Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
7de0a2ba1b
|
@ -697,7 +697,8 @@ Global
|
|||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.Build.0 = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|x64
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.Build.0 = Release|x64
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.Build.0 = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Any CPU.ActiveCfg = Release|Win32
|
||||
|
@ -714,7 +715,8 @@ Global
|
|||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.Build.0 = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|x64
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.Build.0 = Release|x64
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Any CPU.ActiveCfg = Debug|Win32
|
||||
|
@ -731,7 +733,8 @@ Global
|
|||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.Build.0 = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Any CPU.ActiveCfg = Release|Win32
|
||||
|
@ -748,7 +751,8 @@ Global
|
|||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.Build.0 = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
|
@ -764,7 +768,6 @@ Global
|
|||
{C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{C4C76A8D-44C5-4452-9F61-39C7E01CBDB4} = {F156EEBC-0195-4020-8700-4433208DE12B}
|
||||
{3EA5F14D-2A71-4588-A69D-87C4571C580F} = {F156EEBC-0195-4020-8700-4433208DE12B}
|
||||
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
|
||||
|
@ -773,6 +776,5 @@ Global
|
|||
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
|
||||
{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
|
||||
{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
|
|
@ -105,7 +105,7 @@ void GamingUI::ReadKeyInput()
|
|||
float yaw = this->input->GetYaw();
|
||||
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
|
||||
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity,camera->GetLook()) );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -66,6 +66,7 @@ void AttatchmentMassDriver::Update(float dt)
|
|||
|
||||
//state.centerPos = pos;
|
||||
heldObject->SetPosition(pos);
|
||||
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
|
||||
|
||||
//heldObject->SetState(state);
|
||||
}
|
||||
|
@ -82,8 +83,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
|
|||
|
||||
if(hasObject)
|
||||
{
|
||||
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
|
||||
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
|
||||
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800);
|
||||
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
|
||||
|
||||
hasObject = false;
|
||||
|
|
|
@ -20,37 +20,50 @@ using namespace GameLogic;
|
|||
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
|
||||
|
||||
//Physics::ICustomBody::SubscriptMessage
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag()));
|
||||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
Object *realObjA = ((Object*)(objA->GetCustomTag()));
|
||||
Player *player;
|
||||
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
|
||||
|
||||
if(!realObj)
|
||||
if(!realObjA)
|
||||
return;
|
||||
if(!player)
|
||||
if(!realObjB)
|
||||
return;
|
||||
|
||||
switch (realObj->GetObjectType())
|
||||
//check who is player and who is the object
|
||||
if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
|
||||
{
|
||||
player = (Player*)realObjA;
|
||||
}
|
||||
else
|
||||
{
|
||||
player = (Player*)realObjB;
|
||||
realObjB = realObjA;
|
||||
}
|
||||
|
||||
|
||||
switch (realObjB->GetObjectType())
|
||||
{
|
||||
case ObjectSpecialType::ObjectSpecialType_Generic:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
|
||||
case ObjectSpecialType::ObjectSpecialType_StandardBox:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case ObjectSpecialType::ObjectSpecialType_Player:
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case ObjectSpecialType::ObjectSpecialType_World:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
|
||||
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
|
||||
break;
|
||||
|
||||
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
|
||||
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
|
||||
PlayerVLethalObject(*player,*realObjB, kineticEnergyLoss,realObjB->GetExtraDamageOnCollision());
|
||||
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
|
||||
break;
|
||||
}
|
||||
|
@ -160,6 +173,9 @@ using namespace GameLogic;
|
|||
//Collision between a player and a general static or dynamic object
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
//Oyster::Math::Float3 prevVel = obj.GetRigidBody()->GetState().prev
|
||||
|
||||
|
||||
int damageDone = 0;
|
||||
int forceThreashHold = 200000;
|
||||
|
||||
|
@ -236,6 +252,7 @@ using namespace GameLogic;
|
|||
case ObjectSpecialType::ObjectSpecialType_StandardBox:
|
||||
weapon->heldObject = obj; //weapon now holds the object
|
||||
weapon->hasObject = true;
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -40,7 +40,7 @@ namespace GameLogic
|
|||
Oyster::Math::Float3 GetScale() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
|
||||
void SetLookDir(const Oyster::Math3D::Float3& lookDir) override;
|
||||
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
|
||||
ObjectSpecialType GetObjectType() const override;
|
||||
void Inactivate() override;
|
||||
|
|
|
@ -85,7 +85,7 @@ namespace GameLogic
|
|||
* @param x: The relative x axis
|
||||
* @param y: The relative y axis
|
||||
**/
|
||||
virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0;
|
||||
virtual void SetLookDir(const Oyster::Math3D::Float3& lookDir) = 0;
|
||||
|
||||
/** Relative rotation around given axis
|
||||
* @param leftRadians: The relative amount of radians to turn
|
||||
|
|
|
@ -86,9 +86,9 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
|
|||
{
|
||||
return this->player->GetObjectType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
|
||||
void Game::PlayerData::SetLookDir(const Oyster::Math3D::Float3& lookDir)
|
||||
{
|
||||
this->player->Rotate(lookDir, right);
|
||||
this->player->SetLookDir(lookDir);
|
||||
}
|
||||
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
|
||||
{
|
||||
|
|
|
@ -74,7 +74,7 @@ Player::~Player(void)
|
|||
|
||||
void Player::BeginFrame()
|
||||
{
|
||||
//weapon->Update(0.002f);
|
||||
weapon->Update(0.002f);
|
||||
//Object::BeginFrame();
|
||||
|
||||
Oyster::Math::Float maxSpeed = 30;
|
||||
|
@ -264,10 +264,10 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|||
this->rigidBody->SetPosition(spawnPoint);
|
||||
}
|
||||
|
||||
void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
|
||||
void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
|
||||
{
|
||||
// this is the camera right vector
|
||||
this->lookDir = lookDir;
|
||||
this->lookDir = -lookDir;
|
||||
|
||||
}
|
||||
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
||||
|
|
|
@ -46,7 +46,7 @@ namespace GameLogic
|
|||
void Respawn(Oyster::Math::Float3 spawnPoint);
|
||||
|
||||
|
||||
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right);
|
||||
void SetLookDir(const Oyster::Math3D::Float3& lookDir);
|
||||
|
||||
void TurnLeft(Oyster::Math3D::Float deltaRadians);
|
||||
|
||||
|
@ -56,7 +56,7 @@ namespace GameLogic
|
|||
* @param rigidBodyPlayer: physics object of the player
|
||||
* @param obj: physics object for the object that collided with the player
|
||||
********************************************************/
|
||||
static void PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
static void PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
|
||||
bool IsWalking();
|
||||
|
|
|
@ -79,6 +79,7 @@ namespace GameLogic
|
|||
{
|
||||
public:
|
||||
float deltaRadian;
|
||||
float lookdir[3];
|
||||
|
||||
Protocol_PlayerLeftTurn()
|
||||
{
|
||||
|
@ -86,25 +87,40 @@ namespace GameLogic
|
|||
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
|
||||
// deltaRadian
|
||||
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
deltaRadian = 0.0f;
|
||||
memset(&lookdir[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
|
||||
Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
|
||||
{
|
||||
this->deltaRadian = p[1].value.netFloat;
|
||||
lookdir[0] = p[2].value.netFloat;
|
||||
lookdir[1] = p[3].value.netFloat;
|
||||
lookdir[2] = p[4].value.netFloat;
|
||||
}
|
||||
|
||||
Protocol_PlayerLeftTurn( float deltaRadian )
|
||||
Protocol_PlayerLeftTurn( float deltaRadian,float v[3] )
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
|
||||
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
|
||||
// deltaRadian
|
||||
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->deltaRadian = deltaRadian;
|
||||
memcpy(&lookdir[0], &v[0], sizeof(float) * 3);
|
||||
|
||||
}
|
||||
|
||||
::Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->deltaRadian;
|
||||
this->protocol[2].value = this->lookdir[0];
|
||||
this->protocol[3].value = this->lookdir[1];
|
||||
this->protocol[4].value = this->lookdir[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
|
|
@ -231,6 +231,7 @@ using namespace DanBias;
|
|||
void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->TurnLeft( p.deltaRadian );
|
||||
c->GetPlayer()->SetLookDir(p.lookdir);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
|
|
@ -287,7 +287,8 @@ void API_Impl::UpdateWorld()
|
|||
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
|
||||
{
|
||||
this->customBodies[i]->CallSubscription_Move();
|
||||
}
|
||||
}
|
||||
simpleBody->SetPreviousVelocity(simpleBody->GetState().previousVelocity);
|
||||
}
|
||||
|
||||
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
|
||||
|
@ -312,7 +313,7 @@ void API_Impl::UpdateWorld()
|
|||
|
||||
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
|
||||
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
|
||||
|
||||
|
||||
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
|
||||
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
|
||||
}
|
||||
|
|
|
@ -422,4 +422,9 @@ void SimpleRigidBody::MoveToLimbo()
|
|||
void SimpleRigidBody::ReleaseFromLimbo()
|
||||
{
|
||||
this->rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetPreviousVelocity(::Oyster::Math::Float3 velocity)
|
||||
{
|
||||
this->state.previousVelocity = velocity;
|
||||
}
|
|
@ -64,6 +64,7 @@ namespace Oyster
|
|||
void SetCollisionShape(btCollisionShape* shape);
|
||||
void SetMotionState(btDefaultMotionState* motionState);
|
||||
void SetRigidBody(btRigidBody* rigidBody);
|
||||
void SetPreviousVelocity(Math::Float3 velocity);
|
||||
|
||||
void PreStep(const btCollisionWorld* collisionWorld);
|
||||
|
||||
|
@ -72,6 +73,8 @@ namespace Oyster
|
|||
void MoveToLimbo();
|
||||
void ReleaseFromLimbo();
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
btCollisionShape* collisionShape;
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace Oyster
|
|||
{
|
||||
namespace Struct
|
||||
{
|
||||
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion)
|
||||
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Quaternion& quaternion, ::Oyster::Math::Float3 previousVelocity)
|
||||
{
|
||||
this->mass = mass;
|
||||
this->reach = reach;
|
||||
|
@ -19,6 +19,7 @@ namespace Oyster
|
|||
this->dynamicFrictionCoeff = dynamicFrictionCoeff;
|
||||
this->centerPos = centerPos;
|
||||
this->quaternion = quaternion;
|
||||
this->previousVelocity = ::Oyster::Math::Float3::null;
|
||||
}
|
||||
|
||||
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
|
||||
|
@ -30,6 +31,7 @@ namespace Oyster
|
|||
this->dynamicFrictionCoeff = state.dynamicFrictionCoeff;
|
||||
this->centerPos = state.centerPos;
|
||||
this->quaternion = state.quaternion;
|
||||
this->previousVelocity = state.previousVelocity;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
|
|
@ -16,12 +16,13 @@ namespace Oyster
|
|||
public:
|
||||
// Default constructor
|
||||
CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
|
||||
::Oyster::Math::Float3 reach = ::Oyster::Math::Float3(0,0,0),
|
||||
::Oyster::Math::Float3 reach = ::Oyster::Math::Float3::null,
|
||||
::Oyster::Math::Float restitutionCoeff = 0.5f,
|
||||
::Oyster::Math::Float staticFrictionCoeff = 1.0f,
|
||||
::Oyster::Math::Float dynamicFrictionCoeff = 1.0f,
|
||||
const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null,
|
||||
const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1));
|
||||
const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1),
|
||||
::Oyster::Math::Float3 previousVelocity = ::Oyster::Math::Float3::null);
|
||||
|
||||
// Assignment operator
|
||||
CustomBodyState & operator = ( const CustomBodyState &state );
|
||||
|
@ -34,7 +35,7 @@ namespace Oyster
|
|||
|
||||
// Variables for state
|
||||
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
|
||||
::Oyster::Math::Float3 reach, centerPos;
|
||||
::Oyster::Math::Float3 reach, centerPos, previousVelocity;
|
||||
::Oyster::Math::Quaternion quaternion;
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue