Updating player pos and RB, moved camera pos for testing
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84d2c4eb56
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1079b20e15
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@ -126,6 +126,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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RBData.position = position;
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RBData.position = position;
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.scale = scale;
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RBData.scale = scale;
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RBData.type = RB_Type_Cube;
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// !RB DEBUG
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// !RB DEBUG
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if( isMyPlayer )
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if( isMyPlayer )
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{
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{
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@ -138,7 +139,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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this->privData->myId = id;
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this->privData->myId = id;
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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Float3 offset = Float3( 0.0f );
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Float3 offset = Float3( 0.0f );
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offset.y = this->privData->player.getScale().y * 0.9f;
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// DEBUG position of camera so we can see the player model
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offset.y = this->privData->player.getScale().y * 5.0f;
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offset.z = this->privData->player.getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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this->privData->camera.UpdateOrientation();
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}
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}
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@ -500,6 +504,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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this->privData->camera.SetRotation( rotation );
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this->privData->camera.SetRotation( rotation );
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this->privData->player.setPos( position );
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this->privData->player.setPos( position );
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this->privData->player.setRot( rotation );
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this->privData->player.setRot( rotation );
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this->privData->player.updateWorld();
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// RB DEBUG
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this->privData->player.setRBPos ( position );
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this->privData->player.setRBRot ( rotation );
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this->privData->player.updateRBWorld();
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// !RB DEBUG
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}
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}
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
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C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
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@ -157,6 +157,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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staticObject->InitRB( RBData );
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staticObject->InitRB( RBData );
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staticObject->updateRBWorld();
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}
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}
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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@ -166,6 +167,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.type = RB_Type_Sphere;
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RBData.type = RB_Type_Sphere;
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staticObject->InitRB( RBData );
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staticObject->InitRB( RBData );
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staticObject->updateRBWorld();
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}
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}
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// !RB DEBUG
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// !RB DEBUG
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@ -5,7 +5,7 @@ using namespace GameLogic;
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Game::PlayerData::PlayerData()
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Game::PlayerData::PlayerData()
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{
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{
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float mass = 40;
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Oyster::Math::Float mass = 40;
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@ -24,7 +24,7 @@ Game::PlayerData::PlayerData()
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Game::PlayerData::PlayerData(int playerID,int teamID)
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Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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{
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float mass = 40;
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Oyster::Math::Float mass = 40;
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