;
memcpy(&header.typeID, &buffer[start], 40);
start += 40;
/*
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&header.lightType, &buffer[start], 4);
start += 4;
@ -39,7 +39,7 @@ namespace GameLogic
start += 4;
memcpy(&header.intensity, &buffer[start], 4);
start += 4;*/
start += 4;
size += start;

View File

@ -229,15 +229,15 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
SimpleRigidBody* body = new SimpleRigidBody;
SimpleRigidBody::State state;
btBulletWorldImporter bulletFile;
btBulletWorldImporter bulletFile(0);
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
std::string bulletPath = converterX.to_bytes(fileName);
//std::string bulletPath = converterX.to_bytes();
// Add collision shape
bulletFile.loadFile(bulletPath.c_str());
bulletFile.loadFile("C:\\DV1477\\Git Repository\\Danbias\\Bin\\Content\\Worlds\\cgf\\structure_corporation.bullet");
btCollisionShape* collisionShape = bulletFile.getCollisionShapeByIndex(0);
body->SetCollisionShape(collisionShape);
@ -247,8 +247,8 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
// Add rigid body
btVector3 fallInertia(0, 0, 0);
collisionShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
//collisionShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, motionState, collisionShape, fallInertia);
btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
rigidBody->setFriction(staticFriction);
rigidBody->setRestitution(restitution);
@ -264,7 +264,7 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
state.dynamicFrictionCoeff = dynamicFriction;
state.staticFrictionCoeff = staticFriction;
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
state.mass = mass;
state.mass = 0;
body->SetState(state);
@ -291,7 +291,7 @@ void API_Impl::UpdateWorld()
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
}
this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
ICustomBody::State state;
@ -314,23 +314,12 @@ void API_Impl::UpdateWorld()
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
int numContacts = contactManifold->getNumContacts();
for (int j=0;j<numContacts;j++)
{
btManifoldPoint& pt = contactManifold->getContactPoint(j);
if (pt.getDistance()<0.f)
{
if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
const btVector3& ptA = pt.getPositionWorldOnA();
const btVector3& ptB = pt.getPositionWorldOnB();
const btVector3& normalOnB = pt.m_normalWorldOnB;

View File

@ -63,7 +63,8 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
this->rigidBody->setFriction(state.staticFrictionCoeff);
this->rigidBody->setRestitution(state.restitutionCoeff);
btVector3 fallInertia(0, 0, 0);
collisionShape->calculateLocalInertia(state.mass, fallInertia);
if(state.mass != 0)
collisionShape->calculateLocalInertia(state.mass, fallInertia);
this->rigidBody->setMassProps(state.mass, fallInertia);
this->state = state;
@ -185,7 +186,8 @@ void SimpleRigidBody::SetAngularFactor(Float factor)
void SimpleRigidBody::SetMass(Float mass)
{
btVector3 fallInertia(0, 0, 0);
collisionShape->calculateLocalInertia(mass, fallInertia);
if(mass != 0)
collisionShape->calculateLocalInertia(mass, fallInertia);
this->rigidBody->setMassProps(mass, fallInertia);
this->state.mass = mass;
}
@ -362,29 +364,25 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
{
btTransform xform;
xform = this->rigidBody->getWorldTransform ();
Float3 normalDown = -this->state.centerPos.GetNormalized();
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
btVector3 forward = xform.getBasis()[2];
down.normalize ();
//Float3 normalDown = -xform.getBasis().getColumn(1);
btVector3 down(-xform.getBasis().getColumn(1));
btVector3 forward(xform.getBasis().getColumn(2));
down.normalize();
forward.normalize();
this->raySource[0] = xform.getOrigin();
this->raySource[1] = xform.getOrigin();
if(this->state.reach.y < 1.0f)
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
//down.setZ(-down.z());
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
if(this->state.mass == 40)
{
const char* breakpoint = "STOP";
const char* breakPoint = "STOP!";
}
btVector3 targetPlus = down*this->state.reach.y*btScalar(1.1);
this->rayTarget[0] = this->raySource[0] + targetPlus;
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
targetPlus = this->raySource[1] + forward*this->state.reach.z*btScalar(1.1);
this->rayTarget[1] = btVector3(targetPlus.x(), targetPlus.y(), targetPlus.z());
class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback
{
@ -415,6 +413,10 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
if (rayCallback.hasHit())
{
this->rayLambda[i] = rayCallback.m_closestHitFraction;
if(i == 1 && this->state.mass == 40)
{
btVector3 hitNormal = rayCallback.m_hitNormalWorld;
}
}
else
{
@ -423,11 +425,16 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
}
}
float SimpleRigidBody::GetLambda() const
float SimpleRigidBody::GetLambdaUp() const
{
return this->rayLambda[0];
}
float SimpleRigidBody::GetLambdaForward() const
{
return this->rayLambda[1];
}
void SimpleRigidBody::MoveToLimbo()
{
this->rigidBody->setCollisionFlags(this->rigidBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);

View File

@ -68,7 +68,8 @@ namespace Oyster
void PreStep(const btCollisionWorld* collisionWorld);
float GetLambda() const;
float GetLambdaUp() const;
float GetLambdaForward() const;
void MoveToLimbo();
void ReleaseFromLimbo();

View File

@ -185,7 +185,8 @@ namespace Oyster
********************************************************/
virtual void SetCustomTag( void *ref ) = 0;
virtual float GetLambda() const = 0;
virtual float GetLambdaUp() const = 0;
virtual float GetLambdaForward() const = 0;
};
}
}