Merge pull request 'network' (#2) from network into main
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Reviewed-on: #2
This commit was merged in pull request #2.
This commit is contained in:
2024-08-22 10:30:02 +02:00
60 changed files with 2123 additions and 429 deletions

View File

@@ -2,8 +2,7 @@
[sub_resource type="CapsuleMesh" id="CapsuleMesh_ky6st"] [sub_resource type="CapsuleMesh" id="CapsuleMesh_ky6st"]
[sub_resource type="ConvexPolygonShape3D" id="ConvexPolygonShape3D_qjfxs"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_snsyg"]
points = PackedVector3Array(-0.125207, -0.532801, -0.480507, 0.0227831, 0.47607, 0.498884, 0.169713, 0.559144, 0.464172, 0.231051, -0.803591, 0.320455, 0.40741, 0.651043, -0.243523, -0.482789, 0.594843, 0.0822132, -0.362868, -0.682312, 0.289697, 0.469044, -0.654529, -0.0662713, -0.127444, 0.842701, -0.338103, -0.393435, -0.683942, -0.244717, 0.438255, 0.623309, 0.200849, 0.0841477, 0.977454, 0.114795, -0.0682023, -0.976458, -0.12927, 0.20055, -0.563129, -0.451454, -0.185527, 0.595453, -0.453475, -0.273363, 0.592268, 0.407754, -0.00693649, -0.476823, 0.49966, 0.375821, -0.588614, 0.316955, 0.111579, 0.563059, -0.481177, -0.41725, 0.527866, -0.270497, -0.484546, -0.596972, -0.0665097, -0.279747, 0.908561, 0.0533361, -0.250197, -0.880712, 0.205319, 0.263647, -0.902771, -0.127394, 0.293368, 0.871526, -0.157196, 0.373412, -0.526319, -0.328246, 0.499663, 0.476641, -0.00688856, 0.0531056, 0.875001, 0.324703, -0.154543, -0.590854, 0.465879, -0.0972799, -0.782358, -0.398188, -0.387649, -0.498171, 0.31565, -0.30068, -0.587995, -0.388901)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gwsuw"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gwsuw"]
resource_name = "Beta_Joints_MAT1" resource_name = "Beta_Joints_MAT1"
@@ -3274,25 +3273,25 @@ nodes/output/position = Vector2(860, 160)
node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_transition", 1, &"Air", &"iwr_blend", 0, &"Idle", &"iwr_blend", 1, &"Walk", &"iwr_blend", 2, &"Run", &"output", 0, &"ground_air_transition"] node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_transition", 1, &"Air", &"iwr_blend", 0, &"Idle", &"iwr_blend", 1, &"Walk", &"iwr_blend", 2, &"Run", &"output", 0, &"ground_air_transition"]
[node name="FirstPersonPlayer" type="FirstPersonPlayer"] [node name="FirstPersonPlayer" type="FirstPersonPlayer"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
visible = false visible = false
layers = 2 layers = 2
mesh = SubResource("CapsuleMesh_ky6st") mesh = SubResource("CapsuleMesh_ky6st")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
visible = false transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("ConvexPolygonShape3D_qjfxs") shape = SubResource("CapsuleShape3D_snsyg")
[node name="Head" type="Node3D" parent="."] [node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.578545, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.579, 0)
[node name="Camera" type="Camera3D" parent="Head"] [node name="Camera" type="Camera3D" parent="Head"]
cull_mask = 1048573 cull_mask = 1048573
[node name="Mesh" type="Node3D" parent="."] [node name="Mesh" type="Node3D" parent="."]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, -1, 0) transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
[node name="Armature" type="Node3D" parent="Mesh"] [node name="Armature" type="Node3D" parent="Mesh"]
transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0) transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0)

View File

@@ -254,9 +254,7 @@ _surfaces = [{
}] }]
blend_shape_mode = 0 blend_shape_mode = 0
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_mm42w"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_p1dvg"]
radius = 0.283343
height = 1.84319
[sub_resource type="Animation" id="Animation_jas7c"] [sub_resource type="Animation" id="Animation_jas7c"]
resource_name = "Air-loop" resource_name = "Air-loop"
@@ -3273,10 +3271,8 @@ nodes/output/position = Vector2(860, 160)
node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_transition", 1, &"Air", &"iwr_blend", 0, &"Idle", &"iwr_blend", 1, &"Walk", &"iwr_blend", 2, &"Run", &"output", 0, &"ground_air_transition"] node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_transition", 1, &"Air", &"iwr_blend", 0, &"Idle", &"iwr_blend", 1, &"Walk", &"iwr_blend", 2, &"Run", &"output", 0, &"ground_air_transition"]
[node name="Player" type="Player"] [node name="Player" type="Player"]
velocity = Vector3(0, -5821.84, 0)
[node name="Mesh" type="Node3D" parent="."] [node name="Mesh" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.0730165, 0)
[node name="Armature" type="Node3D" parent="Mesh"] [node name="Armature" type="Node3D" parent="Mesh"]
transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0) transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0)
@@ -3286,43 +3282,43 @@ bones/0/name = "Hips"
bones/0/parent = -1 bones/0/parent = -1
bones/0/rest = Transform3D(1, -5.00981e-07, 6.47142e-09, 0, 0.0129164, 0.999917, -5.01023e-07, -0.999917, 0.0129164, -7.72729e-06, 1.55432, -104.275) bones/0/rest = Transform3D(1, -5.00981e-07, 6.47142e-09, 0, 0.0129164, 0.999917, -5.01023e-07, -0.999917, 0.0129164, -7.72729e-06, 1.55432, -104.275)
bones/0/enabled = true bones/0/enabled = true
bones/0/position = Vector3(-0.00545547, 1.5608, -104.173) bones/0/position = Vector3(-0.00545729, 1.56079, -104.173)
bones/0/rotation = Quaternion(-0.673975, -0.26086, 0.257429, 0.641436) bones/0/rotation = Quaternion(-0.674952, -0.262938, 0.255891, 0.640175)
bones/0/scale = Vector3(1, 1, 1) bones/0/scale = Vector3(1, 1, 1)
bones/1/name = "Spine" bones/1/name = "Spine"
bones/1/parent = 0 bones/1/parent = 0
bones/1/rest = Transform3D(1, 4.9454e-07, 3.97682e-08, -4.9454e-07, 0.98715, 0.159796, 3.97681e-08, -0.159796, 0.98715, -4.1641e-10, 10.1824, 4.47034e-08) bones/1/rest = Transform3D(1, 4.9454e-07, 3.97682e-08, -4.9454e-07, 0.98715, 0.159796, 3.97681e-08, -0.159796, 0.98715, -4.1641e-10, 10.1824, 4.47034e-08)
bones/1/enabled = true bones/1/enabled = true
bones/1/position = Vector3(-4.1641e-10, 10.1824, 4.47034e-08) bones/1/position = Vector3(-4.1641e-10, 10.1824, 4.47034e-08)
bones/1/rotation = Quaternion(0.0494452, 0.00102938, -0.0281418, 0.99838) bones/1/rotation = Quaternion(0.0492163, 0.000532408, -0.02752, 0.998409)
bones/1/scale = Vector3(1, 1, 1) bones/1/scale = Vector3(1, 1, 1)
bones/2/name = "Spine1" bones/2/name = "Spine1"
bones/2/parent = 1 bones/2/parent = 1
bones/2/rest = Transform3D(1, 4.13003e-14, -6.10621e-16, -4.13003e-14, 1, 5.96046e-08, 6.10624e-16, -5.96046e-08, 1, -6.45306e-12, 10.0027, 2.63751e-06) bones/2/rest = Transform3D(1, 4.13003e-14, -6.10621e-16, -4.13003e-14, 1, 5.96046e-08, 6.10624e-16, -5.96046e-08, 1, -6.45306e-12, 10.0027, 2.63751e-06)
bones/2/enabled = true bones/2/enabled = true
bones/2/position = Vector3(-6.45306e-12, 10.0027, 2.63751e-06) bones/2/position = Vector3(-6.45306e-12, 10.0027, 2.63751e-06)
bones/2/rotation = Quaternion(0.25634, 0.00456356, -0.0680245, 0.964179) bones/2/rotation = Quaternion(0.255913, 0.00352153, -0.0657837, 0.964453)
bones/2/scale = Vector3(1, 1, 1) bones/2/scale = Vector3(1, 1, 1)
bones/3/name = "Spine2" bones/3/name = "Spine2"
bones/3/parent = 2 bones/3/parent = 2
bones/3/rest = Transform3D(1, 7.40298e-08, -1.9083e-09, -7.40543e-08, 0.999668, -0.0257692, -2.13163e-14, 0.0257692, 0.999668, -6.39488e-13, 9.32208, -1.54972e-06) bones/3/rest = Transform3D(1, 7.40298e-08, -1.9083e-09, -7.40543e-08, 0.999668, -0.0257692, -2.13163e-14, 0.0257692, 0.999668, -6.39488e-13, 9.32208, -1.54972e-06)
bones/3/enabled = true bones/3/enabled = true
bones/3/position = Vector3(-6.39488e-13, 9.32208, -1.54972e-06) bones/3/position = Vector3(-6.39488e-13, 9.32208, -1.54972e-06)
bones/3/rotation = Quaternion(0.268751, 0.00362875, -0.0681548, 0.960789) bones/3/rotation = Quaternion(0.268319, 0.00267362, -0.0658236, 0.961075)
bones/3/scale = Vector3(1, 1, 1) bones/3/scale = Vector3(1, 1, 1)
bones/4/name = "Neck" bones/4/name = "Neck"
bones/4/parent = 3 bones/4/parent = 3
bones/4/rest = Transform3D(1, -1.45661e-13, -1.46549e-14, 1.45661e-13, 1, -1.86265e-08, 1.46549e-14, 1.86265e-08, 1, 4.13195e-10, 16.8654, 4.15668e-13) bones/4/rest = Transform3D(1, -1.45661e-13, -1.46549e-14, 1.45661e-13, 1, -1.86265e-08, 1.46549e-14, 1.86265e-08, 1, 4.13195e-10, 16.8654, 4.15668e-13)
bones/4/enabled = true bones/4/enabled = true
bones/4/position = Vector3(4.13195e-10, 16.8654, 4.15668e-13) bones/4/position = Vector3(4.13195e-10, 16.8654, 4.15668e-13)
bones/4/rotation = Quaternion(0.0150258, 0.0423437, -0.0448451, 0.997983) bones/4/rotation = Quaternion(0.0137645, 0.0488776, -0.0564687, 0.997112)
bones/4/scale = Vector3(1, 1, 1) bones/4/scale = Vector3(1, 1, 1)
bones/5/name = "Head" bones/5/name = "Head"
bones/5/parent = 4 bones/5/parent = 4
bones/5/rest = Transform3D(1, 7.74936e-14, 5.77316e-15, -7.74936e-14, 1, 4.47035e-08, -5.77316e-15, -4.47035e-08, 1, -1.07566e-07, 9.3419, 2.84104) bones/5/rest = Transform3D(1, 7.74936e-14, 5.77316e-15, -7.74936e-14, 1, 4.47035e-08, -5.77316e-15, -4.47035e-08, 1, -1.07566e-07, 9.3419, 2.84104)
bones/5/enabled = true bones/5/enabled = true
bones/5/position = Vector3(-1.07566e-07, 9.3419, 2.84104) bones/5/position = Vector3(-1.07566e-07, 9.3419, 2.84104)
bones/5/rotation = Quaternion(0.00920543, 0.0563305, 0.022933, 0.998106) bones/5/rotation = Quaternion(0.011752, 0.0558241, 0.0292939, 0.997942)
bones/5/scale = Vector3(1, 1, 1) bones/5/scale = Vector3(1, 1, 1)
bones/6/name = "HeadTop_End" bones/6/name = "HeadTop_End"
bones/6/parent = 5 bones/6/parent = 5
@@ -3336,42 +3332,42 @@ bones/7/parent = 3
bones/7/rest = Transform3D(-0.205696, -0.977364, 0.0494833, -0.129005, -0.0230424, -0.991376, 0.970076, -0.210305, -0.121346, -4.56997, 11.1959, -0.806634) bones/7/rest = Transform3D(-0.205696, -0.977364, 0.0494833, -0.129005, -0.0230424, -0.991376, 0.970076, -0.210305, -0.121346, -4.56997, 11.1959, -0.806634)
bones/7/enabled = true bones/7/enabled = true
bones/7/position = Vector3(-4.56997, 11.1959, -0.806634) bones/7/position = Vector3(-4.56997, 11.1959, -0.806634)
bones/7/rotation = Quaternion(-0.407796, 0.575185, -0.614273, -0.354307) bones/7/rotation = Quaternion(-0.41009, 0.574024, -0.615595, -0.351234)
bones/7/scale = Vector3(1, 1, 1) bones/7/scale = Vector3(1, 1, 1)
bones/8/name = "RightArm" bones/8/name = "RightArm"
bones/8/parent = 7 bones/8/parent = 7
bones/8/rest = Transform3D(0.978563, 0.205696, 0.0101912, -0.205948, 0.977364, 0.0484225, -2.57045e-07, -0.0494833, 0.998775, -3.57628e-07, 10.8382, -1.46913e-05) bones/8/rest = Transform3D(0.978563, 0.205696, 0.0101912, -0.205948, 0.977364, 0.0484225, -2.57045e-07, -0.0494833, 0.998775, -3.57628e-07, 10.8382, -1.46913e-05)
bones/8/enabled = true bones/8/enabled = true
bones/8/position = Vector3(1.96774e-07, 10.8382, -3.20984e-07) bones/8/position = Vector3(1.96774e-07, 10.8382, -3.20984e-07)
bones/8/rotation = Quaternion(0.203226, 0.203129, -0.0329129, 0.957264) bones/8/rotation = Quaternion(0.211294, 0.201632, -0.0386556, 0.955618)
bones/8/scale = Vector3(1, 1, 1) bones/8/scale = Vector3(1, 1, 1)
bones/9/name = "RightForeArm" bones/9/name = "RightForeArm"
bones/9/parent = 8 bones/9/parent = 8
bones/9/rest = Transform3D(1, -5.8991e-08, -1.67444e-07, 5.8991e-08, 1, -9.42509e-15, 1.67444e-07, -4.52622e-16, 1, -1.01963e-05, 27.8415, -1.44409e-05) bones/9/rest = Transform3D(1, -5.8991e-08, -1.67444e-07, 5.8991e-08, 1, -9.42509e-15, 1.67444e-07, -4.52622e-16, 1, -1.01963e-05, 27.8415, -1.44409e-05)
bones/9/enabled = true bones/9/enabled = true
bones/9/position = Vector3(-1.00907e-05, 27.8415, -3.06037e-05) bones/9/position = Vector3(-1.00907e-05, 27.8415, -3.06037e-05)
bones/9/rotation = Quaternion(0.016868, -0.0422137, -0.187411, 0.981229) bones/9/rotation = Quaternion(0.0174234, -0.0442375, -0.187662, 0.981082)
bones/9/scale = Vector3(1, 1, 1) bones/9/scale = Vector3(1, 1, 1)
bones/10/name = "RightHand" bones/10/name = "RightHand"
bones/10/parent = 9 bones/10/parent = 9
bones/10/rest = Transform3D(1, -1.90228e-09, 1.90222e-09, 1.90228e-09, 1, 1.10216e-13, -1.90222e-09, -1.10212e-13, 1, 1.54253e-05, 28.3288, 1.70057e-05) bones/10/rest = Transform3D(1, -1.90228e-09, 1.90222e-09, 1.90228e-09, 1, 1.10216e-13, -1.90222e-09, -1.10212e-13, 1, 1.54253e-05, 28.3288, 1.70057e-05)
bones/10/enabled = true bones/10/enabled = true
bones/10/position = Vector3(1.5054e-05, 28.3288, 8.42971e-07) bones/10/position = Vector3(1.5054e-05, 28.3288, 8.42971e-07)
bones/10/rotation = Quaternion(-0.29465, 0.0869538, -0.124768, 0.943426) bones/10/rotation = Quaternion(-0.311762, 0.048629, -0.109617, 0.942562)
bones/10/scale = Vector3(1, 1, 1) bones/10/scale = Vector3(1, 1, 1)
bones/11/name = "RightHandThumb1" bones/11/name = "RightHandThumb1"
bones/11/parent = 10 bones/11/parent = 10
bones/11/rest = Transform3D(0.888246, 0.459367, 6.78003e-07, -0.396939, 0.767535, -0.503319, -0.231209, 0.447071, 0.864101, 2.68185, 2.46481, 1.57399) bones/11/rest = Transform3D(0.888246, 0.459367, 6.78003e-07, -0.396939, 0.767535, -0.503319, -0.231209, 0.447071, 0.864101, 2.68185, 2.46481, 1.57399)
bones/11/enabled = true bones/11/enabled = true
bones/11/position = Vector3(2.68185, 2.46481, 1.57397) bones/11/position = Vector3(2.68185, 2.46481, 1.57397)
bones/11/rotation = Quaternion(0.2394, 0.160363, -0.215536, 0.933014) bones/11/rotation = Quaternion(0.248563, 0.146822, -0.244856, 0.925584)
bones/11/scale = Vector3(1, 1, 1) bones/11/scale = Vector3(1, 1, 1)
bones/12/name = "RightHandThumb2" bones/12/name = "RightHandThumb2"
bones/12/parent = 11 bones/12/parent = 11
bones/12/rest = Transform3D(0.999824, -0.0185942, -0.0023841, 0.0186051, 0.999816, 0.00460874, 0.00229796, -0.00465229, 0.999986, 3.93391e-06, 4.18899, 7.30372e-06) bones/12/rest = Transform3D(0.999824, -0.0185942, -0.0023841, 0.0186051, 0.999816, 0.00460874, 0.00229796, -0.00465229, 0.999986, 3.93391e-06, 4.18899, 7.30372e-06)
bones/12/enabled = true bones/12/enabled = true
bones/12/position = Vector3(-4.17233e-06, 4.18898, -1.18934e-05) bones/12/position = Vector3(-4.17233e-06, 4.18898, -1.18934e-05)
bones/12/rotation = Quaternion(-0.115742, 0.0900667, 0.192157, 0.970344) bones/12/rotation = Quaternion(-0.107896, 0.082565, 0.177687, 0.974663)
bones/12/scale = Vector3(1, 1, 1) bones/12/scale = Vector3(1, 1, 1)
bones/13/name = "RightHandThumb3" bones/13/name = "RightHandThumb3"
bones/13/parent = 12 bones/13/parent = 12
@@ -3392,14 +3388,14 @@ bones/15/parent = 10
bones/15/rest = Transform3D(1, 0.000328245, -7.43808e-08, -0.000328245, 1, 2.44166e-11, 7.43808e-08, -1.4988e-15, 1, 2.25983, 9.10829, 0.517869) bones/15/rest = Transform3D(1, 0.000328245, -7.43808e-08, -0.000328245, 1, 2.44166e-11, 7.43808e-08, -1.4988e-15, 1, 2.25983, 9.10829, 0.517869)
bones/15/enabled = true bones/15/enabled = true
bones/15/position = Vector3(2.25983, 9.10828, 0.517853) bones/15/position = Vector3(2.25983, 9.10828, 0.517853)
bones/15/rotation = Quaternion(0.11025, 0.00650945, 0.00551306, 0.993867) bones/15/rotation = Quaternion(0.0830017, 0.00512602, 0.00685563, 0.996513)
bones/15/scale = Vector3(1, 1, 1) bones/15/scale = Vector3(1, 1, 1)
bones/16/name = "RightHandIndex2" bones/16/name = "RightHandIndex2"
bones/16/parent = 15 bones/16/parent = 15
bones/16/rest = Transform3D(1, -0.000511482, 3.19887e-07, 0.000511482, 1, 1.0708e-05, -3.25364e-07, -1.07078e-05, 1, -7.49751e-08, 3.69999, 1.65342e-05) bones/16/rest = Transform3D(1, -0.000511482, 3.19887e-07, 0.000511482, 1, 1.0708e-05, -3.25364e-07, -1.07078e-05, 1, -7.49751e-08, 3.69999, 1.65342e-05)
bones/16/enabled = true bones/16/enabled = true
bones/16/position = Vector3(1.82747e-07, 3.7, 7.39788e-07) bones/16/position = Vector3(1.82747e-07, 3.7, 7.39788e-07)
bones/16/rotation = Quaternion(0.165573, 0.0101262, 0.00848687, 0.986109) bones/16/rotation = Quaternion(0.154202, 0.00991445, 0.00963483, 0.987943)
bones/16/scale = Vector3(1, 1, 1) bones/16/scale = Vector3(1, 1, 1)
bones/17/name = "RightHandIndex3" bones/17/name = "RightHandIndex3"
bones/17/parent = 16 bones/17/parent = 16
@@ -3420,14 +3416,14 @@ bones/19/parent = 10
bones/19/rest = Transform3D(1, 0.0010033, 8.39909e-08, -0.0010033, 1, 6.61679e-11, -8.39908e-08, -1.50436e-10, 1, -2.58012e-05, 9.53251, 4.75128e-05) bones/19/rest = Transform3D(1, 0.0010033, 8.39909e-08, -0.0010033, 1, 6.61679e-11, -8.39908e-08, -1.50436e-10, 1, -2.58012e-05, 9.53251, 4.75128e-05)
bones/19/enabled = true bones/19/enabled = true
bones/19/position = Vector3(-2.61725e-05, 9.5325, 3.135e-05) bones/19/position = Vector3(-2.61725e-05, 9.5325, 3.135e-05)
bones/19/rotation = Quaternion(0.1721, 0.00873778, 0.0157109, 0.984915) bones/19/rotation = Quaternion(0.147732, 0.0111146, 0.0265099, 0.98861)
bones/19/scale = Vector3(1, 1, 1) bones/19/scale = Vector3(1, 1, 1)
bones/20/name = "RightHandMiddle2" bones/20/name = "RightHandMiddle2"
bones/20/parent = 19 bones/20/parent = 19
bones/20/rest = Transform3D(0.999998, -0.00169976, 6.79326e-08, 0.00169976, 0.999998, 5.1725e-06, -7.67245e-08, -5.17238e-06, 1, 4.37467e-07, 3.70001, 1.65339e-05) bones/20/rest = Transform3D(0.999998, -0.00169976, 6.79326e-08, 0.00169976, 0.999998, 5.1725e-06, -7.67245e-08, -5.17238e-06, 1, 4.37467e-07, 3.70001, 1.65339e-05)
bones/20/enabled = true bones/20/enabled = true
bones/20/position = Vector3(5.8697e-08, 3.70001, -3.01458e-05) bones/20/position = Vector3(5.8697e-08, 3.70001, -3.01458e-05)
bones/20/rotation = Quaternion(0.29122, 0.00291729, -0.0159203, 0.956519) bones/20/rotation = Quaternion(0.254491, 0.00271635, -0.01288, 0.966986)
bones/20/scale = Vector3(1, 1, 1) bones/20/scale = Vector3(1, 1, 1)
bones/21/name = "RightHandMiddle3" bones/21/name = "RightHandMiddle3"
bones/21/parent = 20 bones/21/parent = 20
@@ -3448,14 +3444,14 @@ bones/23/parent = 10
bones/23/rest = Transform3D(1, -0.000311951, 2.28835e-07, 0.000311951, 1, 7.13874e-11, -2.28835e-07, -1.97758e-15, 1, -1.86514, 9.1036, 0.0430626) bones/23/rest = Transform3D(1, -0.000311951, 2.28835e-07, 0.000311951, 1, 7.13874e-11, -2.28835e-07, -1.97758e-15, 1, -1.86514, 9.1036, 0.0430626)
bones/23/enabled = true bones/23/enabled = true
bones/23/position = Vector3(-1.86514, 9.1036, 0.0430626) bones/23/position = Vector3(-1.86514, 9.1036, 0.0430626)
bones/23/rotation = Quaternion(0.230492, 0.00939941, 0.0756768, 0.970082) bones/23/rotation = Quaternion(0.181591, 0.0278997, 0.069303, 0.980532)
bones/23/scale = Vector3(1, 1, 1) bones/23/scale = Vector3(1, 1, 1)
bones/24/name = "RightHandRing2" bones/24/name = "RightHandRing2"
bones/24/parent = 23 bones/24/parent = 23
bones/24/rest = Transform3D(1, 0.000442856, 1.18525e-07, -0.000442856, 1, 5.28028e-06, -1.16186e-07, -5.28033e-06, 1, -2.23002e-07, 3.37928, 6.29645e-07) bones/24/rest = Transform3D(1, 0.000442856, 1.18525e-07, -0.000442856, 1, 5.28028e-06, -1.16186e-07, -5.28033e-06, 1, -2.23002e-07, 3.37928, 6.29645e-07)
bones/24/enabled = true bones/24/enabled = true
bones/24/position = Vector3(-2.23002e-07, 3.37928, 6.29645e-07) bones/24/position = Vector3(-2.23002e-07, 3.37928, 6.29645e-07)
bones/24/rotation = Quaternion(0.355641, -0.00404305, -0.0360694, 0.933917) bones/24/rotation = Quaternion(0.317146, -0.00384532, -0.0329689, 0.947796)
bones/24/scale = Vector3(1, 1, 1) bones/24/scale = Vector3(1, 1, 1)
bones/25/name = "RightHandRing3" bones/25/name = "RightHandRing3"
bones/25/parent = 24 bones/25/parent = 24
@@ -3476,14 +3472,14 @@ bones/27/parent = 10
bones/27/rest = Transform3D(0.999999, -0.00104089, 1.35743e-07, 0.00104089, 0.999999, -8.47695e-06, -1.26919e-07, 8.47709e-06, 1, -3.80628, 8.07669, 0.486713) bones/27/rest = Transform3D(0.999999, -0.00104089, 1.35743e-07, 0.00104089, 0.999999, -8.47695e-06, -1.26919e-07, 8.47709e-06, 1, -3.80628, 8.07669, 0.486713)
bones/27/enabled = true bones/27/enabled = true
bones/27/position = Vector3(-3.80628, 8.07668, 0.486696) bones/27/position = Vector3(-3.80628, 8.07668, 0.486696)
bones/27/rotation = Quaternion(0.293242, 0.0144781, 0.0775827, 0.952775) bones/27/rotation = Quaternion(0.247856, 0.00925302, 0.0721828, 0.96606)
bones/27/scale = Vector3(1, 1, 1) bones/27/scale = Vector3(1, 1, 1)
bones/28/name = "RightHandPinky2" bones/28/name = "RightHandPinky2"
bones/28/parent = 27 bones/28/parent = 27
bones/28/rest = Transform3D(0.999999, -0.00169266, 2.0762e-07, 0.00169266, 0.999999, 1.21108e-06, -2.0967e-07, -1.21073e-06, 1, 1.02501e-06, 3.6, -1.07715e-07) bones/28/rest = Transform3D(0.999999, -0.00169266, 2.0762e-07, 0.00169266, 0.999999, 1.21108e-06, -2.0967e-07, -1.21073e-06, 1, 1.02501e-06, 3.6, -1.07715e-07)
bones/28/enabled = true bones/28/enabled = true
bones/28/position = Vector3(1.02501e-06, 3.6, -1.07715e-07) bones/28/position = Vector3(1.02501e-06, 3.6, -1.07715e-07)
bones/28/rotation = Quaternion(0.398295, -0.018258, -0.0590211, 0.915175) bones/28/rotation = Quaternion(0.356941, -0.017438, -0.057749, 0.932177)
bones/28/scale = Vector3(1, 1, 1) bones/28/scale = Vector3(1, 1, 1)
bones/29/name = "RightHandPinky3" bones/29/name = "RightHandPinky3"
bones/29/parent = 28 bones/29/parent = 28
@@ -3504,42 +3500,42 @@ bones/31/parent = 3
bones/31/rest = Transform3D(-0.205707, 0.977362, -0.0494651, 0.129002, -0.0230232, -0.991377, -0.970074, -0.210314, -0.121346, 4.57045, 11.1957, -0.806628) bones/31/rest = Transform3D(-0.205707, 0.977362, -0.0494651, 0.129002, -0.0230232, -0.991377, -0.970074, -0.210314, -0.121346, 4.57045, 11.1957, -0.806628)
bones/31/enabled = true bones/31/enabled = true
bones/31/position = Vector3(4.57045, 11.1957, -0.806628) bones/31/position = Vector3(4.57045, 11.1957, -0.806628)
bones/31/rotation = Quaternion(0.488057, 0.536105, -0.568538, 0.388789) bones/31/rotation = Quaternion(0.48725, 0.536206, -0.569594, 0.388114)
bones/31/scale = Vector3(1, 1, 1) bones/31/scale = Vector3(1, 1, 1)
bones/32/name = "LeftArm" bones/32/name = "LeftArm"
bones/32/parent = 31 bones/32/parent = 31
bones/32/rest = Transform3D(0.978561, -0.205707, -0.0101878, 0.20596, 0.977363, 0.0484042, 1.67638e-08, -0.0494647, 0.998776, 1.19209e-07, 10.8377, -7.69096e-07) bones/32/rest = Transform3D(0.978561, -0.205707, -0.0101878, 0.20596, 0.977363, 0.0484042, 1.67638e-08, -0.0494647, 0.998776, 1.19209e-07, 10.8377, -7.69096e-07)
bones/32/enabled = true bones/32/enabled = true
bones/32/position = Vector3(1.19209e-07, 10.8377, -7.69096e-07) bones/32/position = Vector3(1.19209e-07, 10.8377, -7.69096e-07)
bones/32/rotation = Quaternion(0.185302, -0.209923, 0.138081, 0.950015) bones/32/rotation = Quaternion(0.176075, -0.211821, 0.127993, 0.952758)
bones/32/scale = Vector3(1, 1, 1) bones/32/scale = Vector3(1, 1, 1)
bones/33/name = "LeftForeArm" bones/33/name = "LeftForeArm"
bones/33/parent = 32 bones/33/parent = 32
bones/33/rest = Transform3D(1, -7.91888e-10, 1.53855e-09, 7.9189e-10, 1, -1.06455e-06, -1.53855e-09, 1.06455e-06, 1, 6.43076e-07, 27.8415, 7.54874e-06) bones/33/rest = Transform3D(1, -7.91888e-10, 1.53855e-09, 7.9189e-10, 1, -1.06455e-06, -1.53855e-09, 1.06455e-06, 1, 6.43076e-07, 27.8415, 7.54874e-06)
bones/33/enabled = true bones/33/enabled = true
bones/33/position = Vector3(6.43076e-07, 27.8415, 7.54874e-06) bones/33/position = Vector3(6.43076e-07, 27.8415, 7.54874e-06)
bones/33/rotation = Quaternion(0.0734728, -0.0260904, 0.146778, 0.986092) bones/33/rotation = Quaternion(0.0710945, -0.0137076, 0.17137, 0.982543)
bones/33/scale = Vector3(1, 1, 1) bones/33/scale = Vector3(1, 1, 1)
bones/34/name = "LeftHand" bones/34/name = "LeftHand"
bones/34/parent = 33 bones/34/parent = 33
bones/34/rest = Transform3D(1, 1.34242e-08, -1.34244e-08, -1.34242e-08, 1, -2.38631e-07, 1.34244e-08, 2.38631e-07, 1, 6.6208e-06, 28.3288, 7.55342e-06) bones/34/rest = Transform3D(1, 1.34242e-08, -1.34244e-08, -1.34242e-08, 1, -2.38631e-07, 1.34244e-08, 2.38631e-07, 1, 6.6208e-06, 28.3288, 7.55342e-06)
bones/34/enabled = true bones/34/enabled = true
bones/34/position = Vector3(6.6208e-06, 28.3288, 7.55342e-06) bones/34/position = Vector3(6.6208e-06, 28.3288, 7.55342e-06)
bones/34/rotation = Quaternion(-0.269413, 0.00612019, 0.168673, 0.948118) bones/34/rotation = Quaternion(-0.264837, 0.0075152, 0.176516, 0.94797)
bones/34/scale = Vector3(1, 1, 1) bones/34/scale = Vector3(1, 1, 1)
bones/35/name = "LeftHandThumb1" bones/35/name = "LeftHandThumb1"
bones/35/parent = 34 bones/35/parent = 34
bones/35/rest = Transform3D(0.8891, -0.457712, -1.3113e-06, 0.395629, 0.768507, -0.502867, 0.230169, 0.447099, 0.864364, -2.68173, 2.46615, 1.57617) bones/35/rest = Transform3D(0.8891, -0.457712, -1.3113e-06, 0.395629, 0.768507, -0.502867, 0.230169, 0.447099, 0.864364, -2.68173, 2.46615, 1.57617)
bones/35/enabled = true bones/35/enabled = true
bones/35/position = Vector3(-2.68173, 2.46615, 1.57617) bones/35/position = Vector3(-2.68173, 2.46615, 1.57617)
bones/35/rotation = Quaternion(0.284649, -0.0891071, 0.106222, 0.948553) bones/35/rotation = Quaternion(0.284339, -0.0840352, 0.103361, 0.949424)
bones/35/scale = Vector3(1, 1, 1) bones/35/scale = Vector3(1, 1, 1)
bones/36/name = "LeftHandThumb2" bones/36/name = "LeftHandThumb2"
bones/36/parent = 35 bones/36/parent = 35
bones/36/rest = Transform3D(0.999863, 0.0164218, 0.00212004, -0.0164305, 0.999857, 0.00411473, -0.00205216, -0.004149, 0.999989, 3.03984e-06, 4.1871, 3.07148e-06) bones/36/rest = Transform3D(0.999863, 0.0164218, 0.00212004, -0.0164305, 0.999857, 0.00411473, -0.00205216, -0.004149, 0.999989, 3.03984e-06, 4.1871, 3.07148e-06)
bones/36/enabled = true bones/36/enabled = true
bones/36/position = Vector3(2.98023e-07, 4.18709, 1.43951e-05) bones/36/position = Vector3(2.98023e-07, 4.18709, 1.43951e-05)
bones/36/rotation = Quaternion(-0.012463, -0.00528461, -0.0347495, 0.999304) bones/36/rotation = Quaternion(-0.0138929, -0.00574121, -0.0316338, 0.999386)
bones/36/scale = Vector3(1, 1, 1) bones/36/scale = Vector3(1, 1, 1)
bones/37/name = "LeftHandThumb3" bones/37/name = "LeftHandThumb3"
bones/37/parent = 36 bones/37/parent = 36
@@ -3560,14 +3556,14 @@ bones/39/parent = 34
bones/39/rest = Transform3D(1, 8.81505e-05, -2.88796e-08, -8.81505e-05, 1, -2.25531e-06, 2.86808e-08, 2.25531e-06, 1, -2.25986, 9.10932, 0.518009) bones/39/rest = Transform3D(1, 8.81505e-05, -2.88796e-08, -8.81505e-05, 1, -2.25531e-06, 2.86808e-08, 2.25531e-06, 1, -2.25986, 9.10932, 0.518009)
bones/39/enabled = true bones/39/enabled = true
bones/39/position = Vector3(-2.25986, 9.10932, 0.518024) bones/39/position = Vector3(-2.25986, 9.10932, 0.518024)
bones/39/rotation = Quaternion(0.0830108, 0.0388407, 0.0514195, 0.994463) bones/39/rotation = Quaternion(0.0770195, 0.0389847, 0.0515855, 0.994931)
bones/39/scale = Vector3(1, 1, 1) bones/39/scale = Vector3(1, 1, 1)
bones/40/name = "LeftHandIndex2" bones/40/name = "LeftHandIndex2"
bones/40/parent = 39 bones/40/parent = 39
bones/40/rest = Transform3D(1, -0.000210313, 1.21517e-07, 0.000210313, 1, -1.2441e-06, -1.21255e-07, 1.24412e-06, 1, -7.90296e-08, 3.70001, -2.50717e-05) bones/40/rest = Transform3D(1, -0.000210313, 1.21517e-07, 0.000210313, 1, -1.2441e-06, -1.21255e-07, 1.24412e-06, 1, -7.90296e-08, 3.70001, -2.50717e-05)
bones/40/enabled = true bones/40/enabled = true
bones/40/position = Vector3(-1.00166e-07, 3.69999, 4.91004e-06) bones/40/position = Vector3(-1.00166e-07, 3.69999, 4.91004e-06)
bones/40/rotation = Quaternion(0.162598, -0.00866607, -0.00498977, 0.986642) bones/40/rotation = Quaternion(0.161606, -0.00865864, -0.0051118, 0.986804)
bones/40/scale = Vector3(1, 1, 1) bones/40/scale = Vector3(1, 1, 1)
bones/41/name = "LeftHandIndex3" bones/41/name = "LeftHandIndex3"
bones/41/parent = 40 bones/41/parent = 40
@@ -3588,14 +3584,14 @@ bones/43/parent = 34
bones/43/rest = Transform3D(1, 6.33157e-05, -1.5605e-08, -6.33157e-05, 1, 1.85453e-06, 1.57224e-08, -1.85453e-06, 1, -3.57426e-05, 9.5334, -7.29997e-05) bones/43/rest = Transform3D(1, 6.33157e-05, -1.5605e-08, -6.33157e-05, 1, 1.85453e-06, 1.57224e-08, -1.85453e-06, 1, -3.57426e-05, 9.5334, -7.29997e-05)
bones/43/enabled = true bones/43/enabled = true
bones/43/position = Vector3(-3.58482e-05, 9.53341, -4.3386e-05) bones/43/position = Vector3(-3.58482e-05, 9.53341, -4.3386e-05)
bones/43/rotation = Quaternion(0.166169, -0.0258238, -0.0800847, 0.982501) bones/43/rotation = Quaternion(0.160956, -0.0268348, -0.0830034, 0.983099)
bones/43/scale = Vector3(1, 1, 1) bones/43/scale = Vector3(1, 1, 1)
bones/44/name = "LeftHandMiddle2" bones/44/name = "LeftHandMiddle2"
bones/44/parent = 43 bones/44/parent = 43
bones/44/rest = Transform3D(1, -4.26227e-05, 1.84394e-07, 4.26227e-05, 1, -5.17247e-06, -1.84174e-07, 5.17248e-06, 1, 7.8513e-07, 3.70001, 5.89059e-07) bones/44/rest = Transform3D(1, -4.26227e-05, 1.84394e-07, 4.26227e-05, 1, -5.17247e-06, -1.84174e-07, 5.17248e-06, 1, 7.8513e-07, 3.70001, 5.89059e-07)
bones/44/enabled = true bones/44/enabled = true
bones/44/position = Vector3(7.8513e-07, 3.70001, 5.89059e-07) bones/44/position = Vector3(7.8513e-07, 3.70001, 5.89059e-07)
bones/44/rotation = Quaternion(0.199962, 3.23689e-06, 0.0137906, 0.979707) bones/44/rotation = Quaternion(0.211036, -2.03901e-05, 0.0148582, 0.977365)
bones/44/scale = Vector3(1, 1, 1) bones/44/scale = Vector3(1, 1, 1)
bones/45/name = "LeftHandMiddle3" bones/45/name = "LeftHandMiddle3"
bones/45/parent = 44 bones/45/parent = 44
@@ -3616,14 +3612,14 @@ bones/47/parent = 34
bones/47/rest = Transform3D(1, -1.26778e-05, 1.44174e-07, 1.26778e-05, 1, 1.85554e-06, -1.44198e-07, -1.85554e-06, 1, 1.86508, 9.10454, 0.0429883) bones/47/rest = Transform3D(1, -1.26778e-05, 1.44174e-07, 1.26778e-05, 1, 1.85554e-06, -1.44198e-07, -1.85554e-06, 1, 1.86508, 9.10454, 0.0429883)
bones/47/enabled = true bones/47/enabled = true
bones/47/position = Vector3(1.86508, 9.10454, 0.0430176) bones/47/position = Vector3(1.86508, 9.10454, 0.0430176)
bones/47/rotation = Quaternion(0.289842, -0.0611307, -0.118318, 0.947763) bones/47/rotation = Quaternion(0.297001, -0.0708289, -0.113667, 0.945438)
bones/47/scale = Vector3(1, 1, 1) bones/47/scale = Vector3(1, 1, 1)
bones/48/name = "LeftHandRing2" bones/48/name = "LeftHandRing2"
bones/48/parent = 47 bones/48/parent = 47
bones/48/rest = Transform3D(1, 7.29823e-08, -5.63593e-08, -7.29826e-08, 1, -5.17351e-06, 5.63589e-08, 5.17351e-06, 1, 7.46404e-07, 3.15002, 2.05661e-06) bones/48/rest = Transform3D(1, 7.29823e-08, -5.63593e-08, -7.29826e-08, 1, -5.17351e-06, 5.63589e-08, 5.17351e-06, 1, 7.46404e-07, 3.15002, 2.05661e-06)
bones/48/enabled = true bones/48/enabled = true
bones/48/position = Vector3(7.46404e-07, 3.15002, 2.05661e-06) bones/48/position = Vector3(7.46404e-07, 3.15002, 2.05661e-06)
bones/48/rotation = Quaternion(0.289539, -0.000320947, 0.024351, 0.956857) bones/48/rotation = Quaternion(0.299352, -0.000364506, 0.0249265, 0.953817)
bones/48/scale = Vector3(1, 1, 1) bones/48/scale = Vector3(1, 1, 1)
bones/49/name = "LeftHandRing3" bones/49/name = "LeftHandRing3"
bones/49/parent = 48 bones/49/parent = 48
@@ -3644,14 +3640,14 @@ bones/51/parent = 34
bones/51/rest = Transform3D(0.999992, -0.00408962, 4.99198e-08, 0.00408962, 0.999992, 1.03318e-05, -9.21724e-08, -1.03315e-05, 1, 3.80626, 8.07779, 0.486838) bones/51/rest = Transform3D(0.999992, -0.00408962, 4.99198e-08, 0.00408962, 0.999992, 1.03318e-05, -9.21724e-08, -1.03315e-05, 1, 3.80626, 8.07779, 0.486838)
bones/51/enabled = true bones/51/enabled = true
bones/51/position = Vector3(3.80626, 8.07779, 0.486867) bones/51/position = Vector3(3.80626, 8.07779, 0.486867)
bones/51/rotation = Quaternion(0.327025, -0.0820818, -0.129876, 0.932443) bones/51/rotation = Quaternion(0.327225, -0.0828698, -0.126651, 0.932746)
bones/51/scale = Vector3(1, 1, 1) bones/51/scale = Vector3(1, 1, 1)
bones/52/name = "LeftHandPinky2" bones/52/name = "LeftHandPinky2"
bones/52/parent = 51 bones/52/parent = 51
bones/52/rest = Transform3D(1, 0.000421534, -2.89811e-07, -0.000421534, 1, 6.05504e-06, 2.92363e-07, -6.05491e-06, 1, 5.8622e-07, 3.59999, 1.86631e-05) bones/52/rest = Transform3D(1, 0.000421534, -2.89811e-07, -0.000421534, 1, 6.05504e-06, 2.92363e-07, -6.05491e-06, 1, 5.8622e-07, 3.59999, 1.86631e-05)
bones/52/enabled = true bones/52/enabled = true
bones/52/position = Vector3(-9.29924e-07, 3.59999, -1.33763e-05) bones/52/position = Vector3(-9.29924e-07, 3.59999, -1.33763e-05)
bones/52/rotation = Quaternion(0.35166, 0.00795197, 0.0407161, 0.935208) bones/52/rotation = Quaternion(0.360969, 0.00803003, 0.0406202, 0.931658)
bones/52/scale = Vector3(1, 1, 1) bones/52/scale = Vector3(1, 1, 1)
bones/53/name = "LeftHandPinky3" bones/53/name = "LeftHandPinky3"
bones/53/parent = 52 bones/53/parent = 52
@@ -3672,28 +3668,28 @@ bones/55/parent = 0
bones/55/rest = Transform3D(-1, -5.15831e-07, -6.28369e-08, 5.14419e-07, -0.999785, 0.0207118, -7.35073e-08, 0.0207118, 0.999785, -8.20779, -6.77175, -1.51222) bones/55/rest = Transform3D(-1, -5.15831e-07, -6.28369e-08, 5.14419e-07, -0.999785, 0.0207118, -7.35073e-08, 0.0207118, 0.999785, -8.20779, -6.77175, -1.51222)
bones/55/enabled = true bones/55/enabled = true
bones/55/position = Vector3(-8.20779, -6.77175, -1.51222) bones/55/position = Vector3(-8.20779, -6.77175, -1.51222)
bones/55/rotation = Quaternion(-0.171821, 0.578667, 0.782421, 0.153099) bones/55/rotation = Quaternion(-0.17425, 0.59257, 0.774068, 0.138983)
bones/55/scale = Vector3(1, 1, 1) bones/55/scale = Vector3(1, 1, 1)
bones/56/name = "RightLeg" bones/56/name = "RightLeg"
bones/56/parent = 55 bones/56/parent = 55
bones/56/rest = Transform3D(1, -3.11163e-08, -6.95594e-08, 3.63214e-08, 0.997098, 0.0761275, 6.69888e-08, -0.0761275, 0.997098, 7.40101e-07, 44.3715, -4.82482e-08) bones/56/rest = Transform3D(1, -3.11163e-08, -6.95594e-08, 3.63214e-08, 0.997098, 0.0761275, 6.69888e-08, -0.0761275, 0.997098, 7.40101e-07, 44.3715, -4.82482e-08)
bones/56/enabled = true bones/56/enabled = true
bones/56/position = Vector3(7.40101e-07, 44.3715, -4.82482e-08) bones/56/position = Vector3(7.40101e-07, 44.3715, -4.82482e-08)
bones/56/rotation = Quaternion(-0.914553, -0.0261421, 0.0810702, 0.395396) bones/56/rotation = Quaternion(-0.923313, -0.0260744, 0.0789081, 0.374948)
bones/56/scale = Vector3(1, 1, 1) bones/56/scale = Vector3(1, 1, 1)
bones/57/name = "RightFoot" bones/57/name = "RightFoot"
bones/57/parent = 56 bones/57/parent = 56
bones/57/rest = Transform3D(1, 2.89989e-07, -6.30721e-08, -2.18905e-07, 0.577278, -0.816548, -2.00379e-07, 0.816548, 0.577278, -1.88774e-07, 44.5278, 5.80588e-07) bones/57/rest = Transform3D(1, 2.89989e-07, -6.30721e-08, -2.18905e-07, 0.577278, -0.816548, -2.00379e-07, 0.816548, 0.577278, -1.88774e-07, 44.5278, 5.80588e-07)
bones/57/enabled = true bones/57/enabled = true
bones/57/position = Vector3(-1.88774e-07, 44.5278, 5.80588e-07) bones/57/position = Vector3(-1.88774e-07, 44.5278, 5.80588e-07)
bones/57/rotation = Quaternion(0.264136, 0.0252433, 0.0430909, 0.963192) bones/57/rotation = Quaternion(0.272201, 0.039937, 0.0662076, 0.959129)
bones/57/scale = Vector3(1, 1, 1) bones/57/scale = Vector3(1, 1, 1)
bones/58/name = "RightToeBase" bones/58/name = "RightToeBase"
bones/58/parent = 57 bones/58/parent = 57
bones/58/rest = Transform3D(1, 1.2381e-07, -1.08868e-07, -1.64751e-07, 0.775226, -0.631684, 6.18842e-09, 0.631684, 0.775226, -5.1651e-07, 13.8169, -1.90205e-06) bones/58/rest = Transform3D(1, 1.2381e-07, -1.08868e-07, -1.64751e-07, 0.775226, -0.631684, 6.18842e-09, 0.631684, 0.775226, -5.1651e-07, 13.8169, -1.90205e-06)
bones/58/enabled = true bones/58/enabled = true
bones/58/position = Vector3(-5.1651e-07, 13.8169, -1.90205e-06) bones/58/position = Vector3(-5.1651e-07, 13.8169, -1.90205e-06)
bones/58/rotation = Quaternion(0.317939, -1.00007e-07, -1.98108e-07, 0.948111) bones/58/rotation = Quaternion(0.316531, -1.75597e-07, 4.4775e-07, 0.948582)
bones/58/scale = Vector3(1, 1, 1) bones/58/scale = Vector3(1, 1, 1)
bones/59/name = "RightToe_End" bones/59/name = "RightToe_End"
bones/59/parent = 58 bones/59/parent = 58
@@ -3707,21 +3703,21 @@ bones/60/parent = 0
bones/60/rest = Transform3D(-1, -5.37325e-07, -1.73336e-07, 5.33615e-07, -0.999785, 0.0207348, -1.84441e-07, 0.0207348, 0.999785, 8.20779, -6.77179, -1.51221) bones/60/rest = Transform3D(-1, -5.37325e-07, -1.73336e-07, 5.33615e-07, -0.999785, 0.0207348, -1.84441e-07, 0.0207348, 0.999785, 8.20779, -6.77179, -1.51221)
bones/60/enabled = true bones/60/enabled = true
bones/60/position = Vector3(8.20779, -6.77179, -1.51221) bones/60/position = Vector3(8.20779, -6.77179, -1.51221)
bones/60/rotation = Quaternion(0.15404, 0.603026, 0.780016, -0.0648573) bones/60/rotation = Quaternion(0.147747, 0.598258, 0.783679, -0.0781332)
bones/60/scale = Vector3(1, 1, 1) bones/60/scale = Vector3(1, 1, 1)
bones/61/name = "LeftLeg" bones/61/name = "LeftLeg"
bones/61/parent = 60 bones/61/parent = 60
bones/61/rest = Transform3D(1, -2.27105e-08, -2.66928e-07, 4.29763e-08, 0.997095, 0.0761695, 2.64423e-07, -0.0761695, 0.997095, 8.49408e-07, 44.3714, 5.43912e-09) bones/61/rest = Transform3D(1, -2.27105e-08, -2.66928e-07, 4.29763e-08, 0.997095, 0.0761695, 2.64423e-07, -0.0761695, 0.997095, 8.49408e-07, 44.3714, 5.43912e-09)
bones/61/enabled = true bones/61/enabled = true
bones/61/position = Vector3(8.49408e-07, 44.3714, 5.43912e-09) bones/61/position = Vector3(8.49408e-07, 44.3714, 5.43912e-09)
bones/61/rotation = Quaternion(-0.898276, -0.00139739, 0.0107046, 0.439299) bones/61/rotation = Quaternion(-0.896348, 0.0043123, -0.00358725, 0.443317)
bones/61/scale = Vector3(1, 1, 1) bones/61/scale = Vector3(1, 1, 1)
bones/62/name = "LeftFoot" bones/62/name = "LeftFoot"
bones/62/parent = 61 bones/62/parent = 61
bones/62/rest = Transform3D(1, 2.78454e-07, -1.41493e-07, -2.76279e-07, 0.577262, -0.816559, -1.45696e-07, 0.816559, 0.577262, 6.62281e-07, 44.5279, 6.18865e-08) bones/62/rest = Transform3D(1, 2.78454e-07, -1.41493e-07, -2.76279e-07, 0.577262, -0.816559, -1.45696e-07, 0.816559, 0.577262, 6.62281e-07, 44.5279, 6.18865e-08)
bones/62/enabled = true bones/62/enabled = true
bones/62/position = Vector3(6.62281e-07, 44.5279, 6.18865e-08) bones/62/position = Vector3(6.62281e-07, 44.5279, 6.18865e-08)
bones/62/rotation = Quaternion(0.40896, -0.0618288, -0.11995, 0.902519) bones/62/rotation = Quaternion(0.417055, -0.0641341, -0.125439, 0.897896)
bones/62/scale = Vector3(1, 1, 1) bones/62/scale = Vector3(1, 1, 1)
bones/63/name = "LeftToeBase" bones/63/name = "LeftToeBase"
bones/63/parent = 62 bones/63/parent = 62
@@ -3747,17 +3743,8 @@ mesh = SubResource("ArrayMesh_1w418")
skin = SubResource("Skin_l3wpu") skin = SubResource("Skin_l3wpu")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.908729, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_mm42w") shape = SubResource("CapsuleShape3D_p1dvg")
[node name="SpringArmPivot" type="SpringArmPivot" parent="."]
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmPivot"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.31667, 0)
spring_length = 2.0
margin = 0.2
[node name="Camera3D" type="Camera3D" parent="SpringArmPivot/SpringArm3D"]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."] [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Mesh") root_node = NodePath("../Mesh")

View File

@@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://bqv0m8kbr300b"]
[ext_resource type="PackedScene" path="res://Scenes/Levels/world.tscn" id="1_ajsqk"]
[node name="World" type="ClientWorld"]
[node name="WorldContent" parent="." instance=ExtResource("1_ajsqk")]

View File

@@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://c2p67anlxe3mk"]
[ext_resource type="PackedScene" path="res://Scenes/Levels/world.tscn" id="1_tecss"]
[node name="World" type="ServerWorld"]
[node name="WorldContent" parent="." instance=ExtResource("1_tecss")]

View File

@@ -1,13 +1,12 @@
[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"] [gd_scene load_steps=17 format=3 uid="uid://cl8gww414apoq"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_mnexj"] [ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_tcyn8"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_fkwcn"] [ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_j33w8"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_ux02w"] [ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_n1lus"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_wp15n"] [ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_klpsf"]
[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
panorama = ExtResource("1_mnexj") panorama = ExtResource("1_tcyn8")
[sub_resource type="Sky" id="Sky_5ngqa"] [sub_resource type="Sky" id="Sky_5ngqa"]
sky_material = SubResource("PanoramaSkyMaterial_6c4vd") sky_material = SubResource("PanoramaSkyMaterial_6c4vd")
@@ -19,7 +18,7 @@ tonemap_mode = 2
glow_enabled = true glow_enabled = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ajchh"]
albedo_texture = ExtResource("2_fkwcn") albedo_texture = ExtResource("2_j33w8")
uv1_triplanar = true uv1_triplanar = true
[sub_resource type="PlaneMesh" id="PlaneMesh_mmup0"] [sub_resource type="PlaneMesh" id="PlaneMesh_mmup0"]
@@ -30,7 +29,7 @@ size = Vector2(50, 50)
data = PackedVector3Array(25, 0, 25, -25, 0, 25, 25, 0, -25, -25, 0, 25, -25, 0, -25, 25, 0, -25) data = PackedVector3Array(25, 0, 25, -25, 0, 25, 25, 0, -25, -25, 0, 25, -25, 0, -25, 25, 0, -25)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jkvud"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jkvud"]
albedo_texture = ExtResource("3_ux02w") albedo_texture = ExtResource("3_n1lus")
uv1_triplanar = true uv1_triplanar = true
[sub_resource type="BoxMesh" id="BoxMesh_plpqy"] [sub_resource type="BoxMesh" id="BoxMesh_plpqy"]
@@ -45,7 +44,7 @@ left_to_right = -2.0
size = Vector3(5, 5, 5) size = Vector3(5, 5, 5)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pfpgv"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pfpgv"]
albedo_texture = ExtResource("4_wp15n") albedo_texture = ExtResource("4_klpsf")
uv1_triplanar = true uv1_triplanar = true
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_rit6o"] [sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_rit6o"]
@@ -87,4 +86,4 @@ surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_rit6o") shape = SubResource("ConcavePolygonShape3D_rit6o")
[node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")] [node name="Players" type="Node" parent="."]

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@@ -0,0 +1,3 @@
[gd_scene format=3 uid="uid://clafls1xhludi"]
[node name="NetworkInterface" type="NetworkInterface"]

View File

@@ -0,0 +1,3 @@
[gd_scene format=3 uid="uid://us5sb4a0kq8d"]
[node name="Server" type="Server"]

10
godot/Scenes/main.tscn Normal file
View File

@@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://4jt0v2b2l4rt"]
[ext_resource type="PackedScene" path="res://Scenes/Network/networking.tscn" id="1_06ibn"]
[ext_resource type="PackedScene" path="res://Scenes/Menus/mainmenu.tscn" id="2_lavg1"]
[node name="Main" type="Main"]
[node name="Network" parent="." instance=ExtResource("1_06ibn")]
[node name="MainMenu" parent="." instance=ExtResource("2_lavg1")]

View File

@@ -1,5 +1,5 @@
[icons] [icons]
Blitz3 = "res://icon.svg" Blitz3 = "res://icon.png"
[configuration] [configuration]

BIN
godot/icon.png Normal file

Binary file not shown.

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Width:  |  Height:  |  Size: 52 KiB

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@@ -1 +0,0 @@
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 813 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H447l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c3 34 55 34 58 0v-86c-3-34-55-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>

Before

Width:  |  Height:  |  Size: 950 B

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@@ -11,9 +11,9 @@ config_version=5
[application] [application]
config/name="Blitz3" config/name="Blitz3"
run/main_scene="res://Scenes/Levels/world.tscn" run/main_scene="res://Scenes/main.tscn"
config/features=PackedStringArray("4.2", "Forward Plus") config/features=PackedStringArray("4.2", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.png"
[display] [display]

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@@ -0,0 +1,25 @@
#pragma once
/**
* \file NonCopyable.h
* \brief File containing the blitz::NonCopyable class
*/
namespace blitz {
/**
* \class NonCopyable
* \brief Class used to make a class non copyable
* \note Inherit from this class privately to make a class non copyable
*/
class NonCopyable {
public:
NonCopyable(const NonCopyable&) = delete;
NonCopyable& operator=(const NonCopyable&) = delete;
protected:
NonCopyable() {}
~NonCopyable() {}
};
} // namespace blitz

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@@ -0,0 +1,11 @@
#pragma once
#include <cstdint>
namespace blitz {
using EntityID = std::uint64_t;
using PeerID = std::int32_t;
using PlayerID = PeerID;
} // namespace blitz

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@@ -0,0 +1,40 @@
#pragma once
#include <blitz/protocol/PacketDispatcher.h>
#include <blitz/protocol/Packets.h>
#include <godot_cpp/classes/node.hpp>
namespace blitz {
class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
GDCLASS(NetworkInterface, godot::Node)
protected:
static void _bind_methods();
public:
NetworkInterface();
~NetworkInterface();
void BroadcastPacket(const protocol::Packet& a_Packet);
void SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet);
godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
void ShutdownNetwork();
void _ready() override;
private:
void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
void RecievePacketDataUnreliable(godot::PackedByteArray a_PacketData);
void RecievePacketDataUnreliableOrdered(godot::PackedByteArray a_PacketData);
void OnPlayerConnected(PeerID a_PeerId);
void OnPlayerDisconnected(PeerID a_PeerId);
void OnConnectOk();
void OnConnectFail();
void OnServerDisconnected();
};
} // namespace blitz

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@@ -0,0 +1,40 @@
#pragma once
#include <godot_cpp/classes/node3d.hpp>
#include <blitz/protocol/PacketHandler.h>
namespace blitz {
class Player;
class NetworkInterface;
class World : public godot::Node3D, public protocol::PacketHandler {
GDCLASS(World, godot::Node3D)
protected:
static void _bind_methods();
World();
~World();
public:
// Godot overrides
void _ready() override;
Player* GetPlayerById(PlayerID a_PlayerId);
void HandlePacket(const protocol::packets::PlayerJoin&) override;
void HandlePacket(const protocol::packets::PlayerLeave&) override;
protected:
NetworkInterface* m_NetworkInterface;
godot::Node* m_Players;
float m_PassedTime;
virtual void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
virtual void RemovePlayer(PlayerID a_PlayerId);
virtual void SetPlayerPositionAndRotation(
PlayerID a_PlayerId, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation, const godot::Vector3& a_Velocity);
};
} // namespace blitz

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@@ -0,0 +1,94 @@
#pragma once
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/string.hpp>
#include <stdexcept>
#include <vector>
namespace blitz {
namespace protocol {
class PlayerInfo;
class ByteBuffer {
private:
godot::PackedByteArray m_Buffer;
std::size_t m_ReadOffset;
public:
class ReadError : public std::runtime_error {
public:
ReadError(const std::string& msg) : std::runtime_error(msg) {}
};
ByteBuffer(godot::PackedByteArray&& a_Buffer) : m_Buffer(std::move(a_Buffer)), m_ReadOffset(0) {}
ByteBuffer() : m_ReadOffset(0) {
m_Buffer.resize(0);
}
const godot::PackedByteArray& GetByteArray() const {
return m_Buffer;
}
godot::PackedByteArray& GetByteArray() {
return m_Buffer;
}
// Integers
ByteBuffer& operator<<(int8_t a_Data);
ByteBuffer& operator>>(int8_t& a_Data);
ByteBuffer& operator<<(uint8_t a_Data);
ByteBuffer& operator>>(uint8_t& a_Data);
ByteBuffer& operator<<(int16_t a_Data);
ByteBuffer& operator>>(int16_t& a_Data);
ByteBuffer& operator<<(uint16_t a_Data);
ByteBuffer& operator>>(uint16_t& a_Data);
ByteBuffer& operator<<(int32_t a_Data);
ByteBuffer& operator>>(int32_t& a_Data);
ByteBuffer& operator<<(uint32_t a_Data);
ByteBuffer& operator>>(uint32_t& a_Data);
ByteBuffer& operator<<(int64_t a_Data);
ByteBuffer& operator>>(int64_t& a_Data);
ByteBuffer& operator<<(uint64_t a_Data);
ByteBuffer& operator>>(uint64_t& a_Data);
ByteBuffer& operator<<(float a_Data);
ByteBuffer& operator>>(float& a_Data);
ByteBuffer& operator<<(double a_Data);
ByteBuffer& operator>>(double& a_Data);
ByteBuffer& operator<<(const godot::String& a_Data);
ByteBuffer& operator>>(godot::String& a_Data);
ByteBuffer& operator<<(const godot::Vector3& a_Data);
ByteBuffer& operator>>(godot::Vector3& a_Data);
template <typename T>
ByteBuffer& operator<<(const std::vector<T>& a_Data) {
*this << static_cast<std::uint32_t>(a_Data.size());
for (const T& data : a_Data) {
*this << data;
}
return *this;
}
template <typename T>
ByteBuffer& operator>>(std::vector<T>& a_Data) {
std::uint32_t arraySize;
*this >> arraySize;
a_Data.resize(arraySize);
for (std::uint32_t i = 0; i < arraySize; i++) {
*this >> a_Data[i];
}
return *this;
}
ByteBuffer& operator<<(const PlayerInfo& a_Data);
ByteBuffer& operator>>(PlayerInfo& a_Data);
};
} // namespace protocol
} // namespace blitz

View File

@@ -0,0 +1,73 @@
#pragma once
#include <blitz/common/Types.h>
#include <vector>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector3.hpp>
namespace blitz {
namespace protocol {
struct PlayerInfo {
PlayerID m_PlayerId;
godot::String m_PlayerName;
};
namespace data {
struct PlayerLogin {
godot::String m_PlayerName;
};
struct UpdateHealth {
float m_NewHealth;
};
struct LoggingSuccess {
PlayerID m_PlayerId;
};
struct PlayerDeath {};
struct PlayerJoin {
PlayerInfo m_Player;
};
struct PlayerLeave {
PlayerID m_PlayerId;
};
struct PlayerStats {};
struct PlayerList {
std::vector<PlayerInfo> m_Players;
};
struct ServerConfig {};
struct ServerTps {};
struct UpdateGameState {};
struct KeepAlive {
std::uint64_t m_KeepAliveId;
};
struct Disconnect {};
struct ChatMessage {
godot::String m_Text;
};
struct PlayerPositionAndRotation {
PlayerID m_Player;
godot::Vector3 m_Position;
godot::Vector3 m_Rotation;
godot::Vector3 m_Velocity;
};
struct PlayerShoot {};
} // namespace data
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,55 @@
#pragma once
/**
* \file PacketDeclare.h
* \brief Holds the definitions of the packets (but not their content)
*/
namespace blitz {
namespace protocol {
/**
* \enum PacketSender
* \brief Indicate who should send a packet
*/
enum class PacketSenderType {
/** Sent by clients and server */
Both = 1,
/** Sent by clients to the server */
Client,
/** Sent by server to the clients */
Server,
};
enum class PacketSendType {
Reliable = 1,
Unreliable,
UnreliableOrdered,
};
/**
* \def DeclareAllPacket
* \brief Avoids repetitive operations on packets
*/
#define DeclareAllPacket() \
DeclarePacket(ChatMessage, Reliable, Both) \
DeclarePacket(Disconnect, Reliable, Both) \
DeclarePacket(KeepAlive, Reliable, Both) \
DeclarePacket(LoggingSuccess, Reliable, Server) \
DeclarePacket(PlayerDeath, Reliable, Server) \
DeclarePacket(PlayerJoin, Reliable, Server) \
DeclarePacket(PlayerLeave, Reliable, Server) \
DeclarePacket(PlayerList, Reliable, Server) \
DeclarePacket(PlayerLogin, Reliable, Client) \
DeclarePacket(PlayerPositionAndRotation, Unreliable, Both) \
DeclarePacket(PlayerShoot, Reliable, Both) \
DeclarePacket(PlayerStats, Reliable, Server) \
DeclarePacket(ServerConfig, Reliable, Server) \
DeclarePacket(ServerTps, Reliable, Server) \
DeclarePacket(UpdateGameState, Reliable, Server) \
DeclarePacket(UpdateHealth, Reliable, Client)
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,58 @@
#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the blitz::protocol::PacketDispatcher class
*/
#include <blitz/common/NonCopyable.h>
#include <blitz/protocol/Packets.h>
#include <map>
namespace blitz {
namespace protocol {
class PacketHandler;
/**
* \class PacketDispatcher
* \brief Class used to dispatch packets
*/
class PacketDispatcher : private NonCopyable {
private:
std::map<PacketType, std::vector<PacketHandler*>> m_Handlers;
public:
/**
* \brief Constructor
*/
PacketDispatcher() {}
/**
* \brief Dispatch a packet
* \param packet The packet to dispatch
*/
void Dispatch(const Packet& packet);
/**
* \brief Register a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void RegisterHandler(PacketType type, PacketHandler& handler);
/**
* \brief Unregister a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void UnregisterHandler(PacketType type, PacketHandler& handler);
/**
* \brief Unregister a packet handler
* \param handler The packet handler
*/
void UnregisterHandler(PacketHandler& handler);
};
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,21 @@
#pragma once
#include <blitz/protocol/Packets.h>
#include <memory>
namespace blitz {
namespace protocol {
namespace PacketFactory {
template<typename PacketDerived, typename = typename std::enable_if<std::is_base_of<Packet, PacketDerived>::value>::type>
std::unique_ptr<PacketDerived> CreatePacket() {
return std::make_unique<PacketDerived>();
}
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type);
void Init();
} // namespace PacketFactory
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,34 @@
#pragma once
/**
* \file PacketHandler.h
* \brief File containing the blitz::protocol::PacketHandler class
*/
#include <blitz/protocol/Packets.h>
#include <blitz/protocol/PacketVisitor.h>
namespace blitz {
namespace protocol {
class PacketDispatcher;
#define DeclarePacket(PacketName, ...) virtual void Visit(const packets::PacketName&); virtual void HandlePacket(const packets::PacketName&) {}
/**
* \class PacketHandler
* \brief Class used to handle packets
*/
class PacketHandler : public PacketVisitor {
public:
PacketHandler() {}
~PacketHandler() {}
DeclareAllPacket()
};
#undef DeclarePacket
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,60 @@
#pragma once
#include <blitz/protocol/PacketVisitor.h>
namespace blitz {
class NetworkInterface;
namespace protocol {
#define DeclarePacket(PacketName, Reliability, ...) void Visit(const protocol::packets::PacketName& a_Packet) override;
///////////////////////
/* PacketBroadcaster */
///////////////////////
class PacketBroadcaster : public protocol::PacketVisitor {
private:
NetworkInterface& m_NetworkInterface;
public:
PacketBroadcaster(NetworkInterface& a_NetworkInterface) : m_NetworkInterface(a_NetworkInterface) {}
void BroadcastPacket(const protocol::Packet& a_Packet) {
Check(a_Packet);
}
DeclareAllPacket()
};
//////////////////
/* PacketSender */
//////////////////
class PacketSender : public protocol::PacketVisitor {
private:
NetworkInterface& m_NetworkInterface;
PeerID m_PeerId;
public:
PacketSender(PeerID a_PeerId, NetworkInterface& a_NetworkInterface) : m_PeerId(a_PeerId), m_NetworkInterface(a_NetworkInterface) {}
void SendPacket(const protocol::Packet& a_Packet) {
Check(a_Packet);
}
DeclareAllPacket()
};
#undef DeclarePacket
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,20 @@
#pragma once
#include <blitz/protocol/Packets.h>
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <memory>
namespace blitz {
namespace protocol {
using PacketPtr = std::unique_ptr<Packet>;
namespace PacketSerializer {
godot::PackedByteArray Serialize(const Packet& a_Packet);
std::unique_ptr<Packet> Deserialize(godot::PackedByteArray& a_Data);
}
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,39 @@
#pragma once
/**
* \file PacketVisitor.h
* \brief File containing the blitz::protocol::PacketVisitor class
*/
#include <blitz/protocol/Packets.h>
namespace blitz {
namespace protocol {
#define DeclarePacket(PacketName, ...) \
/** This function is called when the packet processed by PacketVisitor::Check is a PacketName */ \
virtual void Visit(const packets::PacketName&) {}
/**
* \class PacketVisitor
* \brief This class uses double-dispatch in order to find the real type of a packet
*/
class PacketVisitor : private NonCopyable {
protected:
PacketVisitor() {}
virtual ~PacketVisitor() {}
public:
/**
* \brief Calls the right PacketVisitor::Visit method corresponding to the real type of the packet
* \param packet the Packet to visit
*/
void Check(const Packet& packet);
DeclareAllPacket()
};
#undef DeclarePacket
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,112 @@
#pragma once
/**
* \file Packets.h
* \brief File containing the definitions of the packets
*/
#include <blitz/common/NonCopyable.h>
#include <blitz/protocol/PacketData.h>
#include <blitz/protocol/PacketDeclare.h>
namespace blitz {
namespace protocol {
class PacketVisitor;
/** A Packet id is 8 bits wide */
using PacketID = std::uint8_t;
#define DeclarePacket(PacketName, ...) /** PacketName */ PacketName,
/**
* \enum PacketType
* \brief Map a Packet to an id
*/
enum class PacketType : PacketID {
DeclareAllPacket()
/** The number of packets */
PACKET_COUNT
};
#undef DeclarePacket
class Packet : private NonCopyable {
public:
/**
* \return The real type of the packet
*/
virtual PacketType GetType() const = 0;
/**
* \brief The network peer who sent the packet
*/
PeerID m_Sender;
private:
/** Use a PacketVisitor to make double-dispatch possible */
virtual void Accept(PacketVisitor& a_Visitor) const = 0;
friend class PacketVisitor;
};
namespace packets {
/**
* \class ConcretePacket
* \brief A Packet associated with an id and holding data
* \tparam PT The packet type
* \tparam Data The structure holding the data of the packet (in blitz::protocol::data namespace)
*/
template <PacketType PT, typename Data>
class ConcretePacket : public Packet {
public:
/** The type of the struct holding the data */
using PacketDataType = Data;
/** The structure holding the actual data */
PacketDataType m_Data;
/** Construct the packet with data of type PacketDataType */
ConcretePacket(const PacketDataType& a_Data = {});
constexpr PacketType GetType() const override {
return PT;
};
private:
void Accept(PacketVisitor& a_Visitor) const override;
};
// define BLITZ_INSTANCIATE_PACKETS
// before including this file
// if you want to instantiate templates
#ifdef BLITZ_INSTANCIATE_PACKETS
#define DeclarePacket(PacketName, ...) \
using PacketName = ConcretePacket<PacketType::PacketName, data::PacketName>; \
template class ConcretePacket<PacketType::PacketName, data::PacketName>;
#else
#define DeclarePacket(PacketName, ...) /** Defines the PacketName packet */ \
using PacketName = ConcretePacket<PacketType::PacketName, data::PacketName>;
#endif
DeclareAllPacket()
#undef DeclarePacket
} // namespace packets
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,21 @@
#include <blitz/godot/World.h>
namespace blitz {
class ClientWorld : public World {
GDCLASS(ClientWorld, World)
protected:
static void _bind_methods();
public:
ClientWorld();
~ClientWorld();
void _process(float delta);
void HandlePacket(const protocol::packets::PlayerPositionAndRotation&) override;
private:
void UpdatePlayerPos();
};
} // namespace blitz

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@@ -1,14 +1,11 @@
#pragma once #pragma once
#include <godot_cpp/classes/animation_tree.hpp> #include <client/Player.h>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp> #include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/node3d.hpp>
namespace blitz { namespace blitz {
class FirstPersonPlayer : public godot::CharacterBody3D { class FirstPersonPlayer : public Player {
GDCLASS(FirstPersonPlayer, godot::CharacterBody3D) GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
protected: protected:
static void _bind_methods(); static void _bind_methods();
@@ -19,14 +16,12 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
// Godot overrides // Godot overrides
void _unhandled_input(const godot::Ref<godot::InputEvent>&); void _unhandled_input(const godot::Ref<godot::InputEvent>&);
void _physics_process(float delta); void _physics_process(float delta) override;
void _ready(); void _ready() override;
private: private:
godot::AnimationTree* m_AnimationTree;
godot::Camera3D* m_Camera; godot::Camera3D* m_Camera;
godot::Node3D* m_Head; godot::Node3D* m_Head;
godot::Node3D* m_Mesh;
float m_BobTime; float m_BobTime;
float m_Speed; float m_Speed;

21
include/client/Main.h Normal file
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@@ -0,0 +1,21 @@
#pragma once
#include <godot_cpp/classes/node.hpp>
namespace blitz {
class Main : public godot::Node {
GDCLASS(Main, godot::Node)
protected:
static void _bind_methods();
public:
Main();
~Main();
void _ready() override;
void ChangeScene(bool a_Server);
};
} // namespace blitz

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@@ -2,6 +2,7 @@
#include <godot_cpp/classes/button.hpp> #include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/control.hpp> #include <godot_cpp/classes/control.hpp>
#include <blitz/godot/NetworkInterface.h>
namespace blitz { namespace blitz {
@@ -22,9 +23,17 @@ class MainMenu : public godot::Control {
godot::Button* m_CreateButton; godot::Button* m_CreateButton;
godot::Button* m_QuitButton; godot::Button* m_QuitButton;
NetworkInterface* m_NetworkInterface;
void OnConnected();
void OnDisconnected();
void OnJoinPressed(); void OnJoinPressed();
void OnCreatePressed(); void OnCreatePressed();
void OnQuitPressed(); void OnQuitPressed();
void DisableButtons();
void EnableButtons();
}; };
} // namespace blitz } // namespace blitz

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@@ -3,8 +3,12 @@
#include <godot_cpp/classes/animation_tree.hpp> #include <godot_cpp/classes/animation_tree.hpp>
#include <godot_cpp/classes/character_body3d.hpp> #include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/node3d.hpp> #include <godot_cpp/classes/node3d.hpp>
#include <blitz/common/Types.h>
namespace blitz { namespace blitz {
class World;
class Player : public godot::CharacterBody3D { class Player : public godot::CharacterBody3D {
GDCLASS(Player, godot::CharacterBody3D); GDCLASS(Player, godot::CharacterBody3D);
@@ -16,22 +20,24 @@ class Player : public godot::CharacterBody3D {
Player(); Player();
~Player(); ~Player();
void _ready(); void _ready() override;
void _physics_process(float delta); virtual void _physics_process(float delta);
void animate(float delta); void animate(float delta);
private: godot::Vector3 GetCameraRotation() const;
godot::Node3D* m_PlayerMesh; void SetCameraRotation(const godot::Vector3& a_Rotation);
godot::Node3D* m_SpringArmPivot;
PlayerID GetId() const {
return m_PeerId;
}
protected:
godot::Node3D* m_Mesh;
godot::AnimationTree* m_AnimationTree; godot::AnimationTree* m_AnimationTree;
godot::Vector3 m_SnapVector; godot::Vector3 m_SnapVector;
float m_Speed; PeerID m_PeerId;
/*
@onready var player_mesh : Node3D = $Mesh
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
@onready var animator : AnimationTree = $AnimationTree
*/ friend class World;
}; };
} // namespace blitz } // namespace blitz

32
include/server/Server.h Normal file
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@@ -0,0 +1,32 @@
#pragma once
#include <blitz/common/Types.h>
#include <godot_cpp/classes/node.hpp>
namespace blitz {
class Lobby;
class NetworkInterface;
class Server : public godot::Node {
GDCLASS(Server, godot::Node)
protected:
static void _bind_methods();
public:
Server();
~Server();
void _ready() override;
void OnPlayerConnect(PeerID a_PeerId);
void OnPlayerDisconnect(PeerID a_PeerId);
private:
Lobby* m_Lobby;
NetworkInterface* m_NetworkInterface;
godot::TypedArray<PeerID> m_Peers;
};
} // namespace blitz

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@@ -0,0 +1,23 @@
#include <blitz/godot/World.h>
namespace blitz {
class ServerWorld : public World {
GDCLASS(ServerWorld, World)
protected:
static void _bind_methods();
public:
ServerWorld();
~ServerWorld();
void _process(float delta);
void HandlePacket(const protocol::packets::PlayerPositionAndRotation&) override;
void SyncPlayersPos();
protected:
virtual void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
};
} // namespace blitz

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@@ -1,47 +0,0 @@
#include "MainMenu.h"
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
using namespace godot;
static constexpr char MainScenePath[] = "res://Scenes/Levels/world.tscn";
namespace blitz {
void MainMenu::_bind_methods() {}
MainMenu::MainMenu() {}
MainMenu::~MainMenu() {}
void MainMenu::_ready() {
Node* container = find_child("Container");
DEV_ASSERT(container);
m_JoinButton = Object::cast_to<Button>(container->find_child("JoinButton"));
m_CreateButton = Object::cast_to<Button>(container->find_child("CreateButton"));
m_QuitButton = Object::cast_to<Button>(container->find_child("QuitButton"));
DEV_ASSERT(m_JoinButton);
DEV_ASSERT(m_CreateButton);
DEV_ASSERT(m_QuitButton);
m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed));
m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed));
m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed));
}
void MainMenu::OnJoinPressed() {
get_tree()->change_scene_to_file(MainScenePath);
}
void MainMenu::OnCreatePressed() {
get_tree()->change_scene_to_file(MainScenePath);
}
void MainMenu::OnQuitPressed() {
get_tree()->quit();
}
} // namespace blitz

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@@ -1,111 +0,0 @@
#include "Player.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
static const float WalkSpeed = 2.0;
static const float RunSpeed = 5.0;
static const float JumpStrength = 15.0;
static const float Gravity = 50.0;
static const float LerpValue = 0.15;
static const float AnimationBlend = 7.0;
namespace blitz {
void Player::_bind_methods() {}
Player::Player() {}
Player::~Player() {}
void Player::_ready() {
godot::InputMap::get_singleton()->load_from_project_settings();
m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
DEV_ASSERT(m_PlayerMesh);
DEV_ASSERT(m_SpringArmPivot);
DEV_ASSERT(m_AnimationTree);
apply_floor_snap();
animate(0);
}
void Player::_physics_process(float delta) {
if (godot::Engine::get_singleton()->is_editor_hint())
return;
auto* Input = godot::Input::get_singleton();
godot::Vector3 move_direction{0, 0, 0};
move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
godot::Vector3 newVelocity = get_velocity();
newVelocity.y -= Gravity * delta;
set_velocity(newVelocity);
if (Input->is_action_pressed("run"))
m_Speed = RunSpeed;
else
m_Speed = WalkSpeed;
newVelocity = get_velocity();
newVelocity.x = move_direction.x * m_Speed;
newVelocity.z = move_direction.z * m_Speed;
set_velocity(newVelocity);
if (move_direction != godot::Vector3{0, 0, 0}) {
godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
newRotation.y = godot::UtilityFunctions::lerp_angle(
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
m_PlayerMesh->set_rotation(newRotation);
}
bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
if (isJumping) {
newVelocity = get_velocity();
newVelocity.y = JumpStrength;
set_velocity(newVelocity);
m_SnapVector.zero();
} else if (justLanded) {
m_SnapVector = {0, -1, 0};
}
apply_floor_snap();
move_and_slide();
animate(delta);
}
void Player::animate(float delta) {
if (is_on_floor()) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
if (get_velocity().length() > 0) {
if (m_Speed == RunSpeed) {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
}
}
} // namespace blitz

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@@ -1,65 +0,0 @@
#include "SpringArmPivot.h"
#include "Player.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/spring_arm3d.hpp>
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
static const float NormalFov = 75.0;
static const float RunFov = 90.0;
static const float CameraBlend = 0.05;
namespace blitz {
void SpringArmPivot::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("get_dynfov"), &SpringArmPivot::IsFovDynamic);
godot::ClassDB::bind_method(godot::D_METHOD("set_dynfov", "dynamic_fov"), &SpringArmPivot::SetDynamicFov);
ADD_PROPERTY(godot::PropertyInfo(godot::Variant::BOOL, "dynamic_fov"), "set_dynfov", "get_dynfov");
}
SpringArmPivot::SpringArmPivot() {}
SpringArmPivot::~SpringArmPivot() {}
void SpringArmPivot::_ready() {
m_SpringArm = Object::cast_to<godot::SpringArm3D>(get_child(0));
m_Camera = Object::cast_to<godot::Camera3D>(m_SpringArm->get_child(0));
DEV_ASSERT(m_SpringArm);
DEV_ASSERT(m_Camera);
if (!godot::Engine::get_singleton()->is_editor_hint()) {
godot::Input::get_singleton()->set_mouse_mode(godot::Input::MOUSE_MODE_CAPTURED);
}
}
void SpringArmPivot::_unhandled_input(const godot::Ref<godot::InputEvent>& p_event) {
auto* event = Object::cast_to<godot::InputEventMouseMotion>(p_event.ptr());
if (event) {
rotate_y(-event->get_relative().x * 0.005);
m_SpringArm->rotate_x(-event->get_relative().y * 0.005);
godot::Vector3 rotationClamped = m_SpringArm->get_rotation();
rotationClamped.x = godot::UtilityFunctions::clamp(rotationClamped.x, -Math_PI / 4, Math_PI / 4);
m_SpringArm->set_rotation(rotationClamped);
}
}
void SpringArmPivot::_physics_process(float delta) {
if (m_DynamicFOV) {
auto* parent = Object::cast_to<Player>(get_owner());
if (parent->is_on_floor()) {
if (godot::Input::get_singleton()->is_action_pressed("run")) {
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), RunFov, CameraBlend));
} else {
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
}
} else {
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
}
}
}
} // namespace blitz

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@@ -1,38 +0,0 @@
#pragma once
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/spring_arm3d.hpp>
#include <godot_cpp/classes/camera3d.hpp>
namespace blitz {
class SpringArmPivot : public godot::Node3D {
GDCLASS(SpringArmPivot, godot::Node3D);
protected:
static void _bind_methods();
public:
SpringArmPivot();
~SpringArmPivot();
void _ready();
void _unhandled_input(const godot::Ref<godot::InputEvent>& p_event);
void _physics_process(float delta);
void SetDynamicFov(bool fov) {
m_DynamicFOV = fov;
}
bool IsFovDynamic() const {
return m_DynamicFOV;
}
private:
godot::SpringArm3D* m_SpringArm;
godot::Camera3D* m_Camera;
bool m_DynamicFOV = false;
};
} // namespace blitz

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@@ -0,0 +1,160 @@
#include <blitz/godot/NetworkInterface.h>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketSender.h>
#include <blitz/protocol/PacketSerializer.h>
#include <blitz/protocol/PacketVisitor.h>
#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
#define RPC_CONFIG(functionName, rpc_mode, transfer_mode, call_local, channel) \
{ \
Dictionary config; \
config["rpc_mode"] = rpc_mode; \
config["transfer_mode"] = transfer_mode; \
config["call_local"] = call_local; \
config["channel"] = channel; \
rpc_config(functionName, config); \
}
static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
using namespace godot;
void NetworkInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
ClassDB::bind_method(D_METHOD("RecievePacketDataUnreliable", "a_PacketData"), &NetworkInterface::RecievePacketDataUnreliable);
ClassDB::bind_method(
D_METHOD("RecievePacketDataUnreliableOrdered", "a_PacketData"), &NetworkInterface::RecievePacketDataUnreliableOrdered);
// server
ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
// client
ADD_SIGNAL(MethodInfo("server_disconnected"));
ADD_SIGNAL(MethodInfo("local_player_connected"));
protocol::PacketFactory::Init();
}
NetworkInterface::NetworkInterface() {}
NetworkInterface::~NetworkInterface() {}
void NetworkInterface::_ready() {
RPC_CONFIG("RecievePacketDataReliable", MultiplayerAPI::RPC_MODE_ANY_PEER, MultiplayerPeer::TRANSFER_MODE_RELIABLE, true, 0);
RPC_CONFIG("RecievePacketDataUnreliable", MultiplayerAPI::RPC_MODE_ANY_PEER, MultiplayerPeer::TRANSFER_MODE_UNRELIABLE, true, 1);
RPC_CONFIG("RecievePacketDataUnreliableOrdered", MultiplayerAPI::RPC_MODE_ANY_PEER,
MultiplayerPeer::TRANSFER_MODE_UNRELIABLE_ORDERED, true, 2);
get_multiplayer()->connect("peer_connected", callable_mp(this, &NetworkInterface::OnPlayerConnected));
get_multiplayer()->connect("peer_disconnected", callable_mp(this, &NetworkInterface::OnPlayerDisconnected));
get_multiplayer()->connect("connected_to_server", callable_mp(this, &NetworkInterface::OnConnectOk));
get_multiplayer()->connect("connection_failed", callable_mp(this, &NetworkInterface::OnConnectFail));
get_multiplayer()->connect("server_disconnected", callable_mp(this, &NetworkInterface::OnServerDisconnected));
}
void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
protocol::PacketBroadcaster packetBroadcaster(*this);
packetBroadcaster.BroadcastPacket(a_Packet);
}
void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
protocol::PacketSender packetSender(a_Peer, *this);
packetSender.SendPacket(a_Packet);
}
void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
if (packet) {
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
Dispatch(*packet);
}
}
void NetworkInterface::RecievePacketDataUnreliable(godot::PackedByteArray a_PacketData) {
// we have to copy the function body in order to preserve the remote sender id
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
if (packet) {
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
Dispatch(*packet);
}
}
void NetworkInterface::RecievePacketDataUnreliableOrdered(godot::PackedByteArray a_PacketData) {
// we have to copy the function body in order to preserve the remote sender id
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
if (packet) {
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
Dispatch(*packet);
}
}
Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_client(a_Address, a_Port, 3);
if (error) {
OnConnectFail();
return error;
}
get_multiplayer()->set_multiplayer_peer(peer);
return Error::OK;
}
Error NetworkInterface::CreateGame(uint16_t a_Port, bool a_Dedicated) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_server(a_Port, 50, 3);
if (error)
return error;
get_multiplayer()->set_multiplayer_peer(peer);
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
add_child(serverScene->instantiate());
if (!a_Dedicated) {
emit_signal("local_player_connected");
emit_signal("player_connected", get_multiplayer()->get_unique_id());
}
return Error::OK;
}
void NetworkInterface::OnPlayerConnected(PeerID a_PeerId) {
emit_signal("player_connected", a_PeerId);
}
void NetworkInterface::OnPlayerDisconnected(PeerID a_PeerId) {
emit_signal("player_disconnected", a_PeerId);
}
void NetworkInterface::OnConnectOk() {
emit_signal("local_player_connected");
}
void NetworkInterface::OnConnectFail() {
ShutdownNetwork();
emit_signal("server_disconnected");
}
void NetworkInterface::OnServerDisconnected() {
ShutdownNetwork();
emit_signal("server_disconnected");
}
void NetworkInterface::ShutdownNetwork() {
get_multiplayer()->set_multiplayer_peer(nullptr);
if (auto* server = find_child("Server")) {
server->queue_free();
}
}
} // namespace blitz

102
src/blitz/godot/World.cpp Normal file
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@@ -0,0 +1,102 @@
#include <blitz/godot/World.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/FirstPersonPlayer.h>
#include <client/Player.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace blitz {
static const char FirstPersonPlayerScenePath[] = "res://Scenes/Characters/first_person_player.tscn";
static const char PlayerScenePath[] = "res://Scenes/Characters/player.tscn";
void World::_bind_methods() {}
void World::_ready() {
if (Engine::get_singleton()->is_editor_hint())
return;
m_Players = find_child("Players");
DEV_ASSERT(m_Players);
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
DEV_ASSERT(m_NetworkInterface);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerLeave, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerPositionAndRotation, *this);
}
World::World() {}
World::~World() {
if (Engine::get_singleton()->is_editor_hint())
return;
m_NetworkInterface->UnregisterHandler(*this);
}
Player* World::GetPlayerById(PlayerID a_PlayerId) {
String stringId = UtilityFunctions::var_to_str(a_PlayerId);
for (int i = 0; i < m_Players->get_child_count(); i++) {
Node* player = m_Players->get_child(i);
if (player->get_name() == stringId) {
return Object::cast_to<Player>(player);
}
}
return nullptr;
}
void World::HandlePacket(const protocol::packets::PlayerJoin& a_PlayerJoin) {
const protocol::PlayerInfo& playerInfo = a_PlayerJoin.m_Data.m_Player;
AddPlayer(playerInfo.m_PlayerId, playerInfo.m_PlayerName);
}
void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
RemovePlayer(a_PlayerLeave.m_Data.m_PlayerId);
}
void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
if (a_PlayerId == get_multiplayer()->get_unique_id()) {
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
m_Players->add_child(player);
} else {
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
Player* player = Object::cast_to<Player>(serverScene->instantiate());
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
m_Players->add_child(player);
}
}
void World::RemovePlayer(PlayerID a_PlayerId) {
UtilityFunctions::print("Removing Player with id : ", a_PlayerId);
Player* player = GetPlayerById(a_PlayerId);
if (player) {
player->queue_free();
}
}
void World::SetPlayerPositionAndRotation(
PlayerID a_PlayerId, const Vector3& a_Position, const Vector3& a_Rotation, const godot::Vector3& a_Velocity) {
Player* player = GetPlayerById(a_PlayerId);
if (player) {
player->set_position(a_Position);
player->SetCameraRotation(a_Rotation);
player->set_velocity(a_Velocity);
}
}
} // namespace blitz

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@@ -0,0 +1,79 @@
#include <blitz/protocol/ByteBuffer.h>
#include <blitz/protocol/PacketData.h>
namespace blitz {
namespace protocol {
#define Operators(Type, GodotType) \
ByteBuffer& ByteBuffer::operator>>(Type& a_Data) { \
if (sizeof(a_Data) + m_ReadOffset > m_Buffer.size()) { \
throw ReadError("Buffer is too small ! Can't read " #Type); \
} \
a_Data = m_Buffer.decode_##GodotType(m_ReadOffset); \
m_ReadOffset += sizeof(a_Data); \
return *this; \
} \
\
ByteBuffer& ByteBuffer::operator<<(Type a_Data) { \
m_Buffer.resize(m_Buffer.size() + sizeof(a_Data)); \
m_Buffer.encode_##GodotType(m_Buffer.size() - sizeof(a_Data), a_Data); \
return *this; \
}
// Integers
Operators(int8_t, s8);
Operators(uint8_t, u8);
Operators(int16_t, s16);
Operators(uint16_t, u16);
Operators(int32_t, s32);
Operators(uint32_t, u32);
Operators(int64_t, s64);
Operators(uint64_t, u64);
// Reals
Operators(float, float);
Operators(double, double);
ByteBuffer& ByteBuffer::operator>>(PlayerInfo& a_Data) {
*this >> a_Data.m_PlayerId >> a_Data.m_PlayerName;
return *this;
}
ByteBuffer& ByteBuffer::operator<<(const PlayerInfo& a_Data) {
*this << a_Data.m_PlayerId << a_Data.m_PlayerName;
return *this;
}
ByteBuffer& ByteBuffer::operator<<(const godot::Vector3& a_Data) {
*this << a_Data.x << a_Data.y << a_Data.z;
return *this;
}
ByteBuffer& ByteBuffer::operator>>(godot::Vector3& a_Data) {
*this >> a_Data.x >> a_Data.y >> a_Data.z;
return *this;
}
ByteBuffer& ByteBuffer::operator>>(godot::String& a_Data) {
int nullPos = m_Buffer.find(0, m_ReadOffset);
if (nullPos < 0)
throw ReadError("String does not have an and in buffer !");
godot::PackedByteArray stringBuffer = m_Buffer.slice(m_ReadOffset, nullPos);
a_Data = stringBuffer.get_string_from_utf8();
m_ReadOffset = nullPos + 1;
return *this;
}
ByteBuffer& ByteBuffer::operator<<(const godot::String& a_Data) {
godot::PackedByteArray stringBuffer = a_Data.to_utf8_buffer();
m_Buffer.append_array(stringBuffer);
// ends the string
*this << static_cast<std::uint8_t>(0);
return *this;
}
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,37 @@
#include <blitz/protocol/PacketDispatcher.h>
#include <algorithm>
#include <blitz/protocol/PacketHandler.h>
namespace blitz {
namespace protocol {
void PacketDispatcher::RegisterHandler(PacketType type, PacketHandler& handler) {
auto found = std::find(m_Handlers[type].begin(), m_Handlers[type].end(), &handler);
if (found == m_Handlers[type].end())
m_Handlers[type].push_back(&handler);
}
void PacketDispatcher::UnregisterHandler(PacketType type, PacketHandler& handler) {
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
void PacketDispatcher::UnregisterHandler(PacketHandler& handler) {
for (auto& pair : m_Handlers) {
if (pair.second.empty())
continue;
PacketType type = pair.first;
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
}
void PacketDispatcher::Dispatch(const Packet& packet) {
PacketType type = packet.GetType();
for (PacketHandler* handler : m_Handlers[type])
handler->Check(packet);
}
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,32 @@
#include <blitz/protocol/PacketFactory.h>
#include <array>
#include <cassert>
#include <functional>
namespace blitz {
namespace protocol {
namespace PacketFactory {
using PacketCreator = std::function<std::unique_ptr<Packet>()>;
#define DeclarePacket(PacketName, ...) std::make_unique<packets::PacketName>(),
static std::array<std::unique_ptr<Packet>, static_cast<std::size_t>(PacketType::PACKET_COUNT)> Packets;
void Init() {
Packets = {
DeclareAllPacket()
};
}
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type) {
assert(a_Type < PacketType::PACKET_COUNT);
return Packets[static_cast<std::size_t>(a_Type)];
}
} // namespace PacketFactory
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,14 @@
#include <blitz/protocol/PacketHandler.h>
namespace blitz {
namespace protocol {
#define DeclarePacket(PacketName, ...) \
void PacketHandler::Visit(const packets::PacketName& a_Packet) { \
HandlePacket(a_Packet); \
}
DeclareAllPacket()
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,39 @@
#include <blitz/protocol/PacketSender.h>
#include <blitz/godot/NetworkInterface.h>
#include <blitz/protocol/PacketSerializer.h>
namespace blitz {
namespace protocol {
///////////////////////
/* PacketBroadcaster */
///////////////////////
#define DeclarePacket(PacketName, Reliability, ...) \
void PacketBroadcaster::Visit(const protocol::packets::PacketName& a_Packet) { \
m_NetworkInterface.rpc("RecievePacketData" #Reliability, protocol::PacketSerializer::Serialize(a_Packet)); \
}
DeclareAllPacket()
#undef DeclarePacket
//////////////////
/* PacketSender */
//////////////////
#define DeclarePacket(PacketName, Reliability, ...) \
void PacketSender::Visit(const protocol::packets::PacketName& a_Packet) { \
m_NetworkInterface.rpc_id(m_PeerId, "RecievePacketData" #Reliability, protocol::PacketSerializer::Serialize(a_Packet)); \
}
DeclareAllPacket()
#undef DeclarePacket
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,285 @@
#include <blitz/protocol/PacketSerializer.h>
#include <blitz/protocol/ByteBuffer.h>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketVisitor.h>
#include <godot_cpp/variant/utility_functions.hpp>
#include <godot_cpp/variant/variant.hpp>
namespace blitz {
namespace protocol {
namespace PacketSerializer {
#define DeclarePacket(PacketName, ...) \
void Visit(const packets::PacketName& a_Packet) override { \
const auto& packetData = a_Packet.m_Data; \
SerializePacketData(packetData); \
} \
\
void SerializePacketData(const packets::PacketName::PacketDataType& a_Packet);
class Serializer : public PacketVisitor {
private:
ByteBuffer& m_Buffer;
public:
Serializer(ByteBuffer& a_Buffer) : m_Buffer(a_Buffer) {}
void Serialize(const Packet& a_Packet) {
m_Buffer << static_cast<PacketID>(a_Packet.GetType());
Check(a_Packet);
}
DeclareAllPacket()
};
#undef DeclarePacket
#define DeclarePacket(PacketName, ...) \
void Visit(const packets::PacketName& a_Packet) override { \
auto packetPtr = PacketFactory::CreatePacket<packets::PacketName>(); \
auto& packetData = packetPtr->m_Data; \
\
DeserializePacketData(packetData); \
\
m_Packet = std::move(packetPtr); \
} \
\
void DeserializePacketData(packets::PacketName::PacketDataType& a_Packet);
class Deserializer : public PacketVisitor {
private:
ByteBuffer& m_Buffer;
PacketPtr m_Packet;
public:
Deserializer(ByteBuffer&& a_Buffer) : m_Buffer(a_Buffer) {}
bool Deserialize(const PacketPtr& a_Packet) {
try {
Check(*a_Packet.get());
} catch (ByteBuffer::ReadError& e) {
godot::UtilityFunctions::printerr("[PacketSerializer::Deserializer] ", e.what());
return false;
}
return true;
}
PacketPtr& GetPacket() {
return m_Packet;
}
DeclareAllPacket()
};
godot::PackedByteArray Serialize(const Packet& a_Packet) {
ByteBuffer stream;
Serializer serializer(stream);
serializer.Serialize(a_Packet);
return stream.GetByteArray();
}
std::unique_ptr<Packet> Deserialize(godot::PackedByteArray& a_Data) {
ByteBuffer stream(std::move(a_Data));
PacketID packetId;
stream >> packetId;
if (packetId >= static_cast<PacketID>(PacketType::PACKET_COUNT))
return nullptr;
PacketType packetType = PacketType(packetId);
// for double-dispatch
const PacketPtr& emptyPacket = PacketFactory::CreateReadOnlyPacket(packetType);
Deserializer deserializer(std::move(stream));
if (deserializer.Deserialize(emptyPacket)) {
PacketPtr packet = std::move(deserializer.GetPacket());
return packet;
}
return nullptr;
}
//---------------------------------------------
// Packet serializer implementation
//----------------------------------------------
void Serializer::SerializePacketData(const data::PlayerLogin& a_Packet) {
m_Buffer << a_Packet.m_PlayerName;
}
void Deserializer::DeserializePacketData(data::PlayerLogin& a_Packet) {
m_Buffer >> a_Packet.m_PlayerName;
}
void Serializer::SerializePacketData(const data::UpdateHealth& a_Packet) {
m_Buffer << a_Packet.m_NewHealth;
}
void Deserializer::DeserializePacketData(data::UpdateHealth& a_Packet) {
m_Buffer >> a_Packet.m_NewHealth;
}
void Serializer::SerializePacketData(const data::LoggingSuccess& a_Packet) {
m_Buffer << a_Packet.m_PlayerId;
}
void Deserializer::DeserializePacketData(data::LoggingSuccess& a_Packet) {
m_Buffer >> a_Packet.m_PlayerId;
}
void Serializer::SerializePacketData(const data::PlayerDeath& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerDeath& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerJoin& a_Packet) {
m_Buffer << a_Packet.m_Player;
}
void Deserializer::DeserializePacketData(data::PlayerJoin& a_Packet) {
m_Buffer >> a_Packet.m_Player;
}
void Serializer::SerializePacketData(const data::PlayerLeave& a_Packet) {
m_Buffer << a_Packet.m_PlayerId;
}
void Deserializer::DeserializePacketData(data::PlayerLeave& a_Packet) {
m_Buffer >> a_Packet.m_PlayerId;
}
void Serializer::SerializePacketData(const data::PlayerList& a_Packet) {
m_Buffer << a_Packet.m_Players;
}
void Deserializer::DeserializePacketData(data::PlayerList& a_Packet) {
m_Buffer >> a_Packet.m_Players;
}
void Serializer::SerializePacketData(const data::PlayerStats& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerStats& a_Packet) {}
void Serializer::SerializePacketData(const data::ServerConfig& a_Packet) {}
void Deserializer::DeserializePacketData(data::ServerConfig& a_Packet) {}
void Serializer::SerializePacketData(const data::ServerTps& a_Packet) {}
void Deserializer::DeserializePacketData(data::ServerTps& a_Packet) {}
void Serializer::SerializePacketData(const data::UpdateGameState& a_Packet) {}
void Deserializer::DeserializePacketData(data::UpdateGameState& a_Packet) {}
void Serializer::SerializePacketData(const data::KeepAlive& a_Packet) {
m_Buffer << a_Packet.m_KeepAliveId;
}
void Deserializer::DeserializePacketData(data::KeepAlive& a_Packet) {
m_Buffer >> a_Packet.m_KeepAliveId;
}
void Serializer::SerializePacketData(const data::Disconnect& a_Packet) {}
void Deserializer::DeserializePacketData(data::Disconnect& a_Packet) {}
void Serializer::SerializePacketData(const data::ChatMessage& a_Packet) {
m_Buffer << a_Packet.m_Text;
}
void Deserializer::DeserializePacketData(data::ChatMessage& a_Packet) {
m_Buffer >> a_Packet.m_Text;
}
void Serializer::SerializePacketData(const data::PlayerPositionAndRotation& a_Packet) {
m_Buffer << a_Packet.m_Player << a_Packet.m_Position << a_Packet.m_Rotation << a_Packet.m_Velocity;
}
void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Packet) {
m_Buffer >> a_Packet.m_Player >> a_Packet.m_Position >> a_Packet.m_Rotation >> a_Packet.m_Velocity;
}
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {}
} // namespace PacketSerializer
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,11 @@
#include <blitz/protocol/PacketVisitor.h>
namespace blitz {
namespace protocol {
void PacketVisitor::Check(const Packet& a_Packet) {
a_Packet.Accept(*this);
}
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,23 @@
#define BLITZ_INSTANCIATE_PACKETS
#include <blitz/protocol/Packets.h>
#include <blitz/protocol/PacketVisitor.h>
namespace blitz {
namespace protocol {
template <PacketType PT, typename Data>
packets::ConcretePacket<PT, Data>::ConcretePacket(const PacketDataType& a_Data) : m_Data(a_Data) {}
template <PacketType PT, typename Data>
void packets::ConcretePacket<PT, Data>::Accept(PacketVisitor& a_Visitor) const {
a_Visitor.Visit(*this);
}
#define DeclarePacket(PacketName, packetSendType, packetSenderType) \
static_assert(static_cast<unsigned>(PacketSendType::packetSendType) && static_cast<unsigned>(PacketSenderType::packetSenderType));
DeclareAllPacket()
} // namespace protocol
} // namespace blitz

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@@ -0,0 +1,57 @@
#include <client/ClientWorld.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/Player.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
using namespace godot;
void ClientWorld::_bind_methods() {}
ClientWorld::ClientWorld() {}
ClientWorld::~ClientWorld() {}
void ClientWorld::_process(float delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
return;
#endif
m_PassedTime += delta;
if (m_PassedTime < 0.05f)
return;
m_PassedTime = 0.0f;
UpdatePlayerPos();
}
void ClientWorld::UpdatePlayerPos() {
Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
if (player) {
m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerPositionAndRotation(
{get_multiplayer()->get_unique_id(), player->get_position(), player->GetCameraRotation(), player->get_velocity()}));
}
}
void ClientWorld::HandlePacket(const protocol::packets::PlayerPositionAndRotation& a_PlayerPos) {
const auto& data = a_PlayerPos.m_Data;
if (data.m_Player == get_multiplayer()->get_unique_id()) {
Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
if (player && (a_PlayerPos.m_Data.m_Position - player->get_position()).length() > 10) {
SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation, data.m_Velocity);
godot::UtilityFunctions::print("Teleported to : ", data.m_Position);
}
return;
}
SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation, data.m_Velocity);
}
} // namespace blitz

View File

@@ -1,5 +1,6 @@
#include "FirstPersonPlayer.h" #include <client/FirstPersonPlayer.h>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp> #include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp> #include <godot_cpp/classes/input_event_mouse_motion.hpp>
@@ -38,7 +39,7 @@ static const float AnimationBlend = 7.0;
void FirstPersonPlayer::_bind_methods() {} void FirstPersonPlayer::_bind_methods() {}
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {} FirstPersonPlayer::FirstPersonPlayer() : Player(), m_BobTime(0) {}
FirstPersonPlayer::~FirstPersonPlayer() {} FirstPersonPlayer::~FirstPersonPlayer() {}
@@ -51,6 +52,9 @@ void FirstPersonPlayer::_ready() {
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera")); m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree")); m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
m_Mesh = Object::cast_to<Node3D>(find_child("Mesh")); m_Mesh = Object::cast_to<Node3D>(find_child("Mesh"));
set_position({0, 0, 0});
set_velocity({0, 0, 0});
} }
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) { void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
@@ -88,9 +92,9 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
UpdateFOV(a_Delta); UpdateFOV(a_Delta);
UpdateBobbing(a_Delta); UpdateBobbing(a_Delta);
UpdateAnimation(a_Delta);
move_and_slide(); move_and_slide();
UpdateAnimation(a_Delta);
} }
void FirstPersonPlayer::UpdateBobbing(float a_Delta) { void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
@@ -104,7 +108,7 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) { void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY); m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Mesh->rotate_y(-a_Event.get_relative().x * 0.005); m_Mesh->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY); m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x; float rotationX = m_Camera->get_rotation().x;
@@ -148,7 +152,7 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
void FirstPersonPlayer::UpdateFOV(float a_Delta) { void FirstPersonPlayer::UpdateFOV(float a_Delta) {
float velocityClamped = Math::clamp(get_velocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY); float velocityClamped = Math::clamp(get_velocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped; float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped;
m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION)); m_Camera->set_fov(Math::lerp(static_cast<float>(m_Camera->get_fov()), targetFOV, a_Delta * FOV_TRANSITION));
} }
void FirstPersonPlayer::UpdateAnimation(float delta) { void FirstPersonPlayer::UpdateAnimation(float delta) {

42
src/client/Main.cpp Normal file
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@@ -0,0 +1,42 @@
#include <client/Main.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include <client/ClientWorld.h>
#include <server/ServerWorld.h>
using namespace godot;
namespace blitz {
static constexpr char ClientWorldScenePath[] = "res://Scenes/Levels/client_world.tscn";
static constexpr char ServerWorldScenePath[] = "res://Scenes/Levels/server_world.tscn";
void Main::_bind_methods() {}
void Main::_ready() {
auto* mainMenu = find_child("MainMenu");
DEV_ASSERT(mainMenu);
mainMenu->connect("change_scene_to_game", callable_mp(this, &Main::ChangeScene));
}
Main::Main() {}
Main::~Main() {}
void Main::ChangeScene(bool a_Server) {
Ref<PackedScene> sceneData;
if (a_Server)
sceneData = ResourceLoader::get_singleton()->load(ServerWorldScenePath);
else
sceneData = ResourceLoader::get_singleton()->load(ClientWorldScenePath);
add_child(sceneData->instantiate());
}
} // namespace blitz

81
src/client/MainMenu.cpp Normal file
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@@ -0,0 +1,81 @@
#include <client/MainMenu.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
using namespace godot;
namespace blitz {
void MainMenu::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("on_connected"), &MainMenu::OnConnected);
ADD_SIGNAL(MethodInfo("change_scene_to_game", PropertyInfo(Variant::BOOL, "server")));
}
MainMenu::MainMenu() {}
MainMenu::~MainMenu() {}
void MainMenu::_ready() {
Node* container = find_child("Container");
DEV_ASSERT(container);
m_JoinButton = Object::cast_to<Button>(container->find_child("JoinButton"));
m_CreateButton = Object::cast_to<Button>(container->find_child("CreateButton"));
m_QuitButton = Object::cast_to<Button>(container->find_child("QuitButton"));
DEV_ASSERT(m_JoinButton);
DEV_ASSERT(m_CreateButton);
DEV_ASSERT(m_QuitButton);
m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed));
m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed));
m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed));
if (!Engine::get_singleton()->is_editor_hint()) {
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
DEV_ASSERT(m_NetworkInterface);
m_NetworkInterface->connect("local_player_connected", callable_mp(this, &MainMenu::OnConnected));
m_NetworkInterface->connect("server_disconnected", callable_mp(this, &MainMenu::OnDisconnected));
}
}
void MainMenu::OnConnected() {
emit_signal("change_scene_to_game", get_multiplayer()->is_server());
set_visible(false);
}
void MainMenu::OnDisconnected() {
set_visible(true);
EnableButtons();
}
void MainMenu::OnJoinPressed() {
DisableButtons();
m_NetworkInterface->JoinGame("localhost", 25565);
}
void MainMenu::OnCreatePressed() {
DisableButtons();
m_NetworkInterface->CreateGame(25565);
}
void MainMenu::OnQuitPressed() {
get_tree()->quit();
}
void MainMenu::DisableButtons() {
m_JoinButton->set_disabled(true);
m_CreateButton->set_disabled(true);
}
void MainMenu::EnableButtons() {
m_JoinButton->set_disabled(false);
m_CreateButton->set_disabled(false);
}
} // namespace blitz

82
src/client/Player.cpp Normal file
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@@ -0,0 +1,82 @@
#include <client/Player.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
static const float WalkSpeed = 2.0;
static const float RunSpeed = 7.0;
static const float JumpStrength = 15.0;
static const float Gravity = 50.0;
static const float LerpValue = 0.15;
static const float AnimationBlend = 7.0;
namespace blitz {
using namespace godot;
void Player::_bind_methods() {}
Player::Player() : m_PeerId(0) {
// we set the player to an invalid position
set_position({-99999, -999999, -999999});
}
Player::~Player() {}
void Player::_ready() {
godot::InputMap::get_singleton()->load_from_project_settings();
m_Mesh = Object::cast_to<godot::Node3D>(find_child("Mesh"));
m_AnimationTree = Object::cast_to<godot::AnimationTree>(find_child("AnimationTree"));
DEV_ASSERT(m_Mesh);
DEV_ASSERT(m_AnimationTree);
animate(0);
}
void Player::_physics_process(float delta) {
if (godot::Engine::get_singleton()->is_editor_hint())
return;
move_and_slide();
animate(delta);
}
void Player::animate(float delta) {
if (is_on_floor()) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
float speed = get_velocity().length();
if (speed > 0.2f) {
if (speed >= RunSpeed) {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
}
}
Vector3 Player::GetCameraRotation() const {
return m_Mesh->get_rotation();
}
void Player::SetCameraRotation(const Vector3& a_Rotation) {
m_Mesh->set_rotation(a_Rotation);
}
} // namespace blitz

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@@ -0,0 +1,51 @@
#include <blitz/godot/NetworkInterface.h>
#include <client/ClientWorld.h>
#include <client/FirstPersonPlayer.h>
#include <client/Main.h>
#include <client/MainMenu.h>
#include <client/Player.h>
#include <server/Server.h>
#include <server/ServerWorld.h>
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
static void RegisterClasses() {
GDREGISTER_CLASS(blitz::Player);
GDREGISTER_CLASS(blitz::FirstPersonPlayer);
GDREGISTER_CLASS(blitz::MainMenu);
GDREGISTER_CLASS(blitz::Main);
GDREGISTER_CLASS(blitz::NetworkInterface);
GDREGISTER_CLASS(blitz::Server);
GDREGISTER_ABSTRACT_CLASS(blitz::World);
GDREGISTER_CLASS(blitz::ClientWorld);
GDREGISTER_CLASS(blitz::ServerWorld);
}
static void initialize_blitz_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
RegisterClasses();
}
static void uninitialize_blitz_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
extern "C" GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc,
const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
init_obj.register_initializer(initialize_blitz_module);
init_obj.register_terminator(uninitialize_blitz_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}

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@@ -1,44 +0,0 @@
#include "register_types.h"
#include "FirstPersonPlayer.h"
#include "Player.h"
#include "SpringArmPivot.h"
#include "MainMenu.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
static void RegisterClasses() {
ClassDB::register_class<blitz::Player>();
ClassDB::register_class<blitz::SpringArmPivot>();
ClassDB::register_class<blitz::FirstPersonPlayer>();
ClassDB::register_class<blitz::MainMenu>();
}
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
RegisterClasses();
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
extern "C" GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc,
const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}

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@@ -1,11 +0,0 @@
#ifndef GDEXAMPLE_REGISTER_TYPES_H
#define GDEXAMPLE_REGISTER_TYPES_H
#include <godot_cpp/core/class_db.hpp>
using namespace godot;
void initialize_example_module(ModuleInitializationLevel p_level);
void uninitialize_example_module(ModuleInitializationLevel p_level);
#endif

42
src/server/Server.cpp Normal file
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@@ -0,0 +1,42 @@
#include <server/Server.h>
#include <blitz/godot/NetworkInterface.h>
#include <godot_cpp/classes/engine.hpp>
using namespace godot;
namespace blitz {
void Server::_bind_methods() {}
Server::Server() {}
Server::~Server() {}
void Server::_ready() {
if (Engine::get_singleton()->is_editor_hint())
return;
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent());
DEV_ASSERT(m_NetworkInterface);
m_NetworkInterface->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect));
m_NetworkInterface->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
}
void Server::OnPlayerConnect(PeerID a_PeerId) {
protocol::PlayerInfo playerInfo{a_PeerId, "whoami"};
for (int i = 0; i < m_Peers.size(); i++) {
m_NetworkInterface->SendPacket(a_PeerId, protocol::packets::PlayerJoin({m_Peers[i], "whoami"}));
}
m_Peers.push_back(a_PeerId);
m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerJoin({playerInfo}));
}
void Server::OnPlayerDisconnect(PeerID a_PeerId) {
m_Peers.erase(a_PeerId);
m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerLeave({a_PeerId}));
}
} // namespace blitz

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@@ -0,0 +1,64 @@
#include <server/ServerWorld.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/Player.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
using namespace godot;
void ServerWorld::_bind_methods() {}
ServerWorld::ServerWorld() {}
ServerWorld::~ServerWorld() {}
void ServerWorld::_process(float delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
return;
#endif
m_PassedTime += delta;
if (m_PassedTime < 0.05f)
return;
m_PassedTime = 0.0f;
SyncPlayersPos();
}
void ServerWorld::SyncPlayersPos() {
for (int i = 0; i < m_Players->get_child_count(); i++) {
Player* player = Object::cast_to<Player>(m_Players->get_child(i));
DEV_ASSERT(player);
m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerPositionAndRotation(
{player->GetId(), player->get_position(), player->GetCameraRotation(), player->get_velocity()}));
}
}
void ServerWorld::HandlePacket(const protocol::packets::PlayerPositionAndRotation& a_PlayerPos) {
const auto& data = a_PlayerPos.m_Data;
if (data.m_Player != a_PlayerPos.m_Sender)
return;
Player* player = GetPlayerById(data.m_Player);
if (!player)
return;
if ((data.m_Position - player->get_position()).length() > 10) {
UtilityFunctions::print(
"Player ", data.m_Player, " moved too fast ! (from ", player->get_position(), " to ", data.m_Position, ")");
return;
}
SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation, data.m_Velocity);
}
void ServerWorld::AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName) {
World::AddPlayer(a_PlayerId, a_PlayerName);
Player* player = GetPlayerById(a_PlayerId);
player->set_position({0, 0, 0});
}
} // namespace blitz

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@@ -16,7 +16,7 @@ add_rules("mode.debug", "mode.release")
set_languages("c++20") set_languages("c++20")
-- use latest 4.x version by default -- use latest 4.x version by default
add_requires("godotcpp4") add_requires("godotcpp4 4.2")
includes("tasks.lua") includes("tasks.lua")

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@@ -14,6 +14,8 @@ target(PROJECT_NAME)
-- more on https://xmake.io/#/manual/project_target?id=targetadd_files -- more on https://xmake.io/#/manual/project_target?id=targetadd_files
add_files("../src/**.cpp") add_files("../src/**.cpp")
add_includedirs("../include")
-- change the output name -- change the output name
set_basename(PROJECT_NAME .. ".$(os)_$(mode)_$(arch)") set_basename(PROJECT_NAME .. ".$(os)_$(mode)_$(arch)")