Gameserver - Merge with gamelogic
This commit is contained in:
commit
5aede62af6
Binary file not shown.
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@ -38,7 +38,7 @@ namespace DanBias
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public:
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WindowShell* window;
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InputClass* inputObj;
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Utility::WinTimer* timer;
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Utility::WinTimer timer;
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GameRecieverObject* recieverObj;
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bool serverOwner;
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@ -69,12 +69,11 @@ namespace DanBias
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m_data->serverOwner = false;
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LoginState();
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m_data->recieverObj->gameClientState = new Client::LoginState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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return DanBiasClientReturn_Error;
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m_data->timer = new Utility::WinTimer(); //why dynamic memory?
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m_data->timer->reset();
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m_data->timer.reset();
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return DanBiasClientReturn_Sucess;
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}
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@ -83,8 +82,8 @@ namespace DanBias
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// Main message loop
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while(m_data->window->Frame())
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{
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float dt = (float)m_data->timer->getElapsedSeconds();
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m_data->timer->reset();
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float dt = (float)m_data->timer.getElapsedSeconds();
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m_data->timer.reset();
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capFrame += dt;
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if(capFrame > 0.03)
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@ -131,8 +130,9 @@ namespace DanBias
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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if(m_data->recieverObj->IsConnected())
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m_data->recieverObj->Update();
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m_data->recieverObj->Update();
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m_data->inputObj->Update();
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if(m_data->serverOwner)
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@ -157,7 +157,13 @@ namespace DanBias
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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if(m_data->serverOwner)
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DanBias::GameServerAPI::GameStart();
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m_data->recieverObj->gameClientState = new Client::GameState();
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if(m_data->serverOwner)
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((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(2);
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else
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((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(3);
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break;
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default:
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return E_FAIL;
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@ -192,7 +198,6 @@ namespace DanBias
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->Disconnect();
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delete m_data->recieverObj;
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delete m_data->timer;
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delete m_data->inputObj;
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delete m_data;
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@ -2,6 +2,8 @@
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#define DANBIAS_CLIENTRECIEVEROBJECT_H
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//WTF!? No headers included???
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#include "../DanBiasGame/Include/DanBiasGame.h"
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#include "../GameProtocols/GeneralProtocols.h"
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namespace DanBias
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{
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@ -100,6 +102,18 @@ namespace DanBias
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((Client::GameState*)gameClientState)->Protocol(&protocolData);
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}
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break;
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case protocol_Lobby_Start:
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{
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/*
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if(dynamic_cast<Client::LobbyState*>(gameClientState))
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{
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gameClientState->Release();
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delete gameClientState;
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gameClientState = new Client::GameState();
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gameClientState->Init(m_data->recieverObj);
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}*/
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}
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break;
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default:
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break;
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@ -128,8 +142,8 @@ namespace DanBias
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break;
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case protocol_Lobby_GameData: //this->LobbyGameData (Protocol_LobbyGameData (p), c);
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{
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GameLogic::Protocol_LobbyGameData temp(p);
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printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
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//GameLogic::Protocol_LobbyGameData temp(p);
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//printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
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}
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break;
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case protocol_Lobby_ClientData: //this->LobbyMainData (Protocol_LobbyClientData (p), c);
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@ -53,6 +53,7 @@ public:
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{
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ClientState_Login,
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ClientState_Lobby,
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ClientState_Lan,
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ClientState_LobbyCreated,
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ClientState_Game,
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ClientState_Same,
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@ -114,6 +114,18 @@ bool GameState::LoadModels(std::wstring mapFile)
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add player model 2
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id = 3;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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return true;
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@ -137,7 +149,10 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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void GameState::setClientId(int id)
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{
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myId = id;
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}
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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switch (privData->state)
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@ -344,7 +359,7 @@ void GameState::Protocol( ObjPos* pos )
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//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
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//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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if(i == 2) // playerobj
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if(i == myId) // playerobj
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{
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camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1));
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camera->UpdateViewMatrix();
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@ -26,6 +26,7 @@ private:
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bool key_Jump;
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Camera* camera;
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int myId;
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struct myData;
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myData* privData;
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public:
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@ -36,7 +37,7 @@ public:
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bool LoadModels(std::wstring mapFile) ;
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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gameStateState LoadGame();
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void setClientId(int id);
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void readKeyInput(InputClass* KeyInput);
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bool Render()override;
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bool Release()override;
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@ -5,6 +5,10 @@
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#include "C_obj/C_DynamicObj.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "LobbyState.h"
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#include "GameState.h"
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#include "../GameClientRecieverFunc.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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@ -16,6 +20,10 @@ struct LanMenuState::myData
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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GameRecieverObject* recieverObj;
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bool serverOwner;
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// UI object
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// game client*
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}privData;
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@ -83,6 +91,49 @@ bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
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}
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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{
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/*ChangeState(KeyInput);
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if(privData->recieverObj->IsConnected())
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privData->recieverObj->Update();
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KeyInput->Update();
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if(privData->serverOwner)
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput);
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if(state != Client::GameClientState::ClientState_Same)
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{
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privData->recieverObj->gameClientState->Release();
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delete privData->recieverObj->gameClientState;
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privData->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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privData->serverOwner = true;
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case Client::GameClientState::ClientState_Lobby:
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privData->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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privData->recieverObj->gameClientState = new Client::GameState();
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break;
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default:
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//return E_FAIL;
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break;
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}
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privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client
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}*/
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return ChangeState(KeyInput);
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}
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GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput)
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{
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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@ -17,6 +17,8 @@ namespace DanBias
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virtual bool Init(Oyster::Network::NetworkClient* nwClient);
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virtual ClientState Update(float deltaTime, InputClass* KeyInput);
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ClientState ChangeState(InputClass* KeyInput);
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bool LoadModels(std::wstring file);
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bool InitCamera(Oyster::Math::Float3 startPos);
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@ -87,12 +87,9 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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// update animation
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// send data to server
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// check data from server
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if( KeyInput->IsKeyPressed(DIK_G))
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{
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if(!DanBias::GameServerAPI::GameStart())
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return GameClientState::ClientState_Same;
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return ClientState_Game;
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}
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@ -36,6 +36,7 @@ public:
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bool Release();
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void Protocol(ProtocolStruct* protocol)override;
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void PlayerJoinProtocol(PlayerName* name);
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void GameStarted();
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};};};
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#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
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@ -109,7 +109,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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@ -1,5 +1,6 @@
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#include "AttatchmentMassDriver.h"
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#include "PhysicsAPI.h"
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#include "GameLogicStates.h"
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using namespace GameLogic;
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@ -45,17 +46,16 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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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::Float3 look = owner->GetLookDir();
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Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal();
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Oyster::Math::Float3 pos = owner->GetPosition();
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Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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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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int arg = 0;
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forcePushData args;
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args.pushForce = pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
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/********************************************************
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@ -84,20 +84,13 @@ using namespace GameLogic;
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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{
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
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Oyster::Physics::ICustomBody::State state;
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Object *realObj = (Object*)obj->GetCustomTag();
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if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
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{
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state = obj->GetState();
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state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
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obj->SetState(state);
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}
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if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
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return;
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state = obj->GetState();
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state.ApplyLinearImpulse(pushForce);
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state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
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obj->SetState(state);
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//((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
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}
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@ -1,5 +1,6 @@
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#ifndef GAMELOGICSTATES_H
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#define GAMELOGICSTATES_H
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#include "OysterMath.h"
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namespace GameLogic
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{
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@ -46,6 +47,12 @@ namespace GameLogic
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WEAPON_STATE_RELOADING = 2,
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};
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struct forcePushData
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{
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Oyster::Math::Float3 pushForce;
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};
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};
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@ -7,9 +7,10 @@ Game::PlayerData::PlayerData()
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{
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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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sbDesc.centerPosition = Oyster::Math::Float3(10,350,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 70;
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sbDesc.restitutionCoeff = 0.5;
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -32,7 +32,7 @@ void Level::InitiateLevel(float radius)
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ICustomBody::State state;
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rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.01);
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state.SetRestitutionCoeff(0.2);
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rigidBody->SetState(state);
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levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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@ -41,10 +41,10 @@ void Level::InitiateLevel(float radius)
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// add box
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 50;
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sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
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sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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@ -118,18 +118,22 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
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void Object::BeginFrame()
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{
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Oyster::Math::Float4 axis;
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if(setState.GetGravityNormal()!= Float3::null)
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{
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Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(setState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(setState.GetGravityNormal()), axis);
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setState.SetRotation(axis.xyz);
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setState.SetAngularMomentum(Float3::null);
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Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
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debug += setState.GetGravityNormal();
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}
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this->rigidBody->SetState(this->setState);
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}
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// update physic
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void Object::EndFrame()
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{
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||||
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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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this->getState = this->rigidBody->GetState();
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this->setState = this->getState;
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}
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@ -86,13 +86,15 @@ namespace DanBias
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if(dynamic_cast<IPlayerData*> (movedObject))
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{
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||||
IPlayerData* temp = (IPlayerData*)movedObject;
|
||||
temp->GetID();
|
||||
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||||
int id = temp->GetID();
|
||||
Oyster::Math::Float4x4 world = temp->GetOrientation();
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||||
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||||
Protocol_ObjectPosition p(world, 2);
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||||
Protocol_ObjectPosition p(world, id);
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GameSession::gameSession->Send(*p.GetProtocol());
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}
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else if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
|
||||
|
||||
if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
|
||||
{
|
||||
GameLogic::IObjectData* obj = NULL;
|
||||
obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
||||
|
@ -100,10 +102,10 @@ namespace DanBias
|
|||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||
{
|
||||
obj->GetID();
|
||||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world =obj->GetOrientation();
|
||||
|
||||
Protocol_ObjectPosition p(world, 0);
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
GameSession::gameSession->Send(*p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
@ -114,9 +116,9 @@ namespace DanBias
|
|||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
obj->GetID();
|
||||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, 1);
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
GameSession::gameSession->Send(*p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -187,7 +187,7 @@ void API_Impl::Update()
|
|||
if( gravityImpulse != Float4::null )
|
||||
{
|
||||
state.ApplyLinearImpulse( gravityImpulse.xyz );
|
||||
(*proto)->SetGravityNormal( gravityImpulse.GetNormalized().xyz );
|
||||
state.SetGravityNormal( gravityImpulse.GetNormalized().xyz );
|
||||
(*proto)->SetState( state );
|
||||
}
|
||||
|
||||
|
@ -198,24 +198,27 @@ void API_Impl::Update()
|
|||
proto = updateList.begin();
|
||||
for( ; proto != updateList.end(); ++proto )
|
||||
{
|
||||
Float3 lM = state.GetLinearMomentum() + state.GetLinearImpulse();
|
||||
(*proto)->GetState( state );
|
||||
Float3 lM = state.GetLinearMomentum();
|
||||
|
||||
if( lM.x < this->epsilon )
|
||||
//LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f);
|
||||
|
||||
|
||||
if( abs(lM.x) < this->epsilon )
|
||||
{
|
||||
state.SetLinearMomentum( Float3(0, lM.y, lM.z) );
|
||||
state.SetLinearImpulse( Float3(0, lM.y, lM.z) );
|
||||
state.linearMomentum.x = 0;
|
||||
}
|
||||
if( lM.y < this->epsilon )
|
||||
if( abs(lM.y) < this->epsilon )
|
||||
{
|
||||
state.SetLinearMomentum( Float3(lM.x, 0, lM.z) );
|
||||
state.SetLinearImpulse( Float3(lM.x, 0, lM.z) );
|
||||
state.linearMomentum.y = 0;
|
||||
}
|
||||
if( lM.z < this->epsilon )
|
||||
if( abs(lM.z) < this->epsilon )
|
||||
{
|
||||
state.SetLinearMomentum( Float3(lM.x, lM.y, 0) );
|
||||
state.SetLinearImpulse( Float3(lM.x, lM.y, 0) );
|
||||
state.linearMomentum.z = 0;
|
||||
}
|
||||
|
||||
(*proto)->SetState( state );
|
||||
|
||||
switch( (*proto)->Update(this->updateFrameLength) )
|
||||
{
|
||||
case UpdateState_altered:
|
||||
|
|
|
@ -128,7 +128,7 @@ SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targ
|
|||
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
|
||||
{
|
||||
this->rigid.centerPos = state.GetCenterPosition();
|
||||
//this->rigid.SetRotation( state.GetRotation() ); //! HACK: @todo Rotation temporary disabled
|
||||
this->rigid.axis = state.GetAngularAxis();
|
||||
this->rigid.boundingReach = state.GetReach();
|
||||
this->rigid.momentum_Linear = state.GetLinearMomentum();
|
||||
this->rigid.momentum_Angular = state.GetAngularMomentum();
|
||||
|
|
|
@ -94,7 +94,7 @@ SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::St
|
|||
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
|
||||
{
|
||||
this->rigid.centerPos = state.GetCenterPosition();
|
||||
//this->rigid.SetRotation( state.GetRotation() ); //! HACK: @todo Rotation temporary disabled
|
||||
this->rigid.axis = state.GetAngularAxis();
|
||||
this->rigid.boundingReach = state.GetReach();
|
||||
this->rigid.momentum_Linear = state.GetLinearMomentum();
|
||||
this->rigid.momentum_Angular = state.GetAngularMomentum();
|
||||
|
@ -105,6 +105,7 @@ void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
|
|||
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
||||
this->rigid.SetMass_KeepMomentum( state.GetMass() );
|
||||
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
|
||||
this->rigid.gravityNormal = state.GetGravityNormal();
|
||||
|
||||
if( state.IsForwarded() )
|
||||
{
|
||||
|
|
|
@ -34,7 +34,7 @@ namespace Oyster
|
|||
namespace Constant
|
||||
{
|
||||
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
|
||||
const float epsilon = (const float)1.0e-7;
|
||||
const float epsilon = (const float)1.0e-3;
|
||||
}
|
||||
|
||||
class PHYSICS_DLL_USAGE API
|
||||
|
|
|
@ -124,7 +124,7 @@ namespace Oyster
|
|||
|
||||
inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularAxis() const
|
||||
{
|
||||
return ::Utility::Value::Radian(this->angularAxis);
|
||||
return this->angularAxis;
|
||||
}
|
||||
|
||||
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
|
||||
|
|
|
@ -115,11 +115,13 @@ namespace Oyster { namespace Physics
|
|||
bool IsDisturbed() const;
|
||||
bool IsForwarded() const;
|
||||
|
||||
::Oyster::Math::Float3 linearMomentum;
|
||||
|
||||
private:
|
||||
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, kineticFrictionCoeff;
|
||||
::Oyster::Physics3D::MomentOfInertia inertiaTensor;
|
||||
::Oyster::Math::Float3 reach, centerPos, angularAxis;
|
||||
::Oyster::Math::Float3 linearMomentum, angularMomentum;
|
||||
::Oyster::Math::Float3 angularMomentum;
|
||||
::Oyster::Math::Float3 linearImpulse, angularImpulse;
|
||||
::Oyster::Math::Float3 deltaPos, deltaAxis; // Forwarding data sum
|
||||
::Oyster::Math::Float3 gravityNormal;
|
||||
|
|
|
@ -325,6 +325,12 @@ namespace LinearAlgebra2D
|
|||
|
||||
namespace LinearAlgebra3D
|
||||
{
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector3<ScalarType> WorldAxisOf( const ::LinearAlgebra::Quaternion<ScalarType> &rotation, const ::LinearAlgebra::Vector3<ScalarType> &localAxis )
|
||||
{
|
||||
return (rotation*localAxis*rotation.GetConjugate()).imaginary;
|
||||
}
|
||||
|
||||
// All Matrix to AngularAxis conversions here is incorrect
|
||||
//template<typename ScalarType>
|
||||
//inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
|
||||
|
@ -741,6 +747,23 @@ namespace LinearAlgebra3D
|
|||
inline ::LinearAlgebra::Vector4<ScalarType> NormalProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
|
||||
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Vector4<ScalarType> & SnapAngularAxis( ::LinearAlgebra::Vector4<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector4<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector4<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector4<ScalarType> &targetMem = ::LinearAlgebra::Vector4<ScalarType>() )
|
||||
{
|
||||
::LinearAlgebra::Vector4<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis.xyz), localStartNormal.xyz), (ScalarType)0 );
|
||||
targetMem = ::LinearAlgebra::Vector4<ScalarType>( worldStartNormal.xyz.Cross(worldEndNormal.xyz), (ScalarType)0);
|
||||
targetMem *= (ScalarType)::std::acos( worldStartNormal.Dot(worldEndNormal) );
|
||||
return targetMem += startAngularAxis;
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
|
||||
{
|
||||
return targetMem = SnapAngularAxis( ::LinearAlgebra::Vector4<ScalarType>(startAngularAxis, (ScalarType)0),
|
||||
::LinearAlgebra::Vector4<ScalarType>(localStartNormal, (ScalarType)0),
|
||||
::LinearAlgebra::Vector4<ScalarType>(worldEndNormal, (ScalarType)0) ).xyz;
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & SnapAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
|
||||
{
|
||||
|
|
|
@ -324,6 +324,7 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
|
|||
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
|
||||
using ::LinearAlgebra3D::InterpolateOrientation_UsingNonRigidNlerp;
|
||||
using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp;
|
||||
using ::LinearAlgebra3D::SnapAngularAxis;
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -784,8 +784,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
if( Intersect(box, sphere) )
|
||||
{
|
||||
Float distance;
|
||||
Ray ray( box.center, sphere.center - box.center );
|
||||
|
||||
Ray ray( box.center, (sphere.center - box.center).Normalize() );
|
||||
|
||||
Intersect( sphere, ray, distance );
|
||||
worldPointOfContact = ray.origin + ray.direction*distance;
|
||||
return true;
|
||||
|
|
|
@ -50,7 +50,12 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
|
|||
|
||||
// updating the linear
|
||||
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
|
||||
this->centerPos += ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
|
||||
Float3 deltaPos = ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
|
||||
if( deltaPos.GetLength() < 0.001f )
|
||||
{
|
||||
deltaPos = Float3::null;
|
||||
}
|
||||
this->centerPos += deltaPos;
|
||||
|
||||
// updating the angular
|
||||
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
||||
|
|
Loading…
Reference in New Issue