GL - almost ok, at least on the top of the world
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426444ca34
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@ -454,7 +454,7 @@ void GameState::Protocol( ObjPos* pos )
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camera->setRight(right);
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camera->setRight(right);
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camera->setUp(up);
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camera->setUp(up);
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//camera->setLook(objForward);
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camera->setLook(objForward);
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up *= 2;
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up *= 2;
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objForward *= -3;
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objForward *= -3;
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@ -84,7 +84,7 @@ void Level::InitiateLevel(float radius)
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int nrOfBoxex = 5;
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int nrOfBoxex = 5;
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for(int i =0; i< nrOfBoxex; i ++)
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for(int i =0; i< nrOfBoxex; i ++)
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{
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{
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10 + ( i*5) ,320,0,0);
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(20 ,320,0 + ( i*7),0);
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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@ -154,11 +154,6 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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{
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{
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int i =0 ;
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int i =0 ;
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}
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}
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//Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
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//Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
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//Oyster::Math::Float3 oldOrt = currPhysicsState.GetRotation();
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//newPhysicsState.SetRotation(oldOrt + deltaAxis);
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this->lookDir = lookDir.xyz;
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this->lookDir = lookDir.xyz;
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this->dx = lookDir.w;
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this->dx = lookDir.w;
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@ -91,7 +91,7 @@ namespace
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}
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}
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// PLayerHAck
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// PLayerHAck
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/*if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response )
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if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response )
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{
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{
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Float3 linearMomentum = protoState.GetLinearMomentum();
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Float3 linearMomentum = protoState.GetLinearMomentum();
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Float3 up = -protoState.GetGravityNormal();
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Float3 up = -protoState.GetGravityNormal();
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@ -101,7 +101,7 @@ namespace
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protoState.SetLinearMomentum(noBounceForce);
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protoState.SetLinearMomentum(noBounceForce);
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proto->SetState(protoState);
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proto->SetState(protoState);
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return;
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return;
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}*/
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}
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// calculate and store time interpolation value, for later rebound.
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// calculate and store time interpolation value, for later rebound.
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proto->SetTimeOfContact( worldPointOfContact );
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proto->SetTimeOfContact( worldPointOfContact );
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