Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameServer

This commit is contained in:
dean11 2014-02-19 13:50:23 +01:00
commit 47b9b69e7f
5 changed files with 32 additions and 15 deletions

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@ -40,7 +40,8 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override; Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override; Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override; int GetID() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) override; void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
ObjectSpecialType GetObjectType() const override; ObjectSpecialType GetObjectType() const override;

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@ -85,7 +85,12 @@ namespace GameLogic
* @param x: The relative x axis * @param x: The relative x axis
* @param y: The relative y axis * @param y: The relative y axis
**/ **/
virtual void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) = 0; virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0;
/** Relative rotation around given axis
* @param leftRadians: The relative amount of radians to turn
**/
virtual void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) = 0;
/******************************************************** /********************************************************
* Uses the chosen players weapon based on input * Uses the chosen players weapon based on input

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@ -85,7 +85,11 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
{ {
return this->player->GetObjectType(); return this->player->GetObjectType();
} }
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
{ {
this->player->Rotate(lookDir, right); this->player->Rotate(lookDir, right);
} }
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
{
this->player->TurnLeft(deltaLeftRadians);
}

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@ -219,7 +219,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
this->rigidBody->SetPosition(spawnPoint); this->rigidBody->SetPosition(spawnPoint);
} }
void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
{ {
// this is the camera right vector // this is the camera right vector
this->lookDir = lookDir; this->lookDir = lookDir;
@ -227,6 +227,11 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; //Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
//this->rigidBody->SetUpAndRight(up, right); //this->rigidBody->SetUpAndRight(up, right);
} }
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
{
//TODO: Conver delta radians to something that phyhsics use...
//this->rigidBody->;
}
void Player::Jump() void Player::Jump()
{ {

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@ -46,7 +46,9 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint); void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right); void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right);
void TurnLeft(Oyster::Math3D::Float deltaRadians);
/******************************************************** /********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody