GL - added models and started to fix camera movement

This commit is contained in:
lindaandersson 2014-02-03 15:52:00 +01:00
parent 83ca3c2ff2
commit a3886c4f1f
10 changed files with 115 additions and 52 deletions

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@ -107,7 +107,7 @@ bool GameState::LoadModels(std::wstring mapFile)
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
modelData.modelPath = L"char_renderTest.dan";
modelData.id = 2;
// load models
obj = new C_Player();
@ -116,17 +116,43 @@ bool GameState::LoadModels(std::wstring mapFile)
// add player model 2
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 320, 0));
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
modelData.modelPath = L"char_renderTest.dan";
modelData.id = 3;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add house model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 300, 0));
//Oyster::Math3D::RotationMatrix_AxisZ()
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"building_corporation.dan";
modelData.id = 4;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add crystal model
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 305, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"crystalformation_b.dan";
modelData.id = 5;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
return true;
}
@ -282,14 +308,16 @@ void GameState::readKeyInput(InputClass* KeyInput)
//send delta mouse movement
if (KeyInput->IsMousePressed())
{
camera->Yaw(KeyInput->GetYaw());
camera->Yaw(-KeyInput->GetYaw());
camera->Pitch(KeyInput->GetPitch());
camera->UpdateViewMatrix();
GameLogic::Protocol_PlayerLook playerLookDir;
Oyster::Math::Float3 look = camera->GetLook();
Oyster::Math::Float4 look = camera->GetLook();
playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
playerLookDir.deltaX = -KeyInput->GetYaw();
privData->nwClient->Send(playerLookDir);
}
@ -357,11 +385,14 @@ void GameState::Protocol( ObjPos* pos )
{
privData->object[i]->setPos(world);
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
//
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
if(i == myId) // playerobj
{
camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1));
Oyster::Math::Float3 up = (Oyster::Math::Float3(world[4], world[5]+2, world[6]));
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13]+2, world[14]);
Oyster::Math::Float3 cameraPos = up + pos;
camera->SetPosition(pos);
camera->UpdateViewMatrix();
}
}

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@ -39,7 +39,7 @@ namespace GameLogic
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
void Rotate(const Oyster::Math3D::Float4 lookDir) override;
Player *player;
};

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@ -79,7 +79,7 @@ namespace GameLogic
* @param x: The relative x axis
* @param y: The relative y axis
**/
virtual void Rotate(const Oyster::Math3D::Float3 lookDir) = 0;
virtual void Rotate(const Oyster::Math3D::Float4 lookDir) = 0;
/********************************************************
* Uses the chosen players weapon based on input

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@ -11,13 +11,18 @@ Game::PlayerData::PlayerData()
sbDesc.size = Oyster::Math::Float3(4,7,4);
sbDesc.mass = 70;
sbDesc.restitutionCoeff = 0.5;
sbDesc.rotation = Oyster::Math3D::RotationMatrix_AxisY(Utility::Value::Radian(180));
//create rigid body
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
//create player with this rigid body
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
this->player->GetRigidBody()->SetCustomTag(this);
Oyster::Physics::ICustomBody::State state;
this->player->GetRigidBody()->GetState(state);
state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0));
this->player->GetRigidBody()->SetState(state);
player->EndFrame();
}
Game::PlayerData::PlayerData(int playerID,int teamID)
{
@ -61,7 +66,7 @@ OBJECT_TYPE Game::PlayerData::GetObjectType() const
{
return this->player->GetObjectType();
}
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
void Game::PlayerData::Rotate(const Oyster::Math3D::Float4 lookDir)
{
this->player->Rotate(lookDir);
}

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@ -22,8 +22,8 @@ Object::Object()
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(OBJECT_TYPE type)
@ -34,8 +34,8 @@ Object::Object(OBJECT_TYPE type)
Oyster::Physics::API::Instance().AddObject(rigidBody);
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
@ -44,8 +44,8 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
this->rigidBody = rigidBody;
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
@ -57,8 +57,8 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
@ -71,8 +71,8 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
@ -86,13 +86,13 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustom
this->type = type;
this->objectID = GID();
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{
setState.ApplyLinearImpulse(force);
newPhysicsState.ApplyLinearImpulse(force);
}
@ -118,24 +118,28 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
void Object::BeginFrame()
{
this->rigidBody->SetState(this->newPhysicsState);
this->rigidBody->GetState(this->newPhysicsState);
Oyster::Math::Float4 axis;
if(setState.GetGravityNormal()!= Float3::null)
if(newPhysicsState.GetGravityNormal()!= Float3::null)
{
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(setState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(setState.GetGravityNormal()), axis);
setState.SetRotation(axis.xyz);
setState.SetAngularMomentum(Float3::null);
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(newPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(newPhysicsState.GetGravityNormal()), axis);
newPhysicsState.SetRotation(axis.xyz);
newPhysicsState.SetAngularMomentum(Float3::null);
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
debug += setState.GetGravityNormal();
debug += newPhysicsState.GetGravityNormal();
}
this->rigidBody->SetState(this->setState);
this->rigidBody->SetState(this->newPhysicsState);
}
// update physic
void Object::EndFrame()
{
this->getState = this->rigidBody->GetState();
this->setState = this->getState;
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))

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@ -49,11 +49,12 @@ namespace GameLogic
protected:
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Physics::ICustomBody::State setState;
Oyster::Physics::ICustomBody::State getState;
Oyster::Physics::ICustomBody::State newPhysicsState;
Oyster::Physics::ICustomBody::State currPhysicsState;
static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
};
}

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@ -86,24 +86,28 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
void Player::MoveForward()
{
setState.ApplyLinearImpulse(this->lookDir * (2000 * this->gameInstance->GetFrameTime()));
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
newPhysicsState.ApplyLinearImpulse(forward * (2000 * this->gameInstance->GetFrameTime()));
}
void Player::MoveBackwards()
{
setState.ApplyLinearImpulse(-this->lookDir * 2000 * this->gameInstance->GetFrameTime());
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
newPhysicsState.ApplyLinearImpulse(-forward * 2000 * this->gameInstance->GetFrameTime());
}
void Player::MoveRight()
{
//Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
setState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime());
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
newPhysicsState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime());
}
void Player::MoveLeft()
{
//Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
setState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime());
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
newPhysicsState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime());
}
void Player::UseWeapon(const WEAPON_FIRE &usage)
@ -119,20 +123,31 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
this->lookDir = Oyster::Math::Float4(1,0,0);
}
void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
{
this->lookDir = lookDir;
Oyster::Math::Float dx = lookDir.w;
//deltaLook = this->lookDir - lookDir;
//Oyster::Math::Float4 up = -setState.GetGravityNormal();
//Oyster::Math::Float4 pos = setState.GetCenterPosition();
//Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
Oyster::Math::Float4 up = -setState.GetGravityNormal();
Oyster::Math::Float4 pos = setState.GetCenterPosition();
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
// cant set rotation
//setState.AddRotation();
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
//setState.SetOrientation(world);
newPhysicsState.AddRotation(deltaAxis);
//setState.SetOrientation()
//this->lookDir = lookDir - up.xyz;
//this->lookDir = lookDir;
//this->setState.AddRotation(Oyster::Math::Float4(x, y));
//this->setState.SetRotation();
this->lookDir = lookDir.xyz;
}
void Player::Jump()
@ -155,11 +170,11 @@ bool Player::IsIdle()
Oyster::Math::Float3 Player::GetPosition() const
{
return (Oyster::Math::Float3)getState.GetCenterPosition();
return (Oyster::Math::Float3)currPhysicsState.GetCenterPosition();
}
Oyster::Math::Float4x4 Player::GetOrientation() const
{
return this->getState.GetOrientation();
return this->currPhysicsState.GetOrientation();
}
Oyster::Math::Float3 Player::GetLookDir() const
{

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@ -48,7 +48,7 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3 lookDir);
void Rotate(const Oyster::Math3D::Float4 lookDir);
/********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody

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@ -69,6 +69,7 @@ namespace GameLogic
float lookDirX;
float lookDirY;
float lookDirZ;
float deltaX;
Protocol_PlayerLook()
{
@ -78,6 +79,7 @@ namespace GameLogic
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;
}
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
@ -85,12 +87,14 @@ namespace GameLogic
lookDirX = p[1].value.netFloat;
lookDirY = p[2].value.netFloat;
lookDirZ = p[3].value.netFloat;
deltaX = p[4].value.netFloat;
}
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
{
lookDirX = val[1].value.netFloat;
lookDirY = val[2].value.netFloat;
lookDirZ = val[3].value.netFloat;
deltaX = val[4].value.netFloat;
return *this;
}
@ -99,6 +103,8 @@ namespace GameLogic
this->protocol[1].value = lookDirX;
this->protocol[2].value = lookDirY;
this->protocol[3].value = lookDirZ;
this->protocol[4].value = deltaX;
return &protocol;
}

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@ -172,10 +172,11 @@ namespace DanBias
}
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{
Oyster::Math3D::Float3 lookDir;
Oyster::Math3D::Float4 lookDir;
lookDir.x = p.lookDirX;
lookDir.y = p.lookDirY;
lookDir.z = p.lookDirZ;
lookDir.w = p.deltaX;
c->GetPlayer()->Rotate(lookDir);
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )