GmaeClient fix RBsphere radius
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0c0fde51b0
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7b87707714
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@ -152,7 +152,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBInitData RBData;
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RBInitData RBData;
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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@ -161,7 +161,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.type = RB_Type_Sphere;
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RBData.type = RB_Type_Sphere;
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@ -196,7 +196,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBInitData RBData;
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RBInitData RBData;
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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@ -205,7 +205,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.type = RB_Type_Sphere;
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RBData.type = RB_Type_Sphere;
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@ -196,8 +196,8 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
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//Radius scaled
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//Radius scaled
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//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
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rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
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rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//create the rigid body
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//create the rigid body
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rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
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rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
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@ -79,22 +79,22 @@ void Player::BeginFrame()
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float maxSpeed = 30;
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/*Oyster::Math::Float4x4 xform;
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();*/
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xform = this->rigidBody->GetState().GetOrientation();
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/* Handle turning */
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/* Handle turning */
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/*if (left)
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/*if (left)
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m_turnAngle -= dt * m_turnVelocity;
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m_turnAngle -= dt * m_turnVelocity;
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if (right)
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if (right)
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m_turnAngle += dt * m_turnVelocity;*/
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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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xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
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Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
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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::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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forwardDir.Normalize();
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rightDir.Normalize();
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rightDir.Normalize();
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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@ -131,21 +131,21 @@ void Player::BeginFrame()
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{
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{
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/* Dampen when on the ground and not being moved by the player */
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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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linearVelocity *= 0.2f;
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//this->rigidBody->SetLinearVelocity (linearVelocity);
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this->rigidBody->SetLinearVelocity (linearVelocity);
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}
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else
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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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}
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else if(speed < maxSpeed)
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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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}
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}
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}
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//else
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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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// }
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// else if(speed < maxSpeed)
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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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// }
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//}
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if (key_jump > 0.001)
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if (key_jump > 0.001)
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{
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{
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@ -158,7 +158,7 @@ void Player::BeginFrame()
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}
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}
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}
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}
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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if(pos.x < -300000)
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if(pos == Oyster::Math::Float3(0,0,0))
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int i =0;
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int i =0;
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//this->weapon->Update(0.01f);
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//this->weapon->Update(0.01f);
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@ -169,7 +169,7 @@ void Player::EndFrame()
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// snap to axis
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// snap to axis
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Oyster::Math::Float4 rotation;
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Oyster::Math::Float4 rotation;
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//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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//Object::EndFrame();
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//Object::EndFrame();
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}
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}
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