GL - merge
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commit
2a69af5c9f
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@ -132,7 +132,7 @@ namespace DanBias
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scale.v[0].x = 8;
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scale.v[0].x = 8;
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scale.v[1].y = 8;
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scale.v[1].y = 8;
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scale.v[2].z = 8;
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scale.v[2].z = 8;
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world = world * scale;
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//world = world * scale;
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Protocol_ObjectPosition p(world, 0);
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Protocol_ObjectPosition p(world, 0);
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GameSession::gameSession->Send(p.GetProtocol());
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GameSession::gameSession->Send(p.GetProtocol());
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}
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}
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@ -24,39 +24,11 @@ using namespace GameLogic;
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namespace DanBias
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namespace DanBias
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{
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{
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//TEST SHIT
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GameAPI *game = &GameAPI::Instance();
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DynamicArray<IPlayerData*> players;
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//TEST SHIT
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bool GameSession::DoWork( )
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bool GameSession::DoWork( )
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{
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{
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if(this->isRunning)
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if(this->isRunning)
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{
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{
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//TEST SHIT
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//player creation and testing
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//players.Resize(10);
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//for(int i = 0; i < 10; i++)
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//{
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// players[i] = game->CreatePlayer();WWW
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// players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD);
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// players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD);
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// players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP);
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// players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT);
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// players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT);
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// //using weapon testing
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// players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS);
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// players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_PRIMARY_RELEASE);
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// players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS);
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// players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_SECONDARY_RELEASE);
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// players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS);
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//}
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//TEST SHIT
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double dt = this->timer.getElapsedSeconds();
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double dt = this->timer.getElapsedSeconds();
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gameInstance.SetFrameTimeLength((float)dt);
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gameInstance.SetFrameTimeLength((float)dt);
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@ -46,14 +46,12 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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{
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//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float3 weaponPos;
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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weaponPos = owner->GetPosition() + 5 * owner->GetLookDir();
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), weaponPos);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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int arg = 0;
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,NULL, ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
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}
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}
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/********************************************************
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/********************************************************
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@ -20,6 +20,7 @@ using namespace GameLogic;
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Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
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Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
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Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
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Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
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return;
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switch (realObj->GetObjectType())
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switch (realObj->GetObjectType())
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{
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{
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case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
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case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
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@ -78,9 +79,9 @@ using namespace GameLogic;
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return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
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return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
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}
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}
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args)
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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{
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{
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (20);
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (1);
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Oyster::Physics::ICustomBody::State state;
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Oyster::Physics::ICustomBody::State state;
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state = obj->GetState();
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state = obj->GetState();
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state.ApplyLinearImpulse(pushForce);
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state.ApplyLinearImpulse(pushForce);
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@ -7,7 +7,7 @@ Game::PlayerData::PlayerData()
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{
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{
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//set some stats that are appropriate to a player
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//set some stats that are appropriate to a player
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,15,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,165,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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//create rigid body
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//create rigid body
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@ -25,7 +25,7 @@ void Level::InitiateLevel(float radius)
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API::SphericalBodyDescription sbDesc;
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 8;
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sbDesc.radius = 150;
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sbDesc.mass = 10e12f;
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sbDesc.mass = 10e12f;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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@ -59,7 +59,7 @@ void Level::InitiateLevel(float radius)
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// add gravitation
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// add gravitation
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API::Gravity gravityWell;
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 10e12f;
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gravityWell.well.mass = 10e16f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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API::Instance().AddGravity(gravityWell);
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}
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}
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@ -95,16 +95,14 @@ void Player::MoveBackwards()
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void Player::MoveRight()
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void Player::MoveRight()
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{
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{
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//Do cross product with forward vector and negative gravity vector
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0);
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Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
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//Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
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setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
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setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
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}
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}
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void Player::MoveLeft()
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void Player::MoveLeft()
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{
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{
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//Do cross product with forward vector and negative gravity vector
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0 );
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Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
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//Oyster::Math::Float4 r1 = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
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setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
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setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
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}
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}
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