Esempio n. 1
0
///
//Initializes a new force state
//
//Parameters:
//	state: A pointer to the state to initialize as a force state
//	force: A pointer to a vector to copy as the force this state will apply
//	radius: A pointer to a vector to copy as the radius this state will apply the force at
void State_Force_Initialize(State* state, Vector* force, Vector* radius)
{
	struct State_Force_Members* members = (struct State_Force_Members*)malloc(sizeof(struct State_Force_Members));
	state->members = (State_Members)members;

	members->force = Vector_Allocate();
	Vector_Initialize(members->force, 3);
	Vector_Copy(members->force, force);

	members->radius = Vector_Allocate();
	Vector_Initialize(members->radius, 3);
	Vector_Copy(members->radius, radius);

	state->State_Members_Free = State_Force_Free;
	state->State_Update = State_Force_Update;
}
Esempio n. 2
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///
//Initializes a rendering buffer
//
//Parameters:
//	buffer: Rendering buffer to initialize
static void RenderingManager_InitializeBuffer(RenderingBuffer* buffer)
{
	//Shaders
	buffer->shaderPrograms = (ShaderProgram**)malloc(sizeof(ShaderProgram*));

	buffer->shaderPrograms[0] = ShaderProgram_Allocate();
	ShaderProgram_Initialize(buffer->shaderPrograms[0], "./Shader/VertexShader.glsl", "./Shader/FragmentShader.glsl");


	//Checking shaders
	if (buffer->shaderPrograms[0]->shaderProgramID == 0)
	{
		printf("\nError Creating Shader Program!\nShader Results:\nV: %d\tF: %d\tP: %d\n",
			buffer->shaderPrograms[0]->vertexShaderID,
			buffer->shaderPrograms[0]->fragmentShaderID,
			buffer->shaderPrograms[0]->shaderProgramID);

	}


	//Camera
	buffer->camera = Camera_Allocate();
	Camera_Initialize(buffer->camera);

	//Lighting
	buffer->directionalLightVector = Vector_Allocate();
	Vector_Initialize(buffer->directionalLightVector, 3);
	//buffer->directionalLightVector->components[0] = -0.77f;
	//buffer->directionalLightVector->components[2] = -0.77f;
	buffer->directionalLightVector->components[2] = -1.0f;

	//Debug
	buffer->debugOctTree = 0;
}
Esempio n. 3
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///
//Initializes a Template state
//
//Parameters:
//	s: A pointer to the state to initialize
//	acceleration: The acceleration of the parkourController
//	maxVelocity: The maximum linear velocity of the parkourController
//	angularVelocity: The angular velocity of the parkour controller (How fast can you turn?)
//	jumpImpulse: The force exerted when jumping
//	shootSpeed: The amount of seconds you must wait before shooting againS
void State_ParkourController_Initialize(State* s, const float acceleration, const float maxVelocity, const float angularVelocity, const float jumpImpulse, const float shootSpeed)
{
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)malloc(sizeof(struct State_ParkourController_Members));
    s->members = (State_Members*)members;

    //Set state members
    members->acceleration = acceleration;
    members->angularVelocity = angularVelocity;
    members->maxVelocity = maxVelocity;
    members->angularVelocity = angularVelocity;
    members->jumpMag = jumpImpulse;

    members->verticalRunning = 0;
    members->horizontalRunning = 0;

    members->spinningTime = 3.14159f / spinningRate;
    members->spinningTimer = members->spinningTime;

    members->shootTimer = 0.0f;
    members->shootCooldown = shootSpeed;

    members->wallNormal = Vector_Allocate();
    Vector_Initialize(members->wallNormal, 3);

    //Set functions
    s->State_Update = State_ParkourController_Update;
    s->State_Members_Free = State_ParkourController_Free;
}
///
//Rotates the runner controller
//	obj: A pointer to the game object to rotate
//	state: A pointer to the runner controller rotating the object
void State_RunnerController_Rotate(GObject* obj, State* state)
{
	// create a camera object
	Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

	//Grab the state members
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;

	// if player's mouse is locked
	if(InputManager_GetInputBuffer().mouseLock)
	{

		int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
		int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

		Vector* axis = Vector_Allocate();
		Vector_Initialize(axis,3);

		if(deltaMouseX != 0)
		{
			axis->components[1] = 1.0f;
			// rotate the camera
			Camera_ChangeYaw(cam, members->angularVelocity * deltaMouseX);
			axis->components[1] = 0.0f;
		}

		if (deltaMouseY != 0)
		{
			Vector forwardVector;
			Vector_INIT_ON_STACK(forwardVector, 3);
			Matrix_SliceRow(&forwardVector, cam->rotationMatrix, 2, 0, 3);

			// Keep camera from overextending it's boundaries.
			if (deltaMouseY > 0)
			{
				if (Vector_DotProduct(&forwardVector, &Vector_E2) < 0.7f)
				{
					axis->components[0] = 1.0f;
					Camera_ChangePitch(cam, members->angularVelocity * deltaMouseY);
					axis->components[0] = 0.0f;
				}
			}
			else if (deltaMouseY < 0)
			{
				if (Vector_DotProduct(&forwardVector, &Vector_E2) > -0.7f)
				{
					axis->components[0] = 1.0f;
					Camera_ChangePitch(cam, members->angularVelocity * deltaMouseY);
					axis->components[0] = 0.0f;
				}
			}
		}
	}
}
Esempio n. 5
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///
//Initializes a material
//
//Parameters:
//	mat: A pointer to the material to initialize
//	t: A pointer to the texture which this material represents an instance of
void Material_Initialize(Material* mat, Texture* t)
{
	//Allocate & Initialize color matrix
	mat->colorMatrix = Matrix_Allocate();
	Matrix_Initialize(mat->colorMatrix, 4, 4);

	//Allocate & initialize tile vector
	mat->tile = Vector_Allocate();
	Vector_Initialize(mat->tile, 2);

	mat->tile->components[0] = mat->tile->components[1] = 1.0f;

	mat->texture = t;
}
///
//Initializes a runner controller state
//
//Parameters:
//	state: A pointer to the state to initialize as a runner controller
//	acceleration: The acceleration of the runner
//	maxvelocity: The max speed of the runner
//	angularVelocity: the angular velocity of the runner
//	jumpMag: The magnitude of the impulse which will be applied when the player jumps
void State_RunnerController_Initialize(State* state, const float acceleration, const float maxVelocity, const float angularVelocity, const float jumpMag)
{
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)malloc(sizeof(struct State_RunnerController_Members));
	state->members = (State_Members)members;

	members->acceleration = acceleration;
	members->angularVelocity = angularVelocity;
	members->maxVelocity = maxVelocity;
	members->jumpMag = jumpMag;

	members->verticalRunning = 0;
	members->horizontalRunning = 0;

	members->spinningTime = 3.14159f / spinningRate;
	members->spinningTimer = members->spinningTime;

	members->wallNormal = Vector_Allocate();
	Vector_Initialize(members->wallNormal, 3);

	state->State_Members_Free = State_RunnerController_Free;
	state->State_Update = State_RunnerController_Update;
}
Esempio n. 7
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///
//Rotates the rendering manager's camera according to change in mouse position
//
//Parameters:
//	GO: The game object this state is attached to
//	state: The First person camera state updating the gameObject
void State_FirstPersonCamera_Rotate(GObject* GO, State* state)
{

	Camera* cam = RenderingManager_GetRenderingBuffer().camera;

	if(InputManager_GetInputBuffer().mouseLock)
	{
		float dt = TimeManager_GetDeltaSec();

		int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
		int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

		Vector* axis = Vector_Allocate();
		Vector_Initialize(axis, 3);

		if (deltaMouseX != 0)
		{


			axis->components[1] = 1.0f;
			Camera_Rotate(cam, axis, state->members->rotationSpeed * deltaMouseX);
			axis->components[1] = 0.0f;
		}

		if (deltaMouseY != 0)
		{
			axis->components[0] = 1.0f;

			Camera_Rotate(cam, axis, state->members->rotationSpeed * deltaMouseY);
			axis->components[0] = 0.0f;
		}

		Vector_Free(axis);
	}


}
Esempio n. 8
0
///
//Initializes the scene within the engine.
//This must be done after all engine components are initialized.
void InitializeScene(void)
{
	///
	//Camera controller simulation
	GObject* cam = GObject_Allocate();
	GObject_Initialize(cam);

	State* state = State_Allocate();

	cam->body = RigidBody_Allocate();
	RigidBody_Initialize(cam->body, cam->frameOfReference, 1.0f);
	cam->body->coefficientOfRestitution = 0.1f;


	cam->collider = Collider_Allocate();
	AABBCollider_Initialize(cam->collider, 2.5f, 3.0f, 2.5f, &Vector_ZERO);

	State_ParkourController_Initialize(state, 7.0f, 10.0f, 0.05f, 50.0f, 0.1f);

	GObject_AddState(cam,state);

	ObjectManager_AddObject(cam);

	//Create floor
	GObject* block = GObject_Allocate();
	GObject_Initialize(block);

	block->mesh = AssetManager_LookupMesh("Cube");

	block->collider = Collider_Allocate();
	AABBCollider_Initialize(block->collider, 2.0f, 2.0f, 2.0f, &Vector_ZERO);

	block->body = RigidBody_Allocate();
	RigidBody_Initialize(block->body, block->frameOfReference, 0.0f);
	block->body->freezeTranslation = block->body->freezeRotation = 1;
	block->body->dynamicFriction = block->body->staticFriction = 0.1f;
	block->body->rollingResistance = 0.25f;

	Vector v;
	Vector_INIT_ON_STACK(v, 3);
	v.components[0] = v.components[2] = 40.0f;
	v.components[1] = 1.0f;

	GObject_Scale(block, &v);

	Vector_Copy(&v, &Vector_ZERO);
	v.components[1] = -10.0f;

	GObject_Translate(block, &v);

	ObjectManager_AddObject(block);
	
	//Create sphere

	block = GObject_Allocate();
	GObject_Initialize(block);

	block->mesh = AssetManager_LookupMesh("Sphere");
	block->material = Material_Allocate();
	Material_Initialize(block->material, AssetManager_LookupTexture("Earth"));

	//*Matrix_Index(block->material->colorMatrix, 2, 2) = 0.0f;
	//*Matrix_Index(block->material->colorMatrix, 1, 1) = 0.0f;


	block->collider = Collider_Allocate();
	SphereCollider_Initialize(block->collider, 1.0f);

	block->body = RigidBody_Allocate();
	RigidBody_Initialize(block->body, block->frameOfReference, 0.0f);
	block->body->dynamicFriction = block->body->staticFriction = 1.0f;

	block->body->coefficientOfRestitution = 0.9f;

	Vector_Copy(&v, &Vector_ZERO);
	v.components[0] = -3.0f;
	v.components[1] = 5.0f;
	v.components[2] = -10.0f;

	GObject_Translate(block, &v);

	Vector_Copy(&v, &Vector_ZERO);
	v.components[0] = v.components[1] = v.components[2] = 10.0f;
	GObject_Scale(block, &v);
	
	ObjectManager_AddObject(block);
	
	
	
	//Set gravity
	
	Vector* gravity = Vector_Allocate();
	Vector_Initialize(gravity, 3);
	gravity->components[1] = -9.81f;
	
	PhysicsManager_AddGlobalAcceleration(gravity);	
}