Very cool stuff
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@ -55,7 +55,7 @@ void Level::InitiateLevel(float radius)
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 600;
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sbDesc.radius = 600;
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sbDesc.mass = 100;
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sbDesc.mass = 70;
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sbDesc.frictionCoeff_Static = 0;
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sbDesc.frictionCoeff_Static = 0;
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sbDesc.frictionCoeff_Dynamic = 0;
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sbDesc.frictionCoeff_Dynamic = 0;
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//sbDesc.rotation =
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//sbDesc.rotation =
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@ -75,8 +75,9 @@ void Level::InitiateLevel(float radius)
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,1);
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,1);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 20;
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sbDesc_TestBox.mass = 15;
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sbDesc_TestBox.size = Oyster::Math::Float4(0.5,0.5,0.5,0);
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sbDesc_TestBox.size = Oyster::Math::Float4(1, 1, 1, 0);
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sbDesc_TestBox.inertiaTensor.Cuboid(15, 1, 1, 1);
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ICustomBody* rigidBody_TestBox;
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ICustomBody* rigidBody_TestBox;
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@ -131,8 +132,9 @@ void Level::InitiateLevel(float radius)
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API::SimpleBodyDescription sbDesc_Crystal;
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API::SimpleBodyDescription sbDesc_Crystal;
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sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 605, 0, 1);
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sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 605, 0, 1);
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sbDesc_Crystal.ignoreGravity = false;
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sbDesc_Crystal.ignoreGravity = false;
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sbDesc_Crystal.mass = 80;
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sbDesc_Crystal.mass = 15;
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sbDesc_Crystal.size = Oyster::Math::Float3(1,2,1);
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sbDesc_Crystal.size = Oyster::Math::Float3(1, 2, 1);
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sbDesc_Crystal.inertiaTensor.Cuboid(15, 1, 2, 1);
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ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
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ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
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rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
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rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
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@ -362,7 +362,7 @@ void API_Impl::Update()
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}
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}
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Float posLength = state.GetCenterPosition().GetLength();
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Float posLength = state.GetCenterPosition().GetLength();
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if( gravityImpulse != Float4::null && posLength - 601 > state.GetReach().GetLength() )
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if( gravityImpulse != Float4::null && posLength - 600 > state.GetReach().GetLength() )
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{
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{
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state.ApplyLinearImpulse( gravityImpulse.xyz );
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state.ApplyLinearImpulse( gravityImpulse.xyz );
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state.SetGravityNormal( gravityImpulse.GetNormalized().xyz );
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state.SetGravityNormal( gravityImpulse.GetNormalized().xyz );
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