diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.cpp b/Code/Game/GameClient/GameClientState/NetLoadState.cpp index 8eb65fa8..de4f57d5 100644 --- a/Code/Game/GameClient/GameClientState/NetLoadState.cpp +++ b/Code/Game/GameClient/GameClientState/NetLoadState.cpp @@ -152,7 +152,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) RBInitData RBData; if(oh->boundingVolume.geoType == CollisionGeometryType_Box) { - RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position; + RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale; RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2; RBData.type = RB_Type_Cube; @@ -161,7 +161,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) { - RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position; + RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale; RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2; RBData.type = RB_Type_Sphere; @@ -196,7 +196,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) RBInitData RBData; if(oh->boundingVolume.geoType == CollisionGeometryType_Box) { - RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position; + RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale; RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2; RBData.type = RB_Type_Cube; @@ -205,7 +205,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) { - RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position; + RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale; RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2; RBData.type = RB_Type_Sphere; diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 82cd4364..9febbe47 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -196,8 +196,8 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass; //Radius scaled - //rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius; - rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius; + rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius; + //rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius; //create the rigid body rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 93ba37be..77953d43 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -79,22 +79,22 @@ void Player::BeginFrame() Oyster::Math::Float maxSpeed = 30; - /*Oyster::Math::Float4x4 xform; - xform = this->rigidBody->GetState().GetOrientation();*/ + Oyster::Math::Float4x4 xform; + xform = this->rigidBody->GetState().GetOrientation(); /* Handle turning */ /*if (left) m_turnAngle -= dt * m_turnVelocity; if (right) - m_turnAngle += dt * m_turnVelocity;*/ + m_turnAngle += dt * m_turnVelocity; - //xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle)); + xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/ - Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity(); + Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity(); Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength(); - Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2]; - Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0]; + Oyster::Math::Float3 forwardDir = xform.v[2]; + Oyster::Math::Float3 rightDir = xform.v[0]; forwardDir.Normalize(); rightDir.Normalize(); Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); @@ -102,28 +102,28 @@ void Player::BeginFrame() if (key_forward > 0.001) { - key_forward -= gameInstance->GetFrameTime(); - walkDirection += forwardDir; - walkDirection.Normalize(); + key_forward -= gameInstance->GetFrameTime(); + walkDirection += forwardDir; + walkDirection.Normalize(); } if (key_backward > 0.001) { - key_backward -= gameInstance->GetFrameTime(); - walkDirection -= forwardDir; - walkDirection.Normalize(); + key_backward -= gameInstance->GetFrameTime(); + walkDirection -= forwardDir; + walkDirection.Normalize(); } if (key_strafeRight > 0.001) { - key_strafeRight -= gameInstance->GetFrameTime(); - walkDirection -= rightDir; - walkDirection.Normalize(); + key_strafeRight -= gameInstance->GetFrameTime(); + walkDirection -= rightDir; + walkDirection.Normalize(); } if (key_strafeLeft > 0.001) { - key_strafeLeft -= gameInstance->GetFrameTime(); - walkDirection += rightDir; - walkDirection.Normalize(); - maxSpeed = 40; + key_strafeLeft -= gameInstance->GetFrameTime(); + walkDirection += rightDir; + walkDirection.Normalize(); + maxSpeed = 40; } @@ -131,21 +131,21 @@ void Player::BeginFrame() { /* Dampen when on the ground and not being moved by the player */ linearVelocity *= 0.2f; - //this->rigidBody->SetLinearVelocity (linearVelocity); + this->rigidBody->SetLinearVelocity (linearVelocity); } - //else - //{ - // if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f) - // { - // Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed; - // this->rigidBody->SetLinearVelocity(velocity); - // } - // else if(speed < maxSpeed) - // { - // Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f; - // this->rigidBody->SetLinearVelocity(velocity); - // } - //} + else + { + if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f) + { + Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed; + this->rigidBody->SetLinearVelocity(velocity); + } + else if(speed < maxSpeed) + { + Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f; + this->rigidBody->SetLinearVelocity(velocity); + } + } if (key_jump > 0.001) { @@ -158,7 +158,7 @@ void Player::BeginFrame() } } Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos; - if(pos.x < -300000) + if(pos == Oyster::Math::Float3(0,0,0)) int i =0; //this->weapon->Update(0.01f); @@ -169,7 +169,7 @@ void Player::EndFrame() // snap to axis Oyster::Math::Float4 rotation; - //this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); + this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); //Object::EndFrame(); }