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

This commit is contained in:
lanariel 2014-02-20 15:16:20 +01:00
commit 67d150fce1
4 changed files with 106 additions and 75 deletions

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@ -138,9 +138,9 @@ bool C_Object::InitRB(RBInitData RBInit)
} }
void C_Object::updateRBWorld() void C_Object::updateRBWorld()
{ {
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position); Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation); Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale); Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
RBworld = translation * rot * scale; RBworld = translation * rot * scale;
} }
Oyster::Math::Float4x4 C_Object::getRBWorld() const Oyster::Math::Float4x4 C_Object::getRBWorld() const

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@ -142,8 +142,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->camera.SetPosition( this->privData->player.getPos() ); this->privData->camera.SetPosition( this->privData->player.getPos() );
Float3 offset = Float3( 0.0f ); Float3 offset = Float3( 0.0f );
// DEBUG position of camera so we can see the player model // DEBUG position of camera so we can see the player model
offset.y = this->privData->player.getScale().y * 5.0f; //offset.y = this->privData->player.getScale().y * 5.0f;
offset.z = this->privData->player.getScale().z * -5.0f; //offset.z = this->privData->player.getScale().z * -5.0f;
// !DEBUG // !DEBUG
this->privData->camera.SetHeadOffset( offset ); this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation(); this->privData->camera.UpdateOrientation();

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@ -79,99 +79,133 @@ void Player::BeginFrame()
Oyster::Math::Float maxSpeed = 30; Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data
Oyster::Math::Float4x4 xform; Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation(); xform = this->rigidBody->GetState().GetOrientation();
/* Handle turning */
/*if (left)
m_turnAngle -= dt * m_turnVelocity;
if (right)
m_turnAngle += dt * m_turnVelocity;
xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
Oyster::Math::Float3 forwardDir = xform.v[2]; Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0]; Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize(); forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize(); rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f; Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
if (key_forward > 0.001) // Check for input
if(key_forward > 0.001)
{ {
key_forward -= gameInstance->GetFrameTime(); key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir; walkDirection += forwardDir;
walkDirection.Normalize();
} }
if (key_backward > 0.001) if(key_backward > 0.001)
{ {
key_backward -= gameInstance->GetFrameTime(); key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir; walkDirection -= forwardDir;
walkDirection.Normalize();
} }
if (key_strafeRight > 0.001) if(key_strafeRight > 0.001)
{ {
key_strafeRight -= gameInstance->GetFrameTime(); key_strafeRight -= gameInstance->GetFrameTime();
walkDirection -= rightDir; walkDirection += rightDir;
walkDirection.Normalize();
} }
if (key_strafeLeft > 0.001) if(key_strafeLeft > 0.001)
{ {
key_strafeLeft -= gameInstance->GetFrameTime(); key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection += rightDir; walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
}
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
{
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
walkDirection.Normalize(); walkDirection.Normalize();
maxSpeed = 40;
}
// If on the ground, accelerate normally
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f) if(this->rigidBody->GetLambda() < 0.9f)
{ {
/* Dampen when on the ground and not being moved by the player */ if(forwardSpeed < maxSpeed)
linearVelocity *= 0.2f; {
this->rigidBody->SetLinearVelocity (linearVelocity); forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
} }
else if(rightSpeed < maxSpeed)
{ {
if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f) rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
{
Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
this->rigidBody->SetLinearVelocity(velocity);
} }
else if(speed < maxSpeed) }
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
{ {
Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f; if(forwardSpeed < maxSpeed)
this->rigidBody->SetLinearVelocity(velocity); {
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
} }
} }
if (key_jump > 0.001) // Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{ {
this->key_jump -= this->gameInstance->GetFrameTime(); this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 1.0f) if(this->rigidBody->GetLambda() < 0.9f)
{ {
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized(); Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20); this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
} }
} }
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
if(pos == Oyster::Math::Float3(0,0,0))
int i =0;
//this->weapon->Update(0.01f); //this->weapon->Update(0.01f);
} }
void Player::EndFrame() void Player::EndFrame()
{ {
// snap to axis
Oyster::Math::Float4 rotation;
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
//Object::EndFrame(); //Object::EndFrame();
} }
void Player::Move(const PLAYER_MOVEMENT &movement) void Player::Move(const PLAYER_MOVEMENT &movement)
@ -235,13 +269,10 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
// this is the camera right vector // this is the camera right vector
this->lookDir = lookDir; this->lookDir = lookDir;
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
//this->rigidBody->SetUpAndRight(up, right);
} }
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians) void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
{ {
this->rotationUp += deltaRadians; this->rotationUp += deltaRadians;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
} }
void Player::Jump() void Player::Jump()

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@ -168,9 +168,15 @@ void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxi
return; return;
} }
float s = sin(angularAxis.w/2);
float x = angularAxis.x * s;
float y = angularAxis.y * s;
float z = angularAxis.z * s;
float w = cos(angularAxis.w/2);
btTransform trans; btTransform trans;
btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z); btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
btQuaternion quaternion(vector, angularAxis.w); btQuaternion quaternion(x,y,z,w);
trans = this->rigidBody->getWorldTransform(); trans = this->rigidBody->getWorldTransform();
trans.setRotation(quaternion); trans.setRotation(quaternion);
@ -263,22 +269,11 @@ Float4x4 SimpleRigidBody::GetRotation() const
Float4 SimpleRigidBody::GetRotationAsAngularAxis() Float4 SimpleRigidBody::GetRotationAsAngularAxis()
{ {
Float4 axis = Float4::null; Float4 axis = Float4::null;
Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real); btTransform trans;
axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real); trans = this->rigidBody->getWorldTransform();
axis.xyz = trans.getRotation().getAxis();
if(1 - this->state.quaternion.real > 0.001f) axis.w = trans.getRotation().getAngle();
{
axis.x = this->state.quaternion.imaginary.x/s;
axis.y = this->state.quaternion.imaginary.y/s;
axis.z = this->state.quaternion.imaginary.z/s;
}
else
{
axis.x = this->state.quaternion.imaginary.x;
axis.y = this->state.quaternion.imaginary.y;
axis.z = this->state.quaternion.imaginary.z;
}
return axis; return axis;
} }
@ -353,7 +348,8 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
{ {
btTransform xform; btTransform xform;
xform = this->rigidBody->getWorldTransform (); xform = this->rigidBody->getWorldTransform ();
btVector3 down = -xform.getBasis()[1]; Float3 normalDown = -this->state.centerPos.GetNormalized();
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
btVector3 forward = xform.getBasis()[2]; btVector3 forward = xform.getBasis()[2];
down.normalize (); down.normalize ();
forward.normalize(); forward.normalize();
@ -361,12 +357,17 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
this->raySource[0] = xform.getOrigin(); this->raySource[0] = xform.getOrigin();
this->raySource[1] = xform.getOrigin(); this->raySource[1] = xform.getOrigin();
if(this->state.reach.y < 1.0f)
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized())); Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
down.setZ(-down.z()); //down.setZ(-down.z());
down.setX(-down.x());
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1); btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
if(this->state.mass == 40)
{
const char* breakpoint = "STOP";
}
this->rayTarget[0] = this->raySource[0] + targetPlus; this->rayTarget[0] = this->raySource[0] + targetPlus;
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1); this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
@ -383,7 +384,6 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
{ {
if (rayResult.m_collisionObject == m_me) if (rayResult.m_collisionObject == m_me)
return 1.0; return 1.0;
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
} }
protected: protected: