Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
9e26095dd0
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@ -192,47 +192,49 @@ bool GameState::Render()
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light->second->Render();
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}*/
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// RB DEBUG render wire frame
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//if(this->privData->renderWhireframe)
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//{
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// Oyster::Graphics::API::StartRenderWireFrame();
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//
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// Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
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// Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
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// Oyster::Math3D::Float4x4 world = translation * scale;
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// Oyster::Graphics::API::RenderDebugCube( world );
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// Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
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//
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// staticObject = this->privData->staticObjects->begin();
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// for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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// {
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// if( staticObject->second->getBRtype() == RB_Type_Cube)
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// {
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// Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
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// }
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// if( staticObject->second->getBRtype() == RB_Type_Sphere)
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// {
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// Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
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// }
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// }
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//
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// dynamicObject = this->privData->dynamicObjects->begin();
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// for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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// {
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// if( dynamicObject->second )
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// {
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// if( dynamicObject->second->getBRtype() == RB_Type_Cube)
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// {
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// Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
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// }
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// if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
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// {
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// Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
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// }
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// }
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// }
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//}
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// !RB DEBUG
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#ifdef _DEBUG
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//RB DEBUG render wire frame
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if(this->privData->renderWhireframe)
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{
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Oyster::Graphics::API::StartRenderWireFrame();
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
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Oyster::Math3D::Float4x4 world = translation * scale;
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Oyster::Graphics::API::RenderDebugCube( world );
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Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
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staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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if( staticObject->second->getBRtype() == RB_Type_Cube)
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{
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Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
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}
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if( staticObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
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}
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}
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dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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if( dynamicObject->second )
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{
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if( dynamicObject->second->getBRtype() == RB_Type_Cube)
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{
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Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
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}
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if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
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}
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}
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}
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}
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//!RB DEBUG
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#endif
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Oyster::Graphics::API::EndFrame();
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return true;
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@ -154,7 +154,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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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;
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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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staticObject->InitRB( RBData );
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}
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@ -163,7 +163,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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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;
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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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staticObject->InitRB( RBData );
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}
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@ -198,7 +198,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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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;
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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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dynamicObject->InitRB( RBData );
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}
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@ -207,7 +207,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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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;
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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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dynamicObject->InitRB( RBData );
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}
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@ -23,6 +23,7 @@ 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(-50,250,0);
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float radius = 0.5f;
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@ -27,6 +27,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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key_backward = 0;
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key_strafeRight = 0;
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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@ -50,6 +52,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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key_backward = 0;
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key_strafeRight = 0;
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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@ -71,12 +75,12 @@ Player::~Player(void)
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void Player::BeginFrame()
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{
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//weapon->Update(0.002f);
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Object::BeginFrame();
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//Object::BeginFrame();
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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/*Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();*/
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/* Handle turning */
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/*if (left)
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@ -86,11 +90,11 @@ void Player::BeginFrame()
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//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 rightDir = xform.v[0];
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Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
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Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
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forwardDir.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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@ -123,25 +127,25 @@ void Player::BeginFrame()
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}
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
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{
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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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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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//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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if (key_jump > 0.001)
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{
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@ -153,8 +157,11 @@ void Player::BeginFrame()
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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if(pos.x < -300000)
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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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}
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void Player::EndFrame()
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@ -162,9 +169,9 @@ void Player::EndFrame()
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// snap to axis
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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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void Player::Move(const PLAYER_MOVEMENT &movement)
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