Merge remote-tracking branch 'origin/GameLogic' into Camera-merge-buffer

Conflicts:
	Code/Game/DanBiasGame/GameClientState/GameState.cpp
This commit is contained in:
Dander7BD 2014-02-17 09:07:27 +01:00
commit 509fdb5572
1 changed files with 40 additions and 1 deletions

View File

@ -43,6 +43,7 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
float worldSize = ((WorldAttributes*)obj)->worldSize; float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
@ -224,9 +225,39 @@ void Level::InitiateLevel(std::string levelPath)
staticObjData->ModelFile; staticObjData->ModelFile;
ICustomBody* rigidBody_Static = NULL; ICustomBody* rigidBody_Static = NULL;
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_Sky)
{
}
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World)
{
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = Oyster::Math::Float3(0,0,0);
//scales the position so the collision geomentry is in the right place
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = Oyster::Math::Float4(0,0,0,1);
//mass scaled
rigidBodyMass = 100;
//Radius scaled
rigidBodyRadius = 150;
//create the rigid body
rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, 1,1,1);
}
// collision shape // collision shape
if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{ {
rigidBody_Static = InitRigidBodySphere(staticObjData); rigidBody_Static = InitRigidBodySphere(staticObjData);
} }
@ -289,6 +320,14 @@ void Level::InitiateLevel(std::string levelPath)
case ObjectType::ObjectType_Light: case ObjectType::ObjectType_Light:
// read on client // read on client
break; break;
case ObjectType::ObjectType_SpawnPoint:
{
Oyster::Math::Float3 pos;
pos.x = ((SpawnPointAttributes*)obj)->position[0];
pos.y = ((SpawnPointAttributes*)obj)->position[1];
pos.z = ((SpawnPointAttributes*)obj)->position[2];
spawnPoints.Push(pos);
}
default: default:
break; break;
} }