improved network and physics integration
This commit is contained in:
parent
f9c374bc78
commit
1006f94ba0
@ -388,8 +388,7 @@ void Client::initialize(Arguments &arg) {
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// Initialise GLFW
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if (!glfwInit()) {
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fprintf(stderr, "Failed to initialize GLFW\n");
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exit(EXIT_FAILURE);
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throw("Failed to initialize GLFW");
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}
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setup_opengl();
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@ -401,6 +400,8 @@ void Client::initialize(Arguments &arg) {
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if (isMaster()) {
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Team *team = game.getTeam(0);
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game.local_player = game.spawn_player(team);
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std::cout << "[Game] local player " << game.local_player->id
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<< std::endl;
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}
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size_t i;
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@ -478,17 +479,17 @@ void Client::update() {
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glEnable( GL_LIGHTING);
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glEnable( GL_CULL_FACE);
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glDisable( GL_TEXTURE_2D);
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for (size_t i = 0; i < game.teams.size(); i++)
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draw_team(&game.teams[i]);
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// for (size_t i = 0; i < game.teams.size(); i++)
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// draw_team(&game.teams[i]);
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for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
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drawPlayer(&game.player[i]);
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for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
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draw_bomb(&game.bomb[i]);
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for (size_t i = 0; i < GAME_POINT_COUNT; i++)
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draw_point(&game.point[i]);
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// for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
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// draw_bomb(&game.bomb[i]);
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//
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// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
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// draw_point(&game.point[i]);
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drawLevel();
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@ -56,7 +56,7 @@ void Application::initialize(Arguments &arg) {
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if (host.empty()) {
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setMaster(true);
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} else {
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setMaster(true);
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setMaster(false);
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}
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// start
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@ -77,7 +77,7 @@ void Application::update() {
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// network stuff
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network.service(master ? 1 : 0);
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game.update(dt);
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game.update(time, dt);
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if (master && gameUpdateSchudule.next(time)) {
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network.sendGameUpdates();
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}
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@ -4,17 +4,21 @@
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#include <math.h>
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#include <stdlib.h>
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#include <iostream>
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#include "btBulletDynamicsCommon.h"
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Game::Game() :
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collisionConfiguration(new btDefaultCollisionConfiguration()), dispatcher(
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local_player(0), collisionConfiguration(
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new btDefaultCollisionConfiguration()), dispatcher(
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new btCollisionDispatcher(collisionConfiguration.get())),
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overlappingPairCache(new btDbvtBroadphase), solver(
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new btSequentialImpulseConstraintSolver), dynamicsWorld(
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new btDiscreteDynamicsWorld(dispatcher.get(),
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overlappingPairCache.get(), solver.get(),
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collisionConfiguration.get())), levelMesh(0) {
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slaveUpdate.setInterval(1. / 60.);
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slaveUpdate.setExact(true);
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}
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Game::~Game() {
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@ -33,7 +37,7 @@ void reset_team(Team *team) {
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void reset_player(player_t *player) {
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if (player->team) {
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player->x = player->team->x + 100;
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player->x = player->team->x;
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player->y = player->team->y;
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player->z = player->team->z;
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} else {
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@ -60,9 +64,9 @@ void setup_team(Team *team, uint8_t id) {
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team->color[2] = .5f + .5f * (id & (1 << 2));
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team->color[3] = 1.0f;
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team->x = 2000.0 * (id & (1 << 0));
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team->y = 2000.0 * (id & (1 << 1));
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team->z = 2000.0 * (id & (1 << 2));
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team->x = 0.0;
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team->y = 0;
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team->z = 0;
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team->points = 0;
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team->wins = 0;
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@ -94,9 +98,7 @@ void setup_bomb(bomb_t *bomb) {
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bomb->z = 0.0;
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}
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void Game::setupLevel() {
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dynamicsWorld->setGravity(btVector3(0,-10,0));
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void Game::loadLevelShape() {
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levelMesh = tlLoadTrimesh("data/level.obj", TL_FVF_XYZ | TL_FVF_UV
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| TL_FVF_NORMAL);
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@ -108,24 +110,25 @@ void Game::setupLevel() {
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im.m_numVertices = levelMesh->vertex_count;
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im.m_vertexBase = (unsigned char *) levelMesh->vertices;
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im.m_vertexStride = levelMesh->vertex_size;
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im.m_vertexType = PHY_FLOAT;
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levelVertexArray.reset(new btTriangleIndexVertexArray);
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levelVertexArray->addIndexedMesh(im, PHY_SHORT);
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btBvhTriangleMeshShape *_levelShape = new btBvhTriangleMeshShape(
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levelVertexArray.get(), true);
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levelVertexArray.get(), true, true);
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btVector3 center;
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btScalar radius;
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_levelShape->getBoundingSphere(center, radius);
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std::cout << center.x() << " " << center.y() << " " << center.y() << ", "
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<< radius << std::endl;
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levelShape.reset(_levelShape);
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}
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btVector3 localInertia(0, 0, 0);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(0, 0, _levelShape,
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localInertia);
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levelBody.reset(new btRigidBody(rbInfo));
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dynamicsWorld->addRigidBody(levelBody.get());
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// load ship
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void Game::loadShipShape() {
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shipMesh = tlLoadTrimesh("data/ship.obj", TL_FVF_XYZ | TL_FVF_UV
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| TL_FVF_NORMAL);
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/*
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btIndexedMesh sim;
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sim.m_numTriangles = shipMesh->face_count;
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sim.m_triangleIndexBase = (unsigned char *) shipMesh->faces;
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@ -134,14 +137,37 @@ void Game::setupLevel() {
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sim.m_numVertices = shipMesh->vertex_count;
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sim.m_vertexBase = (unsigned char *) shipMesh->vertices;
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sim.m_vertexStride = shipMesh->vertex_size;
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sim.m_vertexType = PHY_FLOAT;
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shipVertexArray.reset(new btTriangleIndexVertexArray);
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shipVertexArray->addIndexedMesh(im, PHY_SHORT);
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shipVertexArray->addIndexedMesh(sim, PHY_SHORT);
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btBvhTriangleMeshShape *_shipShape = new btBvhTriangleMeshShape(
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shipVertexArray.get(), true);
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shipShape.reset(_shipShape);
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shipVertexArray.get(), true, true);
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btVector3 center;
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btScalar radius;
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_shipShape->getBoundingSphere(center, radius);
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std::cout << center.x() << " " << center.y() << " " << center.y() << ", "
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<< radius << std::endl;
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shipShape.reset(_shipShape);
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*/
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shipShape.reset(new btBoxShape(btVector3(btScalar(1.5), btScalar(1.5),
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btScalar(1.5))));
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}
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void Game::setupLevel() {
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dynamicsWorld->setGravity(btVector3(0, 0, 0));
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loadLevelShape();
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loadShipShape();
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levelState.reset(new btDefaultMotionState());
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btRigidBody::btRigidBodyConstructionInfo rbInfo(0, levelState.get(),
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levelShape.get());
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levelBody.reset(new btRigidBody(rbInfo));
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dynamicsWorld->addRigidBody(levelBody.get());
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}
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void Game::setup() {
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@ -190,7 +216,6 @@ player_t *Game::getFreePlayer() {
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if (player[i].status == 0)
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return &player[i];
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}
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return NULL;
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}
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player_t *Game::spawn_player(Team *team) {
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@ -201,6 +226,7 @@ player_t *Game::spawn_player(Team *team) {
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reset_player(player);
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if (player->body.get() == 0) {
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std::cout << "Game::spawn_player: create body" << std::endl;
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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@ -213,6 +239,7 @@ player_t *Game::spawn_player(Team *team) {
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,
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player->state.get(), shipShape.get(), localInertia);
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player->body.reset(new btRigidBody(rbInfo));
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player->body->setCcdSweptSphereRadius(1.5);
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dynamicsWorld->addRigidBody(player->body.get());
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}
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return player;
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@ -225,12 +252,25 @@ player_t *Game::spawn_player_id(Team *team, uint16_t id) {
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if (max_player_id < id)
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max_player_id = id;
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player->status = 1;
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player->x = team->x + 100;
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player->y = team->y;
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player->z = team->z;
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player->vx = 0.;
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player->vy = 0.;
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player->vz = 0.;
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reset_player(player);
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if (player->body.get() == 0) {
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/// Create Dynamic Objects
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std::cout << "[Game] create body" << std::endl;
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(player->x, player->y, player->z));
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btScalar mass(1.f);
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btVector3 localInertia(0, 0, 0);
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shipShape->calculateLocalInertia(mass, localInertia);
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player->state.reset(new btDefaultMotionState());
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player->state->setWorldTransform(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,
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player->state.get(), shipShape.get(), localInertia);
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player->body.reset(new btRigidBody(rbInfo));
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player->body->setCcdSweptSphereRadius(1.5);
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dynamicsWorld->addRigidBody(player->body.get());
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}
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return player;
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}
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@ -240,20 +280,24 @@ void Game::update_players(double dt) {
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player_t *p = &player[i];
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if (p->status == 0)
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return;
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// if (p->vx > 1000.0)
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// p->vx = 1000.0;
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// if (p->vy > 1000.0)
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// p->vy = 1000.0;
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// if (p->vz > 1000.0)
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// p->vz = 1000.0;
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// p->x += p->vx * dt;
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// p->y += p->vy * dt;
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// p->z += p->vz * dt;
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if (master || true) {
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btTransform wt;
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p->state->getWorldTransform(wt);
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p->x = wt.getOrigin().x();
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p->y = wt.getOrigin().y();
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p->z = wt.getOrigin().z();
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btVector3 v = p->body->getLinearVelocity();
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p->vx = v.x();
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p->vy = v.z();
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p->vz = v.z();
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} else {
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std::cout << "update player " << p->id << ": " << p->x << " += "
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<< p->vx << " * " << dt << std::endl;
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p->x += p->vx * dt;
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p->y += p->vy * dt;
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p->z += p->vz * dt;
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}
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double distance2 = pow(p->x - p->team->x, 2)
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+ pow(p->y - p->team->y, 2) + pow(p->z - p->team->z, 2);
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@ -262,29 +306,29 @@ void Game::update_players(double dt) {
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p->points = 0;
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}
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if (p->x < (-1000 + 10)) {
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p->x = (-1000 + 10);
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p->vx *= -1;
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} else if (p->x > (5000 - 10)) {
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p->x = (5000 - 10);
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p->vx *= -1;
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}
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if (p->y < (-3000 + 10)) {
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p->y = (-3000 + 10);
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p->vy *= -1;
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} else if (p->y > (3000 - 10)) {
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p->y = (3000 - 10);
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p->vy *= -1;
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}
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if (p->z < (-3000 + 10)) {
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p->z = (-3000 + 10);
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p->vz *= -1;
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} else if (p->z > (3000 - 10)) {
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p->z = (3000 - 10);
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p->vz *= -1;
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}
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// if (p->x < (-1000 + 10)) {
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// p->x = (-1000 + 10);
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// p->vx *= -1;
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// } else if (p->x > (5000 - 10)) {
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// p->x = (5000 - 10);
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// p->vx *= -1;
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// }
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//
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// if (p->y < (-3000 + 10)) {
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// p->y = (-3000 + 10);
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// p->vy *= -1;
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// } else if (p->y > (3000 - 10)) {
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// p->y = (3000 - 10);
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// p->vy *= -1;
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// }
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//
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// if (p->z < (-3000 + 10)) {
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// p->z = (-3000 + 10);
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// p->vz *= -1;
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// } else if (p->z > (3000 - 10)) {
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// p->z = (3000 - 10);
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// p->vz *= -1;
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// }
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}
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}
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@ -386,17 +430,21 @@ void Game::update_points(double dt) {
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}
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}
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void Game::update(double dt) {
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dynamicsWorld->stepSimulation(dt,10);
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const double delta = 1. / 120.;
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updateTime += dt;
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while (updateTime > delta) {
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Game::update_players(delta);
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Game::update_bombs(delta);
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Game::update_points(delta);
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updateTime -= delta;
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void Game::update(double time, double dt) {
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if (master || true) {
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int steps = dynamicsWorld->stepSimulation(dt, 10);
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if (steps > 0) {
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double timeStep = dt;
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Game::update_players(timeStep);
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Game::update_bombs(timeStep);
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Game::update_points(timeStep);
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}
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} else if (slaveUpdate.next(time)) {
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Game::update_players(slaveUpdate.getInterval());
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Game::update_bombs(slaveUpdate.getInterval());
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Game::update_points(slaveUpdate.getInterval());
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}
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}
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size_t Game::active_team_players(Team *team) {
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@ -4,6 +4,7 @@
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#include "common.h"
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#include "sigslot.h"
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#include "trimeshloader.h"
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#include "Schedule.h"
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#include <vector>
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#include <memory>
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@ -88,7 +89,7 @@ public:
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point_t *spawn_point();
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void update_bombs(double dt);
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void update_points(double dt);
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void update(double dt);
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void update(double time, double dt);
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void set_master(int master);
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player_t *getFreePlayer();
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void explode_bomb(bomb_t *bomb);
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@ -100,6 +101,8 @@ public:
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private:
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void setupLevel();
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void loadLevelShape();
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void loadShipShape();
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const std::auto_ptr<btDefaultCollisionConfiguration> collisionConfiguration;
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const std::auto_ptr<btCollisionDispatcher> dispatcher;
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@ -108,11 +111,13 @@ private:
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const std::auto_ptr<btDiscreteDynamicsWorld> dynamicsWorld;
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std::auto_ptr<btTriangleIndexVertexArray> levelVertexArray;
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std::auto_ptr<btCollisionShape> levelShape;
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std::auto_ptr<btMotionState> levelState;
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std::auto_ptr<btRigidBody> levelBody;
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std::auto_ptr<btTriangleIndexVertexArray> shipVertexArray;
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std::auto_ptr<btCollisionShape> shipShape;
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Schedule slaveUpdate;
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};
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#endif
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@ -82,12 +82,15 @@ void Network::sendGameUpdates() {
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player_update_message_t msg;
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msg.msg_id = MESSAGE_PLAYER_UPDATE;
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msg.player_id = game->player[i].id;
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msg.x = game->player[i].x;
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msg.y = game->player[i].y;
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msg.z = game->player[i].z;
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msg.vx = game->player[i].vx;
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msg.vy = game->player[i].vy;
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msg.vz = game->player[i].vz;
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btVector3 v = game->player[i].body->getLinearVelocity();
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btVector3 p = game->player[i].body->getWorldTransform().getOrigin();
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msg.x = p.x();
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msg.y = p.y();
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msg.z = p.z();
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msg.vx = v.x();
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msg.vy = v.y();
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msg.vz = v.z();
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msg.points = game->player[i].points;
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ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
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enet_host_broadcast(host, 0, packet);
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@ -124,38 +127,52 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
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case MESSAGE_ACCEPT: {
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accept_message_t *am = (accept_message_t *) data;
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game->local_player = game->getPlayer(am->player_id);
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std::cout << "[Network] accpeted player " << am->player_id << std::endl;
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break;
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}
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case MESSAGE_PLAYER_UPDATE: {
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player_update_message_t *um = (player_update_message_t *) data;
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std::cout << "[Network] update player " << um->player_id << std::endl;
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player_t *player = game->getPlayer(um->player_id);
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if (player != game->local_player) {
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player->x = um->x + um->vx * 0.0001;
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player->y = um->y + um->vy * 0.0001;
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player->z = um->z + um->vz * 0.0001;
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player->vx = um->vx;
|
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player->vy = um->vy;
|
||||
player->vz = um->vz;
|
||||
} else {
|
||||
if (fabs(um->x - player->x) < 10.0) {
|
||||
player->vx = um->vx + (um->x - player->x);
|
||||
#if 1
|
||||
btVector3 v = player->body->getLinearVelocity();
|
||||
btVector3 p = player->body->getWorldTransform().getOrigin();
|
||||
btVector3 v1(um->vx, um->vy, um->vz);
|
||||
btVector3 p1(um->x, um->y, um->z);
|
||||
player->body->activate(true);
|
||||
player->body->setLinearVelocity(v1);
|
||||
player->body->getWorldTransform().setOrigin((2 * p + p1) / 3);
|
||||
//player->body->applyCentralForce((v1 -v)/10.0);
|
||||
#endif
|
||||
#if 0
|
||||
std::cout << " v:" << um->vx << " " << um->vy << " " << um -> vz
|
||||
<< std::endl;
|
||||
std::cout << " p:" << um->x << " " << um->y << " " << um -> z
|
||||
<< std::endl;
|
||||
double threshold = 0.1;
|
||||
double dx = um->x - player->x;
|
||||
double dy = um->y - player->y;
|
||||
double dz = um->z - player->z;
|
||||
std::cout << " d:" << dx << " " << dy << " " << dz << std::endl;
|
||||
if (fabs(dx) < threshold) {
|
||||
player->x += 0.1 * dx;
|
||||
} else {
|
||||
player->x = um->x;
|
||||
player->vx = um->vx;
|
||||
}
|
||||
if (fabs(um->y - player->y) < 10.0) {
|
||||
player->vy = um->vy + (um->y - player->y);
|
||||
if (fabs(dy) < threshold) {
|
||||
player->y += 0.1 * dy;
|
||||
} else {
|
||||
player->y = um->y;
|
||||
player->vy = um->vy;
|
||||
}
|
||||
if (fabs(um->z - player->z) < 10.0) {
|
||||
player->vz = um->vz + (um->z - player->z);
|
||||
if (fabs(dz) < threshold) {
|
||||
player->z += 0.1 * dz;
|
||||
} else {
|
||||
player->z = um->z;
|
||||
}
|
||||
player->vx = um->vx;
|
||||
player->vy = um->vy;
|
||||
player->vz = um->vz;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
player->points = um->points;
|
||||
break;
|
||||
}
|
||||
@ -174,6 +191,7 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
|
||||
player->vx += um->x;
|
||||
player->vy += um->y;
|
||||
player->vz += um->z;
|
||||
player->body->activate(true);
|
||||
player->body->applyCentralImpulse(btVector3(um->x, um->y, um->z));
|
||||
break;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user