GL - rotation testing
This commit is contained in:
parent
2dee9dd084
commit
1fc6f16409
|
@ -60,22 +60,7 @@ GameState::gameStateState GameState::LoadGame()
|
||||||
plight.Radius = 300;
|
plight.Radius = 300;
|
||||||
plight.Bright = 0.5f;
|
plight.Bright = 0.5f;
|
||||||
Oyster::Graphics::API::AddLight(plight);
|
Oyster::Graphics::API::AddLight(plight);
|
||||||
//plight.Pos = Float3(350,350,5);
|
|
||||||
//plight.Color = Float3(0.9f,0.7f,0.3f);
|
|
||||||
//plight.Radius = 200;
|
|
||||||
//plight.Bright = 0.7f;
|
|
||||||
//Oyster::Graphics::API::AddLight(plight);
|
|
||||||
//plight.Pos = Float3(10,350,350);
|
|
||||||
//plight.Color = Float3(0.9f,0.7f,0.3f);
|
|
||||||
//plight.Radius = 200;
|
|
||||||
//plight.Bright = 0.7f;
|
|
||||||
//Oyster::Graphics::API::AddLight(plight);
|
|
||||||
//plight.Pos = Float3(10,-15,5);
|
|
||||||
//plight.Color = Float3(0,0,1);
|
|
||||||
//plight.Radius = 50;
|
|
||||||
//plight.Bright = 0.5f;
|
|
||||||
|
|
||||||
//Oyster::Graphics::API::AddLight(plight);
|
|
||||||
// use level loader
|
// use level loader
|
||||||
LoadModels("../Content/Worlds/ccc.bias");
|
LoadModels("../Content/Worlds/ccc.bias");
|
||||||
|
|
||||||
|
@ -143,7 +128,7 @@ bool GameState::LoadModels()
|
||||||
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
// add jumppad
|
// add jumppad
|
||||||
modelData.position = Oyster::Math::Float3(4, 600.3, 0);
|
modelData.position = Oyster::Math::Float3(4, 600.3f, 0);
|
||||||
modelData.modelPath = L"jumppad_round.dan";
|
modelData.modelPath = L"jumppad_round.dan";
|
||||||
modelData.id = id++;
|
modelData.id = id++;
|
||||||
// load models
|
// load models
|
||||||
|
@ -244,24 +229,51 @@ bool GameState::LoadModels(std::string mapFile)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//myId += modelId++;
|
|
||||||
// add player model
|
Oyster::Math::Quaternion first = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536);
|
||||||
//modelData.position = ;
|
Oyster::Math::Quaternion second = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536);
|
||||||
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
|
Oyster::Math::Quaternion result = first * second;
|
||||||
//modelData.scale = Oyster::Math::Float3(2,2,2);
|
Oyster::Math::Quaternion total = Oyster::Math::Quaternion(Float3(0.5,0.5,-0.5), 0.5);
|
||||||
|
modelData.visible = true;
|
||||||
|
modelData.position = Oyster::Math::Float3(20, 127,0);
|
||||||
|
modelData.rotation = first;
|
||||||
|
modelData.scale = Oyster::Math::Float3(1,1,1);
|
||||||
|
modelData.modelPath = L"char_still_sizeref.dan";
|
||||||
|
modelData.id = myId;
|
||||||
|
|
||||||
|
this->staticObjects.Push(new C_StaticObj());
|
||||||
|
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
//modelData.visible = true;
|
modelData.visible = true;
|
||||||
//modelData.modelPath = L"char_still_sizeref.dan";
|
modelData.position = Oyster::Math::Float3(22, 127,0);
|
||||||
//modelData.id = myId;
|
modelData.rotation = second;
|
||||||
//// load models
|
modelData.scale = Oyster::Math::Float3(1,1,1);
|
||||||
//this->dynamicObjects.Push(new C_DynamicObj());
|
modelData.modelPath = L"char_still_sizeref.dan";
|
||||||
//this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
|
modelData.id = myId;
|
||||||
|
|
||||||
|
this->staticObjects.Push(new C_StaticObj());
|
||||||
|
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
|
modelData.visible = true;
|
||||||
|
modelData.position = Oyster::Math::Float3(24, 127,0);
|
||||||
|
modelData.rotation = result;
|
||||||
|
modelData.scale = Oyster::Math::Float3(1,1,1);
|
||||||
|
modelData.modelPath = L"char_still_sizeref.dan";
|
||||||
|
modelData.id = myId;
|
||||||
|
|
||||||
|
this->staticObjects.Push(new C_StaticObj());
|
||||||
|
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
|
modelData.visible = true;
|
||||||
|
modelData.position = Oyster::Math::Float3(26, 127,0);
|
||||||
|
modelData.rotation = total;
|
||||||
|
modelData.scale = Oyster::Math::Float3(1,1,1);
|
||||||
|
modelData.modelPath = L"char_still_sizeref.dan";
|
||||||
|
modelData.id = myId;
|
||||||
|
|
||||||
|
this->staticObjects.Push(new C_StaticObj());
|
||||||
|
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||||
|
|
||||||
/*C_Player* obj = new C_Player();
|
|
||||||
privData->object.push_back(obj);
|
|
||||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
|
||||||
*/
|
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -61,7 +61,7 @@ void AttatchmentMassDriver::Update(float dt)
|
||||||
Oyster::Math::Float3 ownerPos = owner->GetPosition();
|
Oyster::Math::Float3 ownerPos = owner->GetPosition();
|
||||||
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
|
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
|
||||||
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
|
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
|
||||||
up *= -0.3;
|
up *= -0.3f;
|
||||||
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5);
|
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5);
|
||||||
|
|
||||||
//state.centerPos = pos;
|
//state.centerPos = pos;
|
||||||
|
|
|
@ -11,9 +11,9 @@ Game::PlayerData::PlayerData()
|
||||||
|
|
||||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||||
Oyster::Math::Float mass = 60;
|
Oyster::Math::Float mass = 60;
|
||||||
Oyster::Math::Float restitutionCoeff = 0.5;
|
Oyster::Math::Float restitutionCoeff = 0.5f;
|
||||||
Oyster::Math::Float frictionCoeff_Static = 0.4;
|
Oyster::Math::Float frictionCoeff_Static = 0.4f;
|
||||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
|
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
|
||||||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||||
|
|
||||||
//create rigid body
|
//create rigid body
|
||||||
|
@ -28,6 +28,7 @@ Game::PlayerData::PlayerData()
|
||||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||||
{
|
{
|
||||||
this->player = new Player();
|
this->player = new Player();
|
||||||
|
|
||||||
}
|
}
|
||||||
Game::PlayerData::~PlayerData()
|
Game::PlayerData::~PlayerData()
|
||||||
{
|
{
|
||||||
|
|
|
@ -137,6 +137,7 @@ ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj)
|
||||||
|
|
||||||
//offset the rigidPosition from modelspace to worldspace;
|
//offset the rigidPosition from modelspace to worldspace;
|
||||||
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position;
|
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position;
|
||||||
|
|
||||||
//scales the position so the collision geomentry is in the right place
|
//scales the position so the collision geomentry is in the right place
|
||||||
rigidWorldPos = rigidWorldPos * obj->scale;
|
rigidWorldPos = rigidWorldPos * obj->scale;
|
||||||
|
|
||||||
|
@ -182,7 +183,7 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
|
||||||
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
|
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
|
||||||
|
|
||||||
//Radius scaled
|
//Radius scaled
|
||||||
//rigidBodyRadius = (staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
|
//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
|
||||||
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
|
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
|
||||||
|
|
||||||
//create the rigid body
|
//create the rigid body
|
||||||
|
@ -230,7 +231,7 @@ void Level::InitiateLevel(std::string levelPath)
|
||||||
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box)
|
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box)
|
||||||
{
|
{
|
||||||
|
|
||||||
rigidBody_Static = InitRigidBodySphere(staticObjData);
|
rigidBody_Static = InitRigidBodyCube(staticObjData);
|
||||||
}
|
}
|
||||||
|
|
||||||
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
|
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
|
||||||
|
@ -241,7 +242,8 @@ void Level::InitiateLevel(std::string levelPath)
|
||||||
if(rigidBody_Static != NULL)
|
if(rigidBody_Static != NULL)
|
||||||
{
|
{
|
||||||
// create game object
|
// create game object
|
||||||
Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
|
//Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
|
||||||
|
Object* staticGameObj = new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID);
|
||||||
if(staticGameObj != NULL)
|
if(staticGameObj != NULL)
|
||||||
{
|
{
|
||||||
this->staticObjects.Push((StaticObject*)staticGameObj);
|
this->staticObjects.Push((StaticObject*)staticGameObj);
|
||||||
|
@ -278,7 +280,8 @@ void Level::InitiateLevel(std::string levelPath)
|
||||||
if(rigidBody_Dynamic != NULL)
|
if(rigidBody_Dynamic != NULL)
|
||||||
{
|
{
|
||||||
// create game object
|
// create game object
|
||||||
Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
|
//Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||||
|
Object* dynamicGameObj =new DynamicObject(rigidBody_Dynamic, Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID);
|
||||||
if (dynamicGameObj != NULL)
|
if (dynamicGameObj != NULL)
|
||||||
{
|
{
|
||||||
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
||||||
|
|
|
@ -6,7 +6,7 @@
|
||||||
|
|
||||||
using namespace GameLogic;
|
using namespace GameLogic;
|
||||||
using namespace Oyster::Physics;
|
using namespace Oyster::Physics;
|
||||||
const int MOVE_FORCE = 30;
|
const float MOVE_FORCE = 30;
|
||||||
const float KEY_TIMER = 0.03f;
|
const float KEY_TIMER = 0.03f;
|
||||||
Player::Player()
|
Player::Player()
|
||||||
:DynamicObject()
|
:DynamicObject()
|
||||||
|
@ -162,8 +162,7 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
||||||
{
|
{
|
||||||
key_jump =
|
|
||||||
this->life = 100;
|
this->life = 100;
|
||||||
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||||
this->lookDir = Oyster::Math::Float4(1,0,0);
|
this->lookDir = Oyster::Math::Float4(1,0,0);
|
||||||
|
@ -184,7 +183,7 @@ void Player::Jump()
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
|
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
|
||||||
this->rigidBody->ApplyImpulse(up *1500);
|
this->rigidBody->ApplyImpulse(up *1500);
|
||||||
this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING;
|
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Player::IsWalking()
|
bool Player::IsWalking()
|
||||||
|
|
Loading…
Reference in New Issue