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33 Commits

Author SHA1 Message Date
62c96af003 Merge pull request 'network' (#2) from network into main
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Linux arm64 / Build (push) Successful in 1m41s
Reviewed-on: #2
2024-08-22 10:30:02 +02:00
eb85b13ac7 fixed client player going crazy on spawn
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Linux arm64 / Build (pull_request) Successful in 1m35s
2024-08-22 10:25:01 +02:00
d7e80e05de add server side speed check 2024-08-22 10:21:51 +02:00
f7d0103dbf fix warning 2024-08-22 10:19:28 +02:00
1bd053aba3 fix position sync issues
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Linux arm64 / Build (pull_request) Successful in 1m31s
2024-08-21 12:52:00 +02:00
e17387b867 add packet declare syntax check 2024-08-21 12:28:40 +02:00
6ee87733ca network: send player velocity 2024-08-21 10:29:42 +02:00
d3dddff005 very small refactor 2024-08-21 10:22:57 +02:00
03b6e577ea unreliable packets
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Linux arm64 / Build (pull_request) Successful in 1m37s
2024-08-20 19:27:20 +02:00
f557d0dd2d ByteBuffer: handle read errors 2024-08-20 18:51:01 +02:00
a092f6fbc1 make world abstract
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Linux arm64 / Build (pull_request) Successful in 1m36s
2024-08-19 16:19:45 +02:00
3cebb70289 moved server 2024-08-19 15:26:23 +02:00
27a3581af1 moved network interface 2024-08-19 15:24:44 +02:00
5c1793c1e7 move files into client folder 2024-08-19 14:37:36 +02:00
211533d967 remove old PlayerInfo 2024-08-19 14:26:55 +02:00
7948e0ce3a remove unused springarmpivot 2024-08-19 14:25:29 +02:00
770e0281ef use GDREGISTER_CLASS
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Linux arm64 / Build (pull_request) Successful in 1m36s
2024-08-19 11:06:04 +02:00
15a385a825 better networking 2024-08-19 11:05:47 +02:00
665dc4938f add blitz files 2024-08-19 11:04:37 +02:00
ccb6870567 lock godot version 2024-08-19 11:00:26 +02:00
65808e9dee i guess it's working
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Linux arm64 / Build (pull_request) Successful in 1m21s
2024-08-17 17:18:13 +02:00
d261672f51 change node hierarchy 2024-08-17 14:32:53 +02:00
9449b125eb add icon
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Linux arm64 / Build (pull_request) Successful in 1m12s
2024-08-16 19:11:30 +02:00
3769fd3ace begin network 2024-08-16 19:00:45 +02:00
65e2a0b3ce Add main menu (#1)
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Linux arm64 / Build (push) Successful in 1m4s
Il est caché pour l'instant parce que c'est plus rapide à debug le reste pour le moment

Reviewed-on: #1
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-08-16 11:13:54 +02:00
960ce2a546 fix firstpersson shadow movement
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Linux arm64 / Build (push) Successful in 1m1s
2024-08-14 15:02:15 +02:00
eb8e3b0888 add cool shadows
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Linux arm64 / Build (push) Successful in 1m3s
2024-08-14 14:31:13 +02:00
d0028dd0f8 fix cam rotation 2024-08-14 14:03:10 +02:00
ef0bcd0a35 format
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Linux arm64 / Build (push) Successful in 1m2s
2024-08-13 20:21:05 +02:00
841e25a3ac fix import warnings 2024-08-13 20:02:31 +02:00
a43269910d real FPS 2024-08-13 20:00:21 +02:00
083bf2f04d xmake things 2024-08-13 19:59:33 +02:00
436e9a27c5 Revert "add a testing camera fps (switching cameras by pressing t)"
This reverts commit 4707d85150.
2024-08-13 17:40:57 +02:00
60 changed files with 6211 additions and 392 deletions

File diff suppressed because one or more lines are too long

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"
@@ -3256,6 +3254,7 @@ input_1/reset = true
[sub_resource type="AnimationNodeBlend3" id="AnimationNodeBlend3_3c3it"] [sub_resource type="AnimationNodeBlend3" id="AnimationNodeBlend3_3c3it"]
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_dptuf"] [sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_dptuf"]
graph_offset = Vector2(-43.7693, 23.4538)
nodes/Air/node = SubResource("AnimationNodeAnimation_dfvqk") nodes/Air/node = SubResource("AnimationNodeAnimation_dfvqk")
nodes/Air/position = Vector2(420, 340) nodes/Air/position = Vector2(420, 340)
nodes/Idle/node = SubResource("AnimationNodeAnimation_u51wd") nodes/Idle/node = SubResource("AnimationNodeAnimation_u51wd")
@@ -3272,10 +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)
@@ -3285,43 +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(-0.0082125, 1.55874, -104.203) bones/0/position = Vector3(-0.00545729, 1.56079, -104.173)
bones/0/rotation = Quaternion(-0.679657, -0.269033, 0.250402, 0.634813) 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(-0.0311147, 0.0410088, -0.00392906, 0.998666) 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(0.098017, 0.0825765, -0.00578447, 0.991736) 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(0.110777, 0.082485, -0.00684914, 0.990393) 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(-0.0292872, -0.0109266, 0.000614345, 0.999511) 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(-0.0640972, 0.177069, 0.0137292, 0.982013) 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
@@ -3335,42 +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(-0.571447, 0.511011, -0.514334, -0.384418) 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(0.488885, 0.0407173, 0.094859, 0.866219) 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(0.0521653, 0.0148866, -0.362646, 0.930347) 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(0.113226, -0.0584235, -0.102203, 0.98657) 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(0.235588, 0.143186, -0.210042, 0.938019) 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(-0.0450556, 0.000988488, 0.185764, 0.98156) 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
@@ -3391,20 +3388,20 @@ 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(0.0449154, 0.010135, 0.00840327, 0.998904) 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(0.159377, 0.00056319, 0.00884515, 0.987178) 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
bones/17/rest = Transform3D(1, 0.000176155, -3.22259e-07, -0.000176155, 1, -1.62121e-05, 3.19404e-07, 1.62121e-05, 1, -2.01722e-07, 2.85001, 9.19147e-07) bones/17/rest = Transform3D(1, 0.000176155, -3.22259e-07, -0.000176155, 1, -1.62121e-05, 3.19404e-07, 1.62121e-05, 1, -2.01722e-07, 2.85001, 9.19147e-07)
bones/17/enabled = true bones/17/enabled = true
bones/17/position = Vector3(-2.01722e-07, 2.85001, 9.19147e-07) bones/17/position = Vector3(-1.84845e-06, 2.85003, 1.18279e-05)
bones/17/rotation = Quaternion(8.10606e-06, -1.60416e-07, -8.80775e-05, 1) bones/17/rotation = Quaternion(8.10606e-06, -1.60416e-07, -8.80775e-05, 1)
bones/17/scale = Vector3(1, 1, 1) bones/17/scale = Vector3(1, 1, 1)
bones/18/name = "RightHandIndex4" bones/18/name = "RightHandIndex4"
@@ -3419,20 +3416,20 @@ 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(0.110961, 0.00854111, 0.0243191, 0.99349) 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(0.286302, 0.00178444, -0.0180502, 0.957968) 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
bones/21/rest = Transform3D(1, 0.000643915, -3.04038e-07, -0.000643915, 1, -5.1723e-06, 3.00708e-07, 5.17249e-06, 1, -4.16598e-07, 2.95, -4.22492e-06) bones/21/rest = Transform3D(1, 0.000643915, -3.04038e-07, -0.000643915, 1, -5.1723e-06, 3.00708e-07, 5.17249e-06, 1, -4.16598e-07, 2.95, -4.22492e-06)
bones/21/enabled = true bones/21/enabled = true
bones/21/position = Vector3(-4.16598e-07, 2.95, -4.22492e-06) bones/21/position = Vector3(1.20966e-05, 2.94998, -3.22118e-06)
bones/21/rotation = Quaternion(2.5862e-06, -1.51187e-07, -0.000321958, 1) bones/21/rotation = Quaternion(2.5862e-06, -1.51187e-07, -0.000321958, 1)
bones/21/scale = Vector3(1, 1, 1) bones/21/scale = Vector3(1, 1, 1)
bones/22/name = "RightHandMiddle4" bones/22/name = "RightHandMiddle4"
@@ -3447,20 +3444,20 @@ 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(0.198328, -0.00758743, 0.0667353, 0.977832) 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(0.331506, -0.00251378, -0.0350197, 0.9428) 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
bones/25/rest = Transform3D(1, 0.000225504, -7.92068e-08, -0.000225504, 1, -5.28044e-06, 7.8016e-08, 5.28046e-06, 1, 7.95918e-07, 2.88969, -1.66403e-07) bones/25/rest = Transform3D(1, 0.000225504, -7.92068e-08, -0.000225504, 1, -5.28044e-06, 7.8016e-08, 5.28046e-06, 1, 7.95918e-07, 2.88969, -1.66403e-07)
bones/25/enabled = true bones/25/enabled = true
bones/25/position = Vector3(7.95918e-07, 2.88969, -1.66403e-07) bones/25/position = Vector3(1.71073e-05, 2.88969, 1.43613e-05)
bones/25/rotation = Quaternion(2.64023e-06, -3.93057e-08, -0.000112752, 1) bones/25/rotation = Quaternion(2.64023e-06, -3.93057e-08, -0.000112752, 1)
bones/25/scale = Vector3(1, 1, 1) bones/25/scale = Vector3(1, 1, 1)
bones/26/name = "RightHandRing4" bones/26/name = "RightHandRing4"
@@ -3475,20 +3472,20 @@ 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(0.207178, -0.0110322, 0.0925862, 0.97385) 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(0.360594, -0.0124003, -0.0686566, 0.93011) 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
bones/29/rest = Transform3D(1, 0.000994016, -5.40032e-07, -0.000994016, 1, -7.1573e-06, 5.32917e-07, 7.15783e-06, 1, -1.01829e-06, 2.09999, -8.29957e-06) bones/29/rest = Transform3D(1, 0.000994016, -5.40032e-07, -0.000994016, 1, -7.1573e-06, 5.32917e-07, 7.15783e-06, 1, -1.01829e-06, 2.09999, -8.29957e-06)
bones/29/enabled = true bones/29/enabled = true
bones/29/position = Vector3(-2.89617e-06, 2.09998, 6.26796e-06) bones/29/position = Vector3(1.28513e-05, 2.09999, 2.33415e-06)
bones/29/rotation = Quaternion(3.57878e-06, -2.68237e-07, -0.000497008, 1) bones/29/rotation = Quaternion(3.57878e-06, -2.68237e-07, -0.000497008, 1)
bones/29/scale = Vector3(1, 1, 1) bones/29/scale = Vector3(1, 1, 1)
bones/30/name = "RightHandPinky4" bones/30/name = "RightHandPinky4"
@@ -3503,48 +3500,48 @@ 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(0.517946, 0.551775, -0.54517, 0.360647) 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(0.516773, -0.0569608, 0.13805, 0.842996) 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(-0.00950859, 0.0616187, 0.412386, 0.908873) 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(-0.129603, 0.138083, 0.0131147, 0.981817) 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(0.30643, -0.00752002, 0.157458, 0.93875) 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(-0.00954947, 0.00154357, -0.00728264, 0.999927) 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
bones/37/rest = Transform3D(0.999925, 0.0121444, 0.00150864, -0.012149, 0.999921, 0.00305249, -0.00147145, -0.00307059, 0.999994, 1.84774e-06, 3.41839, -4.41374e-07) bones/37/rest = Transform3D(0.999925, 0.0121444, 0.00150864, -0.012149, 0.999921, 0.00305249, -0.00147145, -0.00307059, 0.999994, 1.84774e-06, 3.41839, -4.41374e-07)
bones/37/enabled = true bones/37/enabled = true
bones/37/position = Vector3(1.84774e-06, 3.41839, -4.41374e-07) bones/37/position = Vector3(-2.23925e-06, 3.4184, -1.6558e-05)
bones/37/rotation = Quaternion(-0.0015308, 0.000745039, -0.00607346, 0.99998) bones/37/rotation = Quaternion(-0.0015308, 0.000745039, -0.00607346, 0.99998)
bones/37/scale = Vector3(1, 1, 1) bones/37/scale = Vector3(1, 1, 1)
bones/38/name = "LeftHandThumb4" bones/38/name = "LeftHandThumb4"
@@ -3559,20 +3556,20 @@ 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(0.0391226, -0.00600676, 0.0617774, 0.997305) 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(0.14728, -0.000862923, -0.00634545, 0.989074) 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
bones/41/rest = Transform3D(1, 0.000132683, -2.41828e-07, -0.000132683, 1, -1.44972e-07, 2.41809e-07, 1.45004e-07, 1, -1.18063e-07, 2.85002, -7.28452e-06) bones/41/rest = Transform3D(1, 0.000132683, -2.41828e-07, -0.000132683, 1, -1.44972e-07, 2.41809e-07, 1.45004e-07, 1, -1.18063e-07, 2.85002, -7.28452e-06)
bones/41/enabled = true bones/41/enabled = true
bones/41/position = Vector3(-1.18063e-07, 2.85002, -7.28452e-06) bones/41/position = Vector3(-8.53018e-07, 2.85001, 4.62964e-06)
bones/41/rotation = Quaternion(7.24941e-08, -1.20909e-07, -6.63413e-05, 1) bones/41/rotation = Quaternion(7.24941e-08, -1.20909e-07, -6.63413e-05, 1)
bones/41/scale = Vector3(1, 1, 1) bones/41/scale = Vector3(1, 1, 1)
bones/42/name = "LeftHandIndex4" bones/42/name = "LeftHandIndex4"
@@ -3587,20 +3584,20 @@ 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(0.130331, 0.00472736, -0.0786464, 0.988335) 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(0.195279, -0.00139675, 0.0148042, 0.980635) 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
bones/45/rest = Transform3D(1, -4.10359e-05, -4.48878e-07, 4.10359e-05, 1, 5.17246e-06, 4.48666e-07, -5.17248e-06, 1, -7.74908e-07, 2.95, 6.69636e-06) bones/45/rest = Transform3D(1, -4.10359e-05, -4.48878e-07, 4.10359e-05, 1, 5.17246e-06, 4.48666e-07, -5.17248e-06, 1, -7.74908e-07, 2.95, 6.69636e-06)
bones/45/enabled = true bones/45/enabled = true
bones/45/position = Vector3(1.98097e-06, 2.94999, -3.74432e-06) bones/45/position = Vector3(-7.74908e-07, 2.95, 6.69636e-06)
bones/45/rotation = Quaternion(-2.58623e-06, -2.24386e-07, 2.0518e-05, 1) bones/45/rotation = Quaternion(-2.58623e-06, -2.24386e-07, 2.0518e-05, 1)
bones/45/scale = Vector3(1, 1, 1) bones/45/scale = Vector3(1, 1, 1)
bones/46/name = "LeftHandMiddle4" bones/46/name = "LeftHandMiddle4"
@@ -3615,14 +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(0.270353, -0.0159107, -0.123873, 0.954627) 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(0.28123, 0.00175925, 0.024472, 0.959327) 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
@@ -3643,20 +3640,20 @@ 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(0.296451, -0.0164067, -0.155512, 0.942159) 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(0.341773, 0.01139, 0.0494713, 0.93841) 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
bones/53/rest = Transform3D(1, 0.000133311, 1.0368e-06, -0.000133311, 1, -1.45322e-05, -1.03874e-06, 1.45321e-05, 1, -3.25512e-07, 2.10003, 1.47155e-05) bones/53/rest = Transform3D(1, 0.000133311, 1.0368e-06, -0.000133311, 1, -1.45322e-05, -1.03874e-06, 1.45321e-05, 1, -3.25512e-07, 2.10003, 1.47155e-05)
bones/53/enabled = true bones/53/enabled = true
bones/53/position = Vector3(4.83308e-06, 2.10001, 3.18113e-06) bones/53/position = Vector3(-3.25512e-07, 2.10003, 1.47155e-05)
bones/53/rotation = Quaternion(7.26606e-06, 5.18884e-07, -6.66557e-05, 1) bones/53/rotation = Quaternion(7.26606e-06, 5.18884e-07, -6.66557e-05, 1)
bones/53/scale = Vector3(1, 1, 1) bones/53/scale = Vector3(1, 1, 1)
bones/54/name = "LeftHandPinky4" bones/54/name = "LeftHandPinky4"
@@ -3671,28 +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(-0.125224, 0.0330876, 0.983932, 0.122891) 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(-0.312132, 0.0769527, -0.023537, 0.946625) 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(0.60249, 0.0647094, 0.130377, 0.784742) 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(0.349907, 0.00380851, -0.00196649, 0.936775) 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
@@ -3706,28 +3703,28 @@ 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(0.0792667, 0.219792, 0.967082, -0.100803) 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(-0.322391, 0.118689, -0.033498, 0.938539) 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(0.501358, -0.0276068, -0.0559521, 0.862988) 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
bones/63/rest = Transform3D(1, 2.69095e-07, -3.98352e-08, -2.33773e-07, 0.775226, -0.631684, -1.39102e-07, 0.631683, 0.775226, 6.41195e-07, 13.8169, 3.10636e-07) bones/63/rest = Transform3D(1, 2.69095e-07, -3.98352e-08, -2.33773e-07, 0.775226, -0.631684, -1.39102e-07, 0.631683, 0.775226, 6.41195e-07, 13.8169, 3.10636e-07)
bones/63/enabled = true bones/63/enabled = true
bones/63/position = Vector3(6.41195e-07, 13.8169, 3.10636e-07) bones/63/position = Vector3(6.41195e-07, 13.8169, 3.10636e-07)
bones/63/rotation = Quaternion(0.354259, 0.0166236, -0.0238483, 0.934695) bones/63/rotation = Quaternion(0.34735, -4.64981e-08, -4.88551e-08, 0.937736)
bones/63/scale = Vector3(1, 1, 1) bones/63/scale = Vector3(1, 1, 1)
bones/64/name = "LeftToe_End" bones/64/name = "LeftToe_End"
bones/64/parent = 63 bones/64/parent = 63
@@ -3745,27 +3742,9 @@ skin = SubResource("Skin_l3wpu")
mesh = SubResource("ArrayMesh_1w418") mesh = SubResource("ArrayMesh_1w418")
skin = SubResource("Skin_l3wpu") skin = SubResource("Skin_l3wpu")
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Mesh/Armature/Skeleton3D"]
transform = Transform3D(0.997622, -0.0681419, -0.0103325, 0.0170896, 0.0993391, 0.994907, -0.0667685, -0.992718, 0.100267, -3.16332, 22.4968, -177.889)
bone_name = "HeadTop_End"
bone_idx = 6
[node name="CameraFPS" type="Camera3D" parent="Mesh/Armature/Skeleton3D/BoneAttachment3D"]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
[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"]
current = true
[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/Black.png" id="1_hwes2"] [ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_tcyn8"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_rrvcb"] [ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_j33w8"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="2_087ax"] [ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_n1lus"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="3_qkav0"] [ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_klpsf"]
[ext_resource type="PackedScene" path="res://Scenes/Characters/player.tscn" id="5_2382e"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
panorama = ExtResource("1_rrvcb") 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("1_hwes2") 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("2_087ax") 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"]
@@ -45,13 +44,13 @@ 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("3_qkav0") 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"]
data = PackedVector3Array(-12.5, 2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, -2.5, 2.5, -2.5, 2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5) data = PackedVector3Array(-12.5, 2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, 2.5, -2.5, -2.5, 2.5, -2.5, 2.5, -12.5, 2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, -2.5, -12.5, 2.5, 2.5, -2.5, -2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5, 2.5, 2.5, -2.5, 2.5, -2.5, -2.5, -2.5, 2.5, -2.5, 2.5, 2.5, -2.5, -2.5, -2.5, -2.5, -2.5)
[node name="Prototype" type="Node3D"] [node name="World" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_ctwiv") environment = SubResource("Environment_ctwiv")
@@ -87,6 +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="Player" parent="." instance=ExtResource("5_2382e")] [node name="Players" type="Node" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0130468, 0)
velocity = Vector3(0, 0, 0)

View File

@@ -0,0 +1,41 @@
[gd_scene format=3 uid="uid://bqfqg7xwwlxd8"]
[node name="MainMenu" type="MainMenu"]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 4
size_flags_vertical = 4
[node name="Container" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -228.512
offset_top = -89.5
offset_right = 228.512
offset_bottom = 89.5
grow_horizontal = 2
grow_vertical = 2
[node name="JoinButton" type="Button" parent="Container"]
layout_mode = 2
theme_override_font_sizes/font_size = 35
text = "Join Game"
[node name="CreateButton" type="Button" parent="Container"]
layout_mode = 2
theme_override_font_sizes/font_size = 35
text = "Create Game"
[node name="QuitButton" type="Button" parent="Container"]
layout_mode = 2
theme_override_font_sizes/font_size = 35
text = "Quit"

View File

@@ -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.

After

Width:  |  Height:  |  Size: 52 KiB

View File

@@ -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

View File

@@ -11,15 +11,20 @@ config_version=5
[application] [application]
config/name="Blitz3" config/name="Blitz3"
run/main_scene="res://Scenes/Levels/prototype.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]
window/size/viewport_width=1920
window/size/viewport_height=1080
[input] [input]
move_left={ move_left={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
] ]
} }
move_right={ move_right={
@@ -29,7 +34,7 @@ move_right={
} }
move_forwards={ move_forwards={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
] ]
} }
move_backwards={ move_backwards={
@@ -37,7 +42,7 @@ move_backwards={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
] ]
} }
run={ sprint={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
] ]
@@ -47,8 +52,8 @@ jump={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
] ]
} }
switch_camera={ escape={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":84,"key_label":0,"unicode":116,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
] ]
} }

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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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#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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#pragma once
#include <client/Player.h>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
namespace blitz {
class FirstPersonPlayer : public Player {
GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
protected:
static void _bind_methods();
public:
FirstPersonPlayer();
~FirstPersonPlayer();
// Godot overrides
void _unhandled_input(const godot::Ref<godot::InputEvent>&);
void _physics_process(float delta) override;
void _ready() override;
private:
godot::Camera3D* m_Camera;
godot::Node3D* m_Head;
float m_BobTime;
float m_Speed;
void UpdateBobbing(float delta);
void UpdateFOV(float delta);
void UpdateCamera(const godot::InputEventMouseMotion&);
void UpdatePosition(float delta);
void UpdateAnimation(float delta);
};
} // namespace blitz

21
include/client/Main.h Normal file
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#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

39
include/client/MainMenu.h Normal file
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#pragma once
#include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/control.hpp>
#include <blitz/godot/NetworkInterface.h>
namespace blitz {
class MainMenu : public godot::Control {
GDCLASS(MainMenu, godot::Control)
protected:
static void _bind_methods();
public:
MainMenu();
~MainMenu();
// Godot overrides
void _ready() override;
private:
godot::Button* m_JoinButton;
godot::Button* m_CreateButton;
godot::Button* m_QuitButton;
NetworkInterface* m_NetworkInterface;
void OnConnected();
void OnDisconnected();
void OnJoinPressed();
void OnCreatePressed();
void OnQuitPressed();
void DisableButtons();
void EnableButtons();
};
} // 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
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#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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#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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@@ -1,111 +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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@@ -1,78 +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));
m_CameraFPS = get_parent()->get_node<godot::Camera3D>("Mesh/Armature/Skeleton3D/BoneAttachment3D/CameraFPS");
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);
m_CameraFPS->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);
}
auto* keyboardevent = Object::cast_to<godot::InputEvent>(p_event.ptr());
if (keyboardevent->is_action_pressed("switch_camera")) {
if (m_Camera->is_current()) {
m_Camera->clear_current();
} else {
m_Camera->make_current();
}
}
}
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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@@ -1,39 +0,0 @@
#pragma once
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/spring_arm3d.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;
godot::Camera3D* m_CameraFPS;
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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#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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#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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#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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#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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#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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#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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#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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#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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#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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#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

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#include <client/FirstPersonPlayer.h>
#include <godot_cpp/classes/camera3d.hpp>
#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/input_map.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace blitz {
static constexpr float WALK_SPEED = 5.0f;
static constexpr float SPRINT_SPEED = 7.0f;
static constexpr float JUMP_VELOCITY = 4.5f;
static constexpr float GRAVITY = 9.81f;
static constexpr float SENSITIVITY = 0.003f;
static constexpr float BOB_FREQ = 2.0f;
static constexpr float BOB_AMP = 0.08f;
static constexpr float AIR_MOVEMENT = 3.0f;
static constexpr float GROUND_FRICTION = 7.0f;
static constexpr float BASE_FOV = 75.0f;
static constexpr float FOV_CHANGE = 1.5f;
static constexpr float FOV_TRANSITION = 8.0f;
static constexpr float MIN_FOV_VELOCITY = 0.5;
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
static const float LerpValue = 0.10;
static const float AnimationBlend = 7.0;
void FirstPersonPlayer::_bind_methods() {}
FirstPersonPlayer::FirstPersonPlayer() : Player(), m_BobTime(0) {}
FirstPersonPlayer::~FirstPersonPlayer() {}
void FirstPersonPlayer::_ready() {
InputMap::get_singleton()->load_from_project_settings();
if (!Engine::get_singleton()->is_editor_hint()) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
}
m_Head = Object::cast_to<Node3D>(find_child("Head"));
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
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) {
auto* event = Object::cast_to<InputEventMouseMotion>(a_Event.ptr());
if (event)
UpdateCamera(*event);
// TODO: remove
if (Input::get_singleton()->is_action_just_pressed("escape")) {
Input::MouseMode current = Input::get_singleton()->get_mouse_mode();
Input::get_singleton()->set_mouse_mode(
(current == Input::MOUSE_MODE_CAPTURED) ? Input::MOUSE_MODE_VISIBLE : Input::MOUSE_MODE_CAPTURED);
}
}
void FirstPersonPlayer::_physics_process(float a_Delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
auto* Input = Input::get_singleton();
if (!is_on_floor())
set_velocity(get_velocity() - Vector3{0, GRAVITY * a_Delta, 0});
if (Input->is_action_pressed("jump") && is_on_floor())
set_velocity({get_velocity().x, JUMP_VELOCITY, get_velocity().z});
m_Speed = Input->is_action_pressed("sprint") ? SPRINT_SPEED : WALK_SPEED;
UpdatePosition(a_Delta);
UpdateFOV(a_Delta);
UpdateBobbing(a_Delta);
move_and_slide();
UpdateAnimation(a_Delta);
}
void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
m_BobTime += a_Delta * get_velocity().length() * is_on_floor();
Vector3 newPos{static_cast<float>(Math::cos(m_BobTime * BOB_FREQ / 2.0) * BOB_AMP),
static_cast<float>(Math::sin(m_BobTime * BOB_FREQ) * BOB_AMP), 0};
m_Camera->set_transform({m_Camera->get_transform().basis, newPos});
}
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Mesh->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x;
rotationX = CLAMP(rotationX, Math::deg_to_rad(-80.0), Math::deg_to_rad(80.0));
m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
}
void FirstPersonPlayer::UpdatePosition(float delta) {
auto* Input = Input::get_singleton();
Vector2 inputDirection = Input->get_vector("move_left", "move_right", "move_forwards", "move_backwards");
Vector3 direction = (m_Head->get_transform().basis.xform(Vector3(inputDirection.x, 0, inputDirection.y))).normalized();
if (is_on_floor()) {
if (!direction.is_zero_approx()) {
set_velocity({direction.x * m_Speed, get_velocity().y, direction.z * m_Speed});
} else {
set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * GROUND_FRICTION)),
get_velocity().y,
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * GROUND_FRICTION))});
}
} else {
set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT)),
get_velocity().y,
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT))});
}
if (!direction.is_zero_approx()) {
godot::Vector3 newRotation = m_Mesh->get_rotation();
newRotation.y = godot::UtilityFunctions::lerp_angle(
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
m_Mesh->set_rotation(newRotation);
}
}
void FirstPersonPlayer::UpdateFOV(float a_Delta) {
float velocityClamped = Math::clamp(get_velocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped;
m_Camera->set_fov(Math::lerp(static_cast<float>(m_Camera->get_fov()), targetFOV, a_Delta * FOV_TRANSITION));
}
void FirstPersonPlayer::UpdateAnimation(float delta) {
if (is_on_floor()) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
if (get_velocity().length() > 0.2f) {
if (m_Speed == SPRINT_SPEED) {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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

42
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#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

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#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

View File

@@ -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();
}

View File

@@ -1,37 +0,0 @@
#include "register_types.h"
#include "Player.h"
#include "SpringArmPivot.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<blitz::Player>();
ClassDB::register_class<blitz::SpringArmPivot>();
}
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();
}

View File

@@ -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

View File

@@ -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

View File

@@ -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")

View File

@@ -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)")
@@ -41,8 +43,9 @@ target(PROJECT_NAME)
on_run( on_run(
(function(godot_project_folder) (function(godot_project_folder)
return function(target) return function(target)
os.execv("echo", {"godot --path", godot_project_folder}) local cmd = format("godot --path %s", godot_project_folder)
os.exec("godot --path " .. godot_project_folder) os.execv("echo", {cmd})
os.exec(cmd)
end end
end)(GODOT_PROJECT_FOLDER) end)(GODOT_PROJECT_FOLDER)
) )

View File

@@ -37,8 +37,10 @@ task("export")
local export_path = path.absolute(path.join(publish_folder, project_name)) local export_path = path.absolute(path.join(publish_folder, project_name))
os.execv("echo", {"godot", godot_project_file, export_mode, target_platform, export_path}) local cmd = format("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
os.exec("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
os.execv("echo", {cmd})
os.exec(cmd)
end end
end)(GODOT_PROJECT_FOLDER, PUBLISH_FOLDER, PROJECT_NAME)) end)(GODOT_PROJECT_FOLDER, PUBLISH_FOLDER, PROJECT_NAME))
@@ -202,3 +204,22 @@ android.release.arm64 = "res://lib/libProjectName.android_release_arm64.so"
description = "Generate gdextension file", description = "Generate gdextension file",
} }
task_end() task_end()
task("import-assets")
on_run((function(godot_project_folder, project_name)
return function ()
local godot_project_file = path.join(godot_project_folder, "project.godot")
local cmd = format("godot --headless --import %s", godot_project_file)
os.execv("echo", {cmd})
os.exec(cmd)
end
end)(GODOT_PROJECT_FOLDER, PROJECT_NAME))
set_menu {
usage = "xmake import-assets",
description = "Import project assets",
}
task_end()