GameClient - removed hardcoding for lvl, use 2ofAll map for correct world. Init player gets wrong scale and isMyPlayer. Need to verify camera on client
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@ -93,9 +93,6 @@ bool GameState::Init( SharedStateContent &shared )
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//tell server ready
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this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
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// Debugg hack
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this->InitiatePlayer( 0, "crate_generic.dan",Float3( 0,132, 10), Quaternion::identity, Float3(1), true );
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// end debug hack
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// DEGUG KEYS
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this->privData->key_Reload_Shaders = false;
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this->privData->key_Wireframe_Toggle = false;
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@ -127,7 +124,6 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.scale = Float3( 1 );
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// !RB DEBUG
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if( isMyPlayer )
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{
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if( this->privData->player.Init(modelData) )
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@ -483,7 +479,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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// if is this player. Remember to change camera
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if( this->privData->myId == decoded.object_ID )
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{
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this->privData->camera.SetPosition( position );
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//this->privData->camera.SetPosition( position );
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//this->privData->camera.SetRotation( rotation );
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this->privData->player.setPos( position );
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//this->privData->player.setRot( rotation );
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@ -144,14 +144,6 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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desc.scale = oh->scale;
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desc.visible = true;
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// HACK: untill the world is right in lvl format
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if( oh->specialTypeID == ObjectSpecialType_World)
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{
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desc.position = Float3(0,0,0);
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desc.rotation = Quaternion::identity;
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desc.scale = Float3(300,300,300);
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}
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C_StaticObj *staticObject = new C_StaticObj();
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if( staticObject->Init( desc ) )
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{
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@ -248,16 +240,5 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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}
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}
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// DEBUG added a static light for testing
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Graphics::Definitions::Pointlight pointLight;
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pointLight.Color = Float3(1,1,0);
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pointLight.Pos = Float3( 0,132, 10);
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pointLight.Bright = 2;
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pointLight.Radius = 50;
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C_Light *newLight = new C_Light( pointLight, objectID );
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(*this->privData->lights)[objectID] = newLight;
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this->privData->nextState = ClientState::ClientState_Game;
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}
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@ -24,7 +24,7 @@ Game::PlayerData::PlayerData()
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}
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Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0);
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
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Oyster::Math::Float mass = 60;
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@ -242,34 +242,8 @@ bool Level::InitiateLevel(std::wstring levelPath)
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ICustomBody* rigidBody_Static = NULL;
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// HACK: untill the world is right in lvl format
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if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World)
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{
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Oyster::Math::Float3 rigidWorldPos;
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Oyster::Math::Float4 rigidWorldRotation;
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float rigidBodyMass;
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float rigidBodyRadius;
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//offset the rigidPosition from modelspace to worldspace;
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rigidWorldPos = Oyster::Math::Float3(0,0,0);
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//scales the position so the collision geomentry is in the right place
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//offset the rigidRotation from modelspace to worldspace;
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rigidWorldRotation = Oyster::Math::Float4(0,0,0,1);
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//mass scaled
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rigidBodyMass = 0;
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//Radius scaled
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rigidBodyRadius = 150;
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//create the rigid body
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rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, 1,1,1);
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}
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// collision shape
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else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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rigidBody_Static = InitRigidBodySphere(staticObjData);
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}
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