Added comments where the physic generated errors due to big patch

This commit is contained in:
Dennis Andersen 2013-12-21 17:37:30 +01:00
parent fba52398c3
commit 0065779205
15 changed files with 89 additions and 33299 deletions

View File

@ -25,8 +25,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkDependencies", "Netw
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\GamePhysics.vcxproj", "{104FA3E9-94D9-4E1D-A941-28A03BC8A095}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "Game\DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
EndProject EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-795C-45AD-A302-9383A6DD503A}"
@ -56,8 +54,8 @@ Global
Release|x64 = Release|x64 Release|x64 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
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@ -68,8 +66,8 @@ Global
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@ -80,8 +78,8 @@ Global
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@ -92,8 +90,8 @@ Global
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@ -104,8 +102,8 @@ Global
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@ -116,8 +114,8 @@ Global
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@ -128,8 +126,8 @@ Global
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@ -140,8 +138,8 @@ Global
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@ -152,8 +150,8 @@ Global
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@ -164,8 +162,8 @@ Global
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@ -176,8 +174,8 @@ Global
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@ -188,13 +186,6 @@ Global
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{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.ActiveCfg = Release|x64 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.ActiveCfg = Release|x64
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.Build.0 = Release|x64 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|x64.Build.0 = Release|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.Build.0 = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32

View File

@ -18,8 +18,8 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
DanBias::DanBiasGameDesc gameDesc; DanBias::DanBiasGameDesc gameDesc;
gameDesc.port = 15151; gameDesc.port = 15151;
//gameDesc.IP = "193.11.184.196"; //gameDesc.IP = "193.11.184.196";
gameDesc.IP = "193.11.184.31"; //gameDesc.IP = "193.11.184.31";
//gameDesc.IP = "127.0.0.1"; gameDesc.IP = "127.0.0.1";
gameDesc.hinst = hinst; gameDesc.hinst = hinst;
gameDesc.nCmdShow = cmdShow; gameDesc.nCmdShow = cmdShow;

View File

@ -143,10 +143,10 @@ namespace DanBias
if(p[6].value.netBool) //bool bStrafeLeft; if(p[6].value.netBool) //bool bStrafeLeft;
c.GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT); c.GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
Oyster::Math::Float4x4 p; //Oyster::Math::Float4x4 p;
Protocol_ObjectPosition op(c.GetPlayer()->GetRigidBody()->GetOrientation(p)); //Protocol_ObjectPosition op(c.GetPlayer()->GetRigidBody()->GetOrientation(p));
op.object_ID = c.GetPlayer()->GetID(); //op.object_ID = c.GetPlayer()->GetID();
this->Send(*op.GetProtocol()); //this->Send(*op.GetProtocol());
} }
break; break;
case protocol_Gameplay_PlayerMouseMovement: case protocol_Gameplay_PlayerMouseMovement:

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@ -71,7 +71,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)Game\DanBiasServer\Include;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -79,7 +79,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)Game\DanBiasServer\Include;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -87,7 +87,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)Game\DanBiasServer\Include;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -95,7 +95,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)Game\DanBiasServer\Include;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
@ -105,7 +105,8 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -121,7 +122,8 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -139,7 +141,8 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
@ -159,7 +162,8 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>

View File

@ -5,7 +5,8 @@
#include <Windows.h> #include <Windows.h>
#include <vld.h> #include <vld.h>
#include "DanBiasServerAPI.h"
#include <DanBiasServerAPI.h>
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow) int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{ {

View File

@ -67,7 +67,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
********************************************************/ ********************************************************/
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput) void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput)
{ {
Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100); //Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
} }

View File

@ -13,18 +13,18 @@ using namespace GameLogic;
Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj) Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
{ {
Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef)); //Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
Object *realObj = (Object*)obj->gameObjectRef; //Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType()) //switch (realObj->GetType())
{ //{
case OBJECT_TYPE::OBJECT_TYPE_BOX: //case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj)); // PlayerVBox(*player,(*(DynamicObject*) realObj));
break; // break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER: //case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//
break; // break;
} //}
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
} }
@ -40,18 +40,18 @@ using namespace GameLogic;
{ {
return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none;
} }
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef; //DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
Object *realObj = (Object*)obj->gameObjectRef; //Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType()) //switch (realObj->GetType())
{ //{
case OBJECT_TYPE::OBJECT_TYPE_BOX: //case OBJECT_TYPE::OBJECT_TYPE_BOX:
//
break; // break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER: //case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//PlayerVBox(*(Player*)realObj,*box); // //PlayerVBox(*(Player*)realObj,*box);
break; // break;
} //}
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
} }

View File

@ -1,8 +1,6 @@
#ifndef GAMELOGICSTATES_H #ifndef GAMELOGICSTATES_H
#define GAMELOGICSTATES_H #define GAMELOGICSTATES_H
#include "GameLogicDef.h"
namespace GameLogic namespace GameLogic
{ {
enum PLAYER_MOVEMENT enum PLAYER_MOVEMENT

View File

@ -2,6 +2,7 @@
#include "OysterMath.h" #include "OysterMath.h"
#include "CollisionManager.h" #include "CollisionManager.h"
#include "GID.h" #include "GID.h"
#include "PhysicsAPI.h"
using namespace GameLogic; using namespace GameLogic;
@ -17,7 +18,7 @@ Object::Object()
//poi //poi
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
rigidBody->gameObjectRef = this; //rigidBody->gameObjectRef = this;
this->objectID = GID(); this->objectID = GID();
@ -34,7 +35,7 @@ Object::Object(void* collisionFunc, OBJECT_TYPE type)
rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc)); rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
rigidBody->gameObjectRef = this; //rigidBody->gameObjectRef = this;
this->objectID = GID(); this->objectID = GID();

View File

@ -6,11 +6,17 @@
#ifndef OBJECT_H #ifndef OBJECT_H
#define OBJECT_H #define OBJECT_H
#include "PhysicsAPI.h"
#include "GameLogicStates.h" #include "GameLogicStates.h"
#include "GameLogicDef.h" #include "GameLogicDef.h"
namespace Oyster
{
namespace Physics
{
class ICustomBody;
}
}
namespace GameLogic namespace GameLogic
{ {
class DANBIAS_GAMELOGIC_DLL Object class DANBIAS_GAMELOGIC_DLL Object

View File

@ -49,16 +49,16 @@ Player::~Player(void)
void Player::Move(const PLAYER_MOVEMENT &movement) void Player::Move(const PLAYER_MOVEMENT &movement)
{ {
Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity(); //Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
switch(movement) switch(movement)
{ {
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD: case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100); //API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
break; break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD: case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100); //API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
break; break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT: case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
@ -75,23 +75,23 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
void Player::MoveForward() void Player::MoveForward()
{ {
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100); //API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
} }
void Player::MoveBackwards() void Player::MoveBackwards()
{ {
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100); //API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
} }
void Player::MoveRight() void Player::MoveRight()
{ {
//Do cross product with forward vector and negative gravity vector //Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross(myData->lookDir); Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross(myData->lookDir);
API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100); //API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100);
} }
void Player::MoveLeft() void Player::MoveLeft()
{ {
//Do cross product with forward vector and negative gravity vector //Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross(myData->lookDir); Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross(myData->lookDir);
API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100); //API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100);
} }
void Player::UseWeapon(const WEAPON_FIRE &fireInput) void Player::UseWeapon(const WEAPON_FIRE &fireInput)
@ -101,7 +101,7 @@ void Player::UseWeapon(const WEAPON_FIRE &fireInput)
void Player::Respawn(Oyster::Math::Float3 spawnPoint) void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{ {
API::Instance().SetCenter(rigidBody,spawnPoint); //API::Instance().SetCenter(rigidBody,spawnPoint);
myData->life = 100; myData->life = 100;
myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
myData->lookDir = Oyster::Math::Float3(1,0,0); myData->lookDir = Oyster::Math::Float3(1,0,0);
@ -109,7 +109,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
void Player::Jump() void Player::Jump()
{ {
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100); //API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100);
} }
bool Player::IsWalking() bool Player::IsWalking()
@ -127,7 +127,7 @@ bool Player::IsIdle()
Oyster::Math::Float3 Player::GetPos() Oyster::Math::Float3 Player::GetPos()
{ {
return rigidBody->GetCenter(); //return rigidBody->GetCenter();
return Oyster::Math::Float3(0,0,0); return Oyster::Math::Float3(0,0,0);
} }

View File

@ -4,9 +4,10 @@
#ifndef PLAYER_H #ifndef PLAYER_H
#define PLAYER_H #define PLAYER_H
#include "GameLogicStates.h" #include "GameLogicStates.h"
#include "GameLogicDef.h"
#include "OysterMath.h" #include "OysterMath.h"
#include "Object.h" #include "Object.h"
#include "GameLogicDef.h"
namespace GameLogic namespace GameLogic
{ {

View File

@ -5,18 +5,10 @@
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}</ProjectGuid> <ProjectGuid>{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}</ProjectGuid>
@ -30,12 +22,6 @@
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
@ -43,60 +29,21 @@
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
</ImportGroup> </ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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