Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
67d150fce1
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@ -138,9 +138,9 @@ bool C_Object::InitRB(RBInitData RBInit)
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}
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void C_Object::updateRBWorld()
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{
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
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RBworld = translation * rot * scale;
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}
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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
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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offset.y = this->privData->player.getScale().y * 5.0f;
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offset.z = this->privData->player.getScale().z * -5.0f;
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//offset.y = this->privData->player.getScale().y * 5.0f;
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//offset.z = this->privData->player.getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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@ -79,99 +79,133 @@ void Player::BeginFrame()
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Oyster::Math::Float maxSpeed = 30;
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// Rotate player accordingly
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotation(secondTurn*firstUp);
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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/* Handle turning */
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/*if (left)
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m_turnAngle -= dt * m_turnVelocity;
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if (right)
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m_turnAngle += dt * m_turnVelocity;
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xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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if (key_forward > 0.001)
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// Check for input
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if(key_forward > 0.001)
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{
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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walkDirection.Normalize();
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}
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if (key_backward > 0.001)
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if(key_backward > 0.001)
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{
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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walkDirection.Normalize();
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}
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if (key_strafeRight > 0.001)
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if(key_strafeRight > 0.001)
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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walkDirection.Normalize();
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walkDirection += rightDir;
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}
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if (key_strafeLeft > 0.001)
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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walkDirection -= rightDir;
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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}
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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{
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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}
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}
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
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walkDirection.Normalize();
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maxSpeed = 40;
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}
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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)
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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/* Dampen when on the ground and not being moved by the player */
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linearVelocity *= 0.2f;
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this->rigidBody->SetLinearVelocity (linearVelocity);
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
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}
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else
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if(rightSpeed < maxSpeed)
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{
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if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
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{
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Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
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this->rigidBody->SetLinearVelocity(velocity);
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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}
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else if(speed < maxSpeed)
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}
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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{
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Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
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this->rigidBody->SetLinearVelocity(velocity);
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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}
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}
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}
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if (key_jump > 0.001)
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// Adjust velocities so no squaring occurs
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forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
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//Jump
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 1.0f)
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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if(pos == Oyster::Math::Float3(0,0,0))
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int i =0;
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//this->weapon->Update(0.01f);
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}
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void Player::EndFrame()
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{
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// snap to axis
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Oyster::Math::Float4 rotation;
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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//Object::EndFrame();
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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@ -235,13 +269,10 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
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// this is the camera right vector
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this->lookDir = lookDir;
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//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
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//this->rigidBody->SetUpAndRight(up, right);
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}
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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{
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this->rotationUp += deltaRadians;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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}
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void Player::Jump()
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@ -168,9 +168,15 @@ void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxi
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return;
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}
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float s = sin(angularAxis.w/2);
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float x = angularAxis.x * s;
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float y = angularAxis.y * s;
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float z = angularAxis.z * s;
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float w = cos(angularAxis.w/2);
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btTransform trans;
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btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
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btQuaternion quaternion(vector, angularAxis.w);
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btQuaternion quaternion(x,y,z,w);
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trans = this->rigidBody->getWorldTransform();
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trans.setRotation(quaternion);
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@ -263,22 +269,11 @@ Float4x4 SimpleRigidBody::GetRotation() const
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Float4 SimpleRigidBody::GetRotationAsAngularAxis()
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{
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Float4 axis = Float4::null;
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Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real);
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btTransform trans;
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axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real);
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if(1 - this->state.quaternion.real > 0.001f)
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{
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axis.x = this->state.quaternion.imaginary.x/s;
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axis.y = this->state.quaternion.imaginary.y/s;
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axis.z = this->state.quaternion.imaginary.z/s;
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}
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else
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{
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axis.x = this->state.quaternion.imaginary.x;
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axis.y = this->state.quaternion.imaginary.y;
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axis.z = this->state.quaternion.imaginary.z;
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}
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trans = this->rigidBody->getWorldTransform();
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axis.xyz = trans.getRotation().getAxis();
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axis.w = trans.getRotation().getAngle();
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return axis;
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}
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@ -353,7 +348,8 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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{
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btTransform xform;
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xform = this->rigidBody->getWorldTransform ();
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btVector3 down = -xform.getBasis()[1];
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Float3 normalDown = -this->state.centerPos.GetNormalized();
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btVector3 down(normalDown.x, normalDown.y, normalDown.z);
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btVector3 forward = xform.getBasis()[2];
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down.normalize ();
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forward.normalize();
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@ -361,12 +357,17 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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this->raySource[0] = xform.getOrigin();
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this->raySource[1] = xform.getOrigin();
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if(this->state.reach.y < 1.0f)
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Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
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down.setZ(-down.z());
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down.setX(-down.x());
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//down.setZ(-down.z());
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btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
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if(this->state.mass == 40)
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{
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const char* breakpoint = "STOP";
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}
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this->rayTarget[0] = this->raySource[0] + targetPlus;
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this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
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@ -383,7 +384,6 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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{
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if (rayResult.m_collisionObject == m_me)
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return 1.0;
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
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}
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protected:
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