Merge remote-tracking branch 'origin/master' into TextRendering

This commit is contained in:
viktorljung
2016-01-15 13:24:24 +01:00
18 changed files with 444 additions and 414 deletions
+178 -178
View File
@@ -8,196 +8,196 @@
namespace Collision
{
//note: this one hasnt been delta adjusted like RayVsAABB has
bool RayAABBIntr(const Ray& ray, const AABB& box)
{
glm::vec3 w = 75.0f * ray.Direction();
glm::vec3 v = glm::abs(w);
glm::vec3 c = ray.Origin() - box.Center() + w;
glm::vec3 half = box.HalfSize();
//note: this one hasnt been delta adjusted like RayVsAABB has
bool RayAABBIntr(const Ray& ray, const AABB& box)
{
glm::vec3 w = 75.0f * ray.Direction();
glm::vec3 v = glm::abs(w);
glm::vec3 c = ray.Origin() - box.Center() + w;
glm::vec3 half = box.HalfSize();
if (abs(c.x) > v.x + half.x) {
return false;
}
if (abs(c.y) > v.y + half.y) {
return false;
}
if (abs(c.z) > v.z + half.z) {
return false;
}
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
return false;
}
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
return false;
}
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
if (abs(c.x) > v.x + half.x) {
return false;
}
bool RayVsAABB(const Ray& ray, const AABB& box)
{
float dummy;
return RayVsAABB(ray, box, dummy);
if (abs(c.y) > v.y + half.y) {
return false;
}
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
{
glm::vec3 invdir = 1.0f / ray.Direction();
glm::vec3 origin = ray.Origin();
float t1 = (box.MinCorner().x - origin.x)*invdir.x;
float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
float t3 = (box.MinCorner().y - origin.y)*invdir.y;
float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
float t5 = (box.MinCorner().z - origin.z)*invdir.z;
float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
//if (tmax < 0 || tmin > tmax)
//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
if (tmax < 0 || tmin>(tmax + 0.0001f))
return false;
outDistance = (tmin > 0) ? tmin : tmax;
return true;
}
bool AABBVsAABB(const AABB& a, const AABB& b)
{
const glm::vec3& aCenter = a.Center();
const glm::vec3& bCenter = b.Center();
const glm::vec3& aHSize = a.HalfSize();
const glm::vec3& bHSize = b.HalfSize();
//Test will probably exit because of the X and Z axes more often, so test them first.
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
return false;
}
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
return false;
}
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
}
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
{
minimumTranslation = glm::vec3(0, 0, 0);
const glm::vec3& aMax = a.MaxCorner();
const glm::vec3& bMax = b.MaxCorner();
const glm::vec3& aMin = a.MinCorner();
const glm::vec3& bMin = b.MinCorner();
const glm::vec3& bSize = b.Size();
const glm::vec3& aSize = a.Size();
float minOffset = INFINITY;
float off;
auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
for (int i = 0; i < 3; ++i) {
off = bMax[i] - aMin[i];
if (off > 0 && off < bSize[i] + aSize[i]) {
if (off < minOffset) {
minimumTranslation = glm::vec3();
minimumTranslation[i] = minOffset = off;
}
axisesIntersecting[i] = true;
}
off = aMax[i] - bMin[i];
if (off > 0 && off < bSize[i] + aSize[i]) {
if (off < minOffset) {
minOffset = off;
minimumTranslation = glm::vec3();
minimumTranslation[i] = -off;
}
axisesIntersecting[i] = true;
}
}
return glm::all(axisesIntersecting);
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
continue;
}
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
if (0 <= glm::dot(e2, MxE1) * DetInv) {
return true;
}
}
if (abs(c.z) > v.z + half.z) {
return false;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord)
{
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float dist = glm::dot(e2, MxE1) * DetInv;
if (dist >= outDistance) {
continue;
}
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
return false;
}
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
return false;
}
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
}
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
outDistance = dist;
outUCoord = u;
outVCoord = v;
hit = true;
bool RayVsAABB(const Ray& ray, const AABB& box)
{
float dummy;
return RayVsAABB(ray, box, dummy);
}
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
{
glm::vec3 invdir = 1.0f / ray.Direction();
glm::vec3 origin = ray.Origin();
float t1 = (box.MinCorner().x - origin.x)*invdir.x;
float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
float t3 = (box.MinCorner().y - origin.y)*invdir.y;
float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
float t5 = (box.MinCorner().z - origin.z)*invdir.z;
float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
//if (tmax < 0 || tmin > tmax)
//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
if (tmax < 0 || tmin>(tmax + 0.0001f))
return false;
outDistance = (tmin > 0) ? tmin : tmax;
return true;
}
bool AABBVsAABB(const AABB& a, const AABB& b)
{
const glm::vec3& aCenter = a.Center();
const glm::vec3& bCenter = b.Center();
const glm::vec3& aHSize = a.HalfSize();
const glm::vec3& bHSize = b.HalfSize();
//Test will probably exit because of the X and Z axes more often, so test them first.
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
return false;
}
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
return false;
}
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
}
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
{
minimumTranslation = glm::vec3(0, 0, 0);
const glm::vec3& aMax = a.MaxCorner();
const glm::vec3& bMax = b.MaxCorner();
const glm::vec3& aMin = a.MinCorner();
const glm::vec3& bMin = b.MinCorner();
const glm::vec3& bSize = b.Size();
const glm::vec3& aSize = a.Size();
float minOffset = INFINITY;
float off;
auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
for (int i = 0; i < 3; ++i) {
off = bMax[i] - aMin[i];
if (off > 0 && off < bSize[i] + aSize[i]) {
if (off < minOffset) {
minimumTranslation = glm::vec3();
minimumTranslation[i] = minOffset = off;
}
axisesIntersecting[i] = true;
}
off = aMax[i] - bMin[i];
if (off > 0 && off < bSize[i] + aSize[i]) {
if (off < minOffset) {
minOffset = off;
minimumTranslation = glm::vec3();
minimumTranslation[i] = -off;
}
axisesIntersecting[i] = true;
}
return hit;
}
return glm::all(axisesIntersecting);
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
outHitPosition = ray.Origin() + dist * ray.Direction();
return hit;
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
continue;
}
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
if (0 <= glm::dot(e2, MxE1) * DetInv) {
return true;
}
}
return false;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord)
{
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float dist = glm::dot(e2, MxE1) * DetInv;
if (dist >= outDistance) {
continue;
}
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
outDistance = dist;
outUCoord = u;
outVCoord = v;
hit = true;
}
}
return hit;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
outHitPosition = ray.Origin() + dist * ray.Direction();
return hit;
}
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
{
+2 -1
View File
@@ -144,10 +144,11 @@ void EntityFilePreprocessor::parseComponentInfo()
}
auto& field = compInfo.Fields[name];
field.Name = name;
field.Type = type;
field.Offset = fieldOffset;
field.Stride = stride;
compInfo.FieldsInOrder.push_back(&field);
compInfo.FieldsInOrder.push_back(name);
fieldOffset += stride;
}
+52
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@@ -0,0 +1,52 @@
#include "Core/Transform.h"
glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
{
glm::vec3 position;
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
EntityID parent = world->GetParent(entity);
position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
entity = parent;
}
return position;
}
glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity)
{
glm::quat orientation;
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
entity = world->GetParent(entity);
}
return orientation;
}
glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
{
glm::vec3 scale(1.f);
while (entity != EntityID_Invalid) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
scale *= (glm::vec3)transform["Scale"];
entity = world->GetParent(entity);
}
return scale;
}
glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
{
glm::vec3 position = Transform::AbsolutePosition(world, entity);
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
return modelMatrix;
}
+3
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@@ -124,6 +124,9 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
if (m_Selection == 0) {
return false;
}
if (m_Camera == nullptr) {
return false;
}
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
glm::vec3 widgetOrientation = widgetTransform["Orientation"];
+2 -2
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@@ -62,7 +62,7 @@ void InputProxy::Process()
e.Command = command;
e.Value = currentValue;
m_EventBroker->Publish(e);
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
m_LastCommandValues[command] = currentValue;
}
}
@@ -78,7 +78,7 @@ void InputProxy::Process()
}
//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
m_EventBroker->Publish(e);
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
}
m_CommandQueue.clear();
}
+50 -47
View File
@@ -17,7 +17,6 @@ Client::Client(ConfigFile* config) : m_Socket(m_IOService)
Client::~Client()
{
}
void Client::Start(World* world, EventBroker* eventBroker)
@@ -27,14 +26,8 @@ void Client::Start(World* world, EventBroker* eventBroker)
m_World = world;
// Subscribe to events
m_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
//while (m_PlayerName.size() > 7) {
// LOG_INFO("Please enter your name (No longer than 7 characters):");
// std::cin >> m_PlayerName;
//}
m_Socket.connect(m_ReceiverEndpoint);
LOG_INFO("I am client. BIP BOP");
}
@@ -44,18 +37,9 @@ void Client::Update()
readFromServer();
}
void Client::Close()
{
if (m_WasStarted) {
disconnect();
m_ThreadIsRunning = false;
m_EventBroker->Unsubscribe(m_EInputCommand);
}
}
void Client::readFromServer()
{
if (m_Socket.available()) {
while (m_Socket.available()) {
bytesRead = receive(readBuf, INPUTSIZE);
if (bytesRead > 0) {
Packet packet(readBuf, bytesRead);
@@ -65,7 +49,7 @@ void Client::readFromServer()
std::clock_t currentTime = std::clock();
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
if (isConnected()) {
sendSnapshotToServer();
//sendSnapshotToServer();
}
previousSnapshotMessage = currentTime;
}
@@ -73,13 +57,12 @@ void Client::readFromServer()
void Client::sendSnapshotToServer()
{
// Reset previouse key state in snapshot.
// Reset previous key state in snapshot.
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
// See if any movement keys are down
// We dont care if it's overwritten by later
// if statement. Watcha gonna do, right!
@@ -125,6 +108,8 @@ void Client::parseMessageType(Packet& packet)
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
if (m_PacketID <= m_PreviousPacketID)
return;
//IdentifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
@@ -184,33 +169,51 @@ void Client::parseEventMessage(Packet& packet)
}
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
{
for (auto field : componentInfo.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(field);
if (fieldInfo.Type == "string") {
std::string& value = packet.ReadString();
m_World->GetComponent(entityID, componentType)[fieldInfo.Name] = value;
} else {
memcpy(m_World->GetComponent(entityID, componentType).Data + fieldInfo.Offset, packet.ReadData(fieldInfo.Stride), fieldInfo.Stride);
}
}
}
// Field parse
void Client::parseSnapshot(Packet& packet)
{
std::string tempName;
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
// We're checking for empty name for now. This might not be the best way,
// but it is to avoid sending redundant data.
tempName = packet.ReadString();
// Apply the position data read to the player entity
// New player connected on the server side
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
m_PlayerDefinitions[i].Name = tempName;
m_PlayerDefinitions[i].EntityID = createPlayer();
} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
// Someone disconnected
// TODO: Insert code here
break;
} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
// Not a connected player
break;
}
if (m_PlayerDefinitions[i].EntityID != -1) {
// Move player to server position
int dataSize = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Info.Meta.Stride;
memcpy(m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Data, packet.ReadData(dataSize), dataSize);
std::string componentType = packet.ReadString();
while (packet.DataReadSize() < packet.Size()) {
EntityID entityID = packet.ReadPrimitive<EntityID>();
ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
if (m_World->ValidEntity(entityID)) {
if (m_World->HasComponent(entityID, componentType)) {
// If the entity and the component exists update it
updateFields(packet, componentInfo, entityID, componentType);
// if entity exists but not the component
} else {
// Create component
m_World->AttachComponent(entityID, componentType);
// Copy data to newly created component
updateFields(packet, componentInfo, entityID, componentType);
}
// If the entity dosent exist nor the component
} else {
//Create Entity
// If entity dosen't exist
EntityID newEntityID = m_World->CreateEntity();
// Check if EntityIDs are out of sync
if (newEntityID != entityID) {
LOG_INFO("Client::parseSnapshot(Packet& packet): Newly created EntityID is not the \
same as the one sent by server (EntityIDs are out of sync)");
}
// Create component
m_World->AttachComponent(newEntityID, componentType);
// Copy data to newly created component
updateFields(packet, componentInfo, newEntityID, componentType);
}
}
}
@@ -225,7 +228,7 @@ int Client::receive(char* data, size_t length)
0, error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
+40 -11
View File
@@ -3,13 +3,7 @@
Packet::Packet(MessageType type, unsigned int& packetID)
{
m_Data = new char[m_MaxPacketSize];
// Create message header
// Add message type
int messageType = static_cast<int>(type);
Packet::WritePrimitive<int>(messageType);
packetID = packetID % 1000; // Packet id modulos
Packet::WritePrimitive<int>(packetID);
packetID++;
Init(type, packetID);
}
// Create message
@@ -28,12 +22,26 @@ Packet::~Packet()
delete[] m_Data;
}
void Packet::WriteString(std::string str)
void Packet::Init(MessageType type, unsigned int & packetID)
{
m_ReturnDataOffset = 0;
m_Offset = 0;
// Create message header
// Add message type
int messageType = static_cast<int>(type);
Packet::WritePrimitive<int>(messageType);
packetID = packetID % 1000; // Packet id modulos
Packet::WritePrimitive<int>(packetID);
packetID++;
}
void Packet::WriteString(const std::string& str)
{
// Message, add one extra byte for null terminator
int sizeOfString = str.size() + 1;
if (m_Offset + sizeOfString > m_MaxPacketSize) {
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size.\n");
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size. New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
}
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
m_Offset += sizeOfString * sizeof(char);
@@ -42,7 +50,8 @@ void Packet::WriteString(std::string str)
void Packet::WriteData(char * data, int sizeOfData)
{
if (m_Offset + sizeOfData > m_MaxPacketSize) {
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size.\n");
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size. New size is %i bytes\n", m_MaxPacketSize*2);
resizeData();
}
memcpy(m_Data + m_Offset, data, sizeOfData);
m_Offset += sizeOfData;
@@ -69,4 +78,24 @@ char * Packet::ReadData(int SizeOfData)
unsigned int oldReturnDataOffset = m_ReturnDataOffset;
m_ReturnDataOffset += SizeOfData;
return (m_Data + oldReturnDataOffset);
}
}
void Packet::resizeData()
{
// Allocate memory to store our data in
char* holdData = new char[m_MaxPacketSize];
// Copy our data to the newly allocated memory
memcpy(holdData, m_Data, m_Offset);
// Increase max packet size
m_MaxPacketSize = m_MaxPacketSize * 2;
// Delete our data
delete m_Data;
// Allocate twice the memory we had before
m_Data = new char[m_MaxPacketSize];
// Copy our data to new location
memcpy(m_Data, holdData, m_Offset);
// Delete the memory allocated to hold our data
// while we resized the old data container.
delete holdData;
}
+29 -28
View File
@@ -4,7 +4,9 @@ Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::a
{ }
Server::~Server()
{ }
{
}
void Server::Start(World* world, EventBroker* eventBroker)
@@ -22,18 +24,9 @@ void Server::Update()
readFromClients();
}
void Server::Close()
{
m_ThreadIsRunning = false;
}
void Server::readFromClients()
{
// m_ThreadIsRunning might be unnecessary but the
// program crashed if it executed m_Socket.available()
// when closing the program.
if (m_Socket.available()) {
while (m_Socket.available()) {
try {
bytesRead = receive(readBuffer, INPUTSIZE);
Packet packet(readBuffer, bytesRead);
@@ -41,7 +34,6 @@ void Server::readFromClients()
} catch (const std::exception& err) {
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
}
}
std::clock_t currentTime = std::clock();
// Send snapshot
@@ -58,7 +50,7 @@ void Server::readFromClients()
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
//checkForTimeOuts();
timOutTimer = currentTime;
}
}
@@ -108,7 +100,7 @@ int Server::receive(char * data, size_t length)
void Server::send(Packet& packet, int playerID)
{
m_Socket.send_to(
int bytesSent = m_Socket.send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
m_PlayerDefinitions[playerID].Endpoint,
0);
@@ -150,22 +142,32 @@ void Server::broadcast(Packet& packet)
}
}
// Send snapshot fields
void Server::sendSnapshot()
{
Packet packet(MessageType::Snapshot, m_SendPacketID);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
// Should time this
std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
for (auto& it : worldComponentPools) {
Packet packet(MessageType::Snapshot, m_SendPacketID);
std::string componentType = it.first;
ComponentPool* componentPool = it.second;
ComponentInfo componentInfo = componentPool->ComponentInfo();
packet.WriteString(componentInfo.Name);
// Send an empty name if there is no player connected on this position.
packet.WriteString(m_PlayerDefinitions[i].Name);
if (m_PlayerDefinitions[i].EntityID == -1) {
continue;
for (auto& componentWrapper : *componentPool) {
packet.WritePrimitive(componentWrapper.EntityID);
for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
ComponentInfo::Field_t fieldInfo = componentInfo.Fields.at(componentField);
if (fieldInfo.Type == "string") {
std::string& value = componentWrapper[componentField];
packet.WriteString(value);
} else {
packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
}
}
}
// Pack transfrom component into data packet
auto transform = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform");
packet.WriteData(transform.Data, transform.Info.Meta.Stride);
broadcast(packet);
}
broadcast(packet);
}
void Server::sendPing()
@@ -174,10 +176,9 @@ void Server::sendPing()
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: Player %i's ping: %i", m_PacketID, i, ping);
LOG_INFO("Last packetID received %i: Player %i's ping: %i", m_PacketID, i, ping);
}
}
// Create ping message
Packet packet(MessageType::ServerPing, m_SendPacketID);
packet.WriteString("Ping from server");
@@ -271,7 +272,7 @@ void Server::parseConnect(Packet& packet)
m_StopTimes[i] = std::clock();
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name, m_PlayerDefinitions[i].Endpoint.address().to_string());
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name.c_str(), m_PlayerDefinitions[i].Endpoint.address().to_string().c_str());
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WritePrimitive<int>(i); // Player ID
+3 -3
View File
@@ -109,7 +109,7 @@ void PickingPass::ClearPicking()
{
m_PickingColorsToEntity.clear();
m_EntityColors.clear();
m_ColorCounter[0] = 0;
m_ColorCounter[0] = 1;
m_ColorCounter[1] = 0;
m_PickingBuffer.Bind();
@@ -138,10 +138,10 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
pickInfo = it->second;
} else {
pickData.Entity = EntityID_Invalid;
return pickData;
}
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix());
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, resolution, pickInfo.Camera->ProjectionMatrix(), pickInfo.Camera->ViewMatrix());
pickData.Entity = pickInfo.Entity;
pickData.Camera = pickInfo.Camera;
pickData.World = pickInfo.World;
+56 -62
View File
@@ -1,5 +1,4 @@
#include "Rendering/RenderSystem.h"
#include "Rendering/DebugCameraInputController.h"
RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame) :ImpureSystem(eventBrokerer)
{
@@ -8,11 +7,14 @@ RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
m_DefaultCamera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
m_DebugCameraInputController = new DebugCameraInputController<RenderSystem>(eventBrokerer, -1);
}
RenderSystem::~RenderSystem()
{
delete m_Camera;
delete m_DebugCameraInputController;
}
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
@@ -54,14 +56,11 @@ void RenderSystem::switchCamera(EntityID entity)
void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent)
{
double fov = cameraComponent["FOV"];
double aspectRatio = m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
double aspectRatio = (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
double nearClip = cameraComponent["NearClip"];
double farClip = cameraComponent["FarClip"];
double fovY = atan(tan(glm::radians(fov)/2.0) * aspectRatio) * 2.0;
m_ProjectionMatrix = glm::perspective(fovY, aspectRatio, nearClip, farClip);
m_Camera->SetFOV(fovY);
m_Camera->SetFOV(glm::radians(fov));
m_Camera->SetAspectRatio(aspectRatio);
m_Camera->SetNearClip(nearClip);
m_Camera->SetFarClip(farClip);
@@ -161,66 +160,61 @@ void RenderSystem::Update(World* world, double dt)
void RenderSystem::updateCamera(World* world, double dt)
{
static DebugCameraInputController<RenderSystem> firstPersonInputController(m_EventBroker, -1);
if (m_SwitchCamera) {
auto cameras = world->GetComponents("Camera");
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((*it).EntityID == m_CurrentCamera) {
it++;
if (it != cameras->end()) {
switchCamera((*it).EntityID);
} else {
switchCamera((*cameras->begin()).EntityID);
}
break;
if (m_SwitchCamera) {
auto cameras = world->GetComponents("Camera");
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((*it).EntityID == m_CurrentCamera) {
it++;
if (it != cameras->end()) {
switchCamera((*it).EntityID);
} else {
switchCamera((*cameras->begin()).EntityID);
}
break;
}
}
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
}
if (m_World->ValidEntity(m_CurrentCamera)) {
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
firstPersonInputController.SetPosition(cameraTransform["Position"]);
}
m_DebugCameraInputController->Update(dt);
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(m_DebugCameraInputController->Orientation());
(glm::vec3&)cameraTransform["Position"] = m_DebugCameraInputController->Position();
glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
m_Camera->SetPosition(position);
m_Camera->SetOrientation(orientation);
updateProjectionMatrix(cameraComponent);
}
} else {
m_Camera = m_Camera;
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
if (cameras->begin() != cameras->end()) {
ComponentWrapper& cameraC = *cameras->begin();
switchCamera(cameraC.EntityID);
if (m_World->ValidEntity(m_CurrentCamera)) {
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.Update(dt);
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(firstPersonInputController.Orientation());
(glm::vec3&)cameraTransform["Position"] = firstPersonInputController.Position();
glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
m_Camera->SetPosition(position);
m_Camera->SetOrientation(orientation);
updateProjectionMatrix(cameraComponent);
}
} else {
m_Camera = m_DefaultCamera;
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
if (cameras->begin() != cameras->end()) {
ComponentWrapper& cameraC = *cameras->begin();
switchCamera(cameraC.EntityID);
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
firstPersonInputController.SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
firstPersonInputController.SetPosition(cameraTransform["Position"]);
}
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
}
}
}
m_Camera->UpdateViewMatrix();
}
m_Camera->UpdateViewMatrix();
}