GL - change gamelogic to use the new physics
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9ccfebd9fd
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3b552d5361
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@ -48,12 +48,11 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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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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weaponPos = owner->GetPosition() + 5 * owner->GetLookDir();
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), Oyster::Math::Float3(0,0,1), weaponPos);
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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 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::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,NULL, ForcePushAction);
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}
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@ -65,7 +64,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
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//do something with state
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state.ApplyLinearImpulse(Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt));
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state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
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this->owner->GetRigidBody()->SetState(state);
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}
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@ -36,7 +36,7 @@ namespace GameLogic
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********************************************************/
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void ForceSuck(const WEAPON_FIRE &usage, float dt);
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static void ForcePushAction(Oyster::Physics::ICustomBody *obj);
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static void ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args);
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private:
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@ -70,9 +70,9 @@ using namespace GameLogic;
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//return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
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}
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj)
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args)
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{
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(1,0,0,0) * (20);
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (20);
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Oyster::Physics::ICustomBody::State state;
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state = obj->GetState();
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state.ApplyLinearImpulse(pushForce);
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@ -27,8 +27,6 @@ void Level::InitiateLevel(float radius)
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sbDesc.mass = 10e12f;
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//sbDesc.mass = 0; //10^16
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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@ -39,8 +37,9 @@ void Level::InitiateLevel(float radius)
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levelObj = new StaticObject(rigidBody, LevelCollision, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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rigidBody->SetCustomTag(levelObj);
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API::Instance().AddObject(rigidBody);
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/*
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(5,15,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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@ -55,9 +54,10 @@ void Level::InitiateLevel(float radius)
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testBox = new DynamicObject(rigidBody_TestBox,LevelCollision,OBJECT_TYPE::OBJECT_TYPE_BOX);
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rigidBody_TestBox->SetCustomTag(testBox);
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rigidBody_TestBox->GetState(state);
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state.ApplyLinearImpulse(Oyster::Math::Float4(0,0,4,0));
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state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,4));
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rigidBody_TestBox->SetState(state);
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API::Instance().AddObject(rigidBody_TestBox);
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*/
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API::Gravity gravityWell;
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@ -71,7 +71,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void (*collisionFunc)(Oy
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}
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void Object::ApplyLinearImpulse(Oyster::Math::Float4 force)
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void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
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{
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setState.ApplyLinearImpulse(force);
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}
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@ -110,8 +110,8 @@ void Object::EndFrame()
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//Oyster::Math::Float rot = (setState.GetGravityNormal().xyz).Dot(getState.GetGravityNormal().xyz);
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//Oyster::Math::Float3 axis = (setState.GetGravityNormal().xyz).Cross(getState.GetGravityNormal().xyz);
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Oyster::Math::Float4x4 rotMatrix = setState.GetOrientation(); //Oyster::Math3D::RotationMatrix(rot, axis);
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Oyster::Math3D::SnapAxisYToNormal_UsingNlerp(rotMatrix, -setState.GetGravityNormal());
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setState.SetOrientation(rotMatrix);
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//Oyster::Math3D::SnapAxisYToNormal_UsingNlerp(rotMatrix, -setState.GetGravityNormal());
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//setState.SetOrientation(rotMatrix);
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this->getState = this->rigidBody->GetState();
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@ -31,7 +31,7 @@ namespace GameLogic
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Oyster::Physics::ICustomBody* GetRigidBody();
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void ApplyLinearImpulse(Oyster::Math::Float4 force);
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void ApplyLinearImpulse(Oyster::Math::Float3 force);
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void BeginFrame();
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void EndFrame();
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@ -16,8 +16,8 @@ Player::Player()
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teamID = -1;
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playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float4(0,0,-1,0);
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setState.SetCenterPosition(Oyster::Math::Float4(0,15,0,1));
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setState.SetReach(Oyster::Math::Float4(2,3.5,2,0));
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setState.SetCenterPosition(Oyster::Math::Float3(0,15,0));
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setState.SetReach(Oyster::Math::Float3(2,3.5,2));
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}
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Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void (*collisionFunc)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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@ -30,8 +30,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void (*collisionFunc)(Oy
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this->playerState = PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float4(0,0,-1,0);
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setState.SetCenterPosition(Oyster::Math::Float4(0,15,0,1));
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setState.SetReach(Oyster::Math::Float4(2,3.5,2,0));
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setState.SetCenterPosition(Oyster::Math::Float3(0,15,0));
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setState.SetReach(Oyster::Math::Float3(2,3.5,2));
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}
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Player::~Player(void)
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@ -82,7 +82,7 @@ void Player::MoveBackwards()
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void Player::MoveRight()
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{
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
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Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0);
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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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@ -90,7 +90,7 @@ void Player::MoveRight()
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void Player::MoveLeft()
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{
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
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Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0 );
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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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}
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@ -152,7 +152,7 @@ Oyster::Math::Float4x4 Player::GetOrientation() const
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}
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Oyster::Math::Float3 Player::GetLookDir() const
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{
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return this->lookDir.xyz;
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return this->lookDir;
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}
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int Player::GetTeamID() const
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{
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@ -74,7 +74,7 @@ namespace GameLogic
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int teamID;
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Weapon *weapon;
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PLAYER_STATE playerState;
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Oyster::Math::Float4 lookDir;
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Oyster::Math::Float3 lookDir;
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bool hasTakenDamage;
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float invincibleCooldown;
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