GmaeClient fix RBsphere radius

This commit is contained in:
lindaandersson 2014-02-20 09:21:38 +01:00
parent 0c0fde51b0
commit 7b87707714
3 changed files with 42 additions and 42 deletions

View File

@ -152,7 +152,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBInitData RBData; RBInitData RBData;
if(oh->boundingVolume.geoType == CollisionGeometryType_Box) 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.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2; RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
RBData.type = RB_Type_Cube; RBData.type = RB_Type_Cube;
@ -161,7 +161,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) 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.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2; RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
RBData.type = RB_Type_Sphere; RBData.type = RB_Type_Sphere;
@ -196,7 +196,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBInitData RBData; RBInitData RBData;
if(oh->boundingVolume.geoType == CollisionGeometryType_Box) 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.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2; RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
RBData.type = RB_Type_Cube; RBData.type = RB_Type_Cube;
@ -205,7 +205,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) 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.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2; RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
RBData.type = RB_Type_Sphere; RBData.type = RB_Type_Sphere;

View File

@ -196,8 +196,8 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass; rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
//Radius scaled //Radius scaled
//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->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; //rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body //create the rigid body
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic); rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);

View File

@ -79,22 +79,22 @@ void Player::BeginFrame()
Oyster::Math::Float maxSpeed = 30; Oyster::Math::Float maxSpeed = 30;
/*Oyster::Math::Float4x4 xform; Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();*/ xform = this->rigidBody->GetState().GetOrientation();
/* Handle turning */ /* Handle turning */
/*if (left) /*if (left)
m_turnAngle -= dt * m_turnVelocity; m_turnAngle -= dt * m_turnVelocity;
if (right) 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::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2]; Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0]; Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize(); forwardDir.Normalize();
rightDir.Normalize(); rightDir.Normalize();
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);
@ -131,21 +131,21 @@ void Player::BeginFrame()
{ {
/* Dampen when on the ground and not being moved by the player */ /* Dampen when on the ground and not being moved by the player */
linearVelocity *= 0.2f; 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) if (key_jump > 0.001)
{ {
@ -158,7 +158,7 @@ void Player::BeginFrame()
} }
} }
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos; Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
if(pos.x < -300000) if(pos == Oyster::Math::Float3(0,0,0))
int i =0; int i =0;
//this->weapon->Update(0.01f); //this->weapon->Update(0.01f);
@ -169,7 +169,7 @@ void Player::EndFrame()
// snap to axis // snap to axis
Oyster::Math::Float4 rotation; Oyster::Math::Float4 rotation;
//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
//Object::EndFrame(); //Object::EndFrame();
} }