Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
a99a9b3e2e
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@ -5,6 +5,9 @@ void C_Object::Init(ModelInitData modelInit)
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position = modelInit.position;
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rotation = modelInit.rotation;
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scale = modelInit.scale;
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id = modelInit.id;
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model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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model->Visible = modelInit.visible;
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updateWorld();
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}
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void C_Object::updateWorld()
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@ -17,10 +20,12 @@ void C_Object::updateWorld()
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scale.v[1].y = this->scale[1];
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scale.v[2].z = this->scale[2];
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world = translation * rot * scale;
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model->WorldMatrix = world;
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}
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void C_Object::setWorld(Oyster::Math::Float4x4 world)
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{
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model->WorldMatrix = world;
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}
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Oyster::Math::Float4x4 C_Object::getWorld() const
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{
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@ -68,7 +73,15 @@ Oyster::Math::Float3 C_Object::getScale() const
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{
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return this->scale;
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}
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//int C_Object::GetId() const
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//{
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// return
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//}
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int C_Object::GetId() const
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{
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return id;
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}
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void C_Object::Render()
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{
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Oyster::Graphics::API::RenderModel(*(model));
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}
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void C_Object::Release()
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{
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Oyster::Graphics::API::DeleteModel(model);
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}
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@ -23,6 +23,8 @@ private:
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Oyster::Math::Float3 position;
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Oyster::Math::Quaternion rotation;
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Oyster::Math::Float3 scale;
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Oyster::Graphics::Model::Model *model;
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int id;
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void updateWorld();
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public:
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@ -40,8 +42,8 @@ public:
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void addScale(Oyster::Math::Float3 deltaScale);
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Oyster::Math::Float3 getScale() const;
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virtual void Render() = 0;
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virtual void Release() = 0;
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virtual int GetId() = 0;
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virtual void Render();
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virtual void Release();
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virtual int GetId() const;
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};};};
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#endif
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|
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@ -1,15 +1,7 @@
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#include "C_DynamicObj.h"
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_DynamicObj::myData
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{
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myData(){}
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Oyster::Graphics::Model::Model *model;
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int ID;
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// light
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// sound
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// effect
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}privData;
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C_DynamicObj::C_DynamicObj(void)
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{
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}
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@ -22,24 +14,4 @@ C_DynamicObj::~C_DynamicObj(void)
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void C_DynamicObj::Init(ModelInitData modelInit)
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{
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C_Object::Init(modelInit);
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->Visible = modelInit.visible;
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privData->model->WorldMatrix = getWorld();
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privData->ID = modelInit.id;
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}
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void C_DynamicObj::Render()
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{
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_DynamicObj::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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int C_DynamicObj::GetId()
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{
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return privData->ID;
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}
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@ -8,15 +8,10 @@ namespace DanBias
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class C_DynamicObj : public C_Object
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{
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private:
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struct myData;
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myData* privData;
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public:
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C_DynamicObj(void);
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virtual ~C_DynamicObj(void);
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void Init(ModelInitData modelInit);
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void Render();
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void Release();
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int GetId();
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};};};
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#endif
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|
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@ -2,21 +2,11 @@
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_Player::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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Oyster::Graphics::Model::Model *model;
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Oyster::Math3D::Float4 lookDir;
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int ID;
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}privData;
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|
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C_Player::C_Player(void)
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:C_DynamicObj()
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{
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}
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|
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}
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C_Player::~C_Player(void)
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{
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@ -26,26 +16,4 @@ C_Player::~C_Player(void)
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void C_Player::Init(ModelInitData modelInit)
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{
|
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C_Object::Init(modelInit);
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->Visible = modelInit.visible;
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privData->model->WorldMatrix = getWorld();
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privData->ID = modelInit.id;
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privData->lookDir = Oyster::Math3D::Float4 (0,0,1,0);
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}
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void C_Player::Render()
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{
|
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_Player::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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int C_Player::GetId()
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{
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return privData->ID;
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}
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|
@ -8,18 +8,11 @@ namespace DanBias
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class C_Player : public C_DynamicObj
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{
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private:
|
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struct myData;
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myData* privData;
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public:
|
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C_Player(void);
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virtual ~C_Player(void);
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void Init(ModelInitData modelInit);
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void Render();
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void Release();
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int GetId();
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};};};
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#endif
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|
|
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@ -3,18 +3,10 @@
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_StaticObj::myData
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{
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myData(){}
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Oyster::Graphics::Model::Model *model;
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int ID;
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|
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}privData;
|
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C_StaticObj::C_StaticObj(void)
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{
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||||
|
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}
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|
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C_StaticObj::~C_StaticObj(void)
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{
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|
@ -22,26 +14,4 @@ C_StaticObj::~C_StaticObj(void)
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void C_StaticObj::Init(ModelInitData modelInit)
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{
|
||||
C_Object::Init(modelInit);
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// load models
|
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->Visible = modelInit.visible;
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privData->model->WorldMatrix = getWorld();
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privData->ID = modelInit.id;
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|
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}
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void C_StaticObj::Render()
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{
|
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_StaticObj::Release()
|
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{
|
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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int C_StaticObj::GetId()
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{
|
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return privData->ID;
|
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}
|
|
@ -8,15 +8,10 @@ namespace DanBias
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|||
class C_StaticObj : public C_Object
|
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{
|
||||
private:
|
||||
struct myData;
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myData* privData;
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public:
|
||||
C_StaticObj(void);
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virtual ~C_StaticObj(void);
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void Init(ModelInitData modelInit);
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void Render();
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void Release();
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int GetId();
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};};};
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#endif
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@ -2,13 +2,6 @@
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_UIobject::myData
|
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{
|
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myData(){}
|
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Oyster::Graphics::Model::Model *model;
|
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int ID;
|
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}privData;
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|
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C_UIobject::C_UIobject(void)
|
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{
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}
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|
@ -20,29 +13,4 @@ C_UIobject::~C_UIobject(void)
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void C_UIobject::Init(ModelInitData modelInit)
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{
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C_Object::Init(modelInit);
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->Visible = modelInit.visible;
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privData->model->WorldMatrix = getWorld();
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privData->ID = modelInit.id;
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}
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void C_UIobject::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_UIobject::Render()
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{
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_UIobject::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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int C_UIobject::GetId()
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{
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return privData->ID;
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}
|
|
@ -8,16 +8,11 @@ namespace DanBias
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|||
class C_UIobject : public C_Object
|
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{
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||||
private:
|
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struct myData;
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myData* privData;
|
||||
|
||||
public:
|
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C_UIobject(void);
|
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virtual ~C_UIobject(void);
|
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void Init(ModelInitData modelInit);
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void setPos(Oyster::Math::Float4x4 world);
|
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|
||||
void Render();
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void Release();
|
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int GetId();
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||||
};};};
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#endif
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@ -122,7 +122,7 @@ bool GameState::LoadModels()
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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}
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|
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|
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/*
|
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// add crystal model
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modelData.position = Oyster::Math::Float3(10, 301, 0);
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modelData.modelPath = L"crystalformation_b.dan";
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|
@ -174,7 +174,7 @@ bool GameState::LoadModels()
|
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modelData.id = id++;
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// load models
|
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
|
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);*/
|
||||
return true;
|
||||
}
|
||||
bool GameState::LoadModels(std::string mapFile)
|
||||
|
@ -316,7 +316,7 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo
|
|||
camera->setLook(objForward);
|
||||
|
||||
up *= 2;
|
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objForward *= -3;
|
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objForward *= 3;
|
||||
Oyster::Math::Float3 cameraPos = up + pos + objForward;
|
||||
camera->SetPosition(cameraPos);
|
||||
|
||||
|
@ -453,14 +453,14 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
}
|
||||
|
||||
//send delta mouse movement
|
||||
//if (KeyInput->IsMousePressed())
|
||||
if (KeyInput->IsMousePressed())
|
||||
{
|
||||
camera->Yaw(-KeyInput->GetYaw());
|
||||
camera->Pitch(KeyInput->GetPitch());
|
||||
pitch = KeyInput->GetPitch();
|
||||
camera->UpdateViewMatrix();
|
||||
GameLogic::Protocol_PlayerLook playerLookDir;
|
||||
Oyster::Math::Float4 look = camera->GetLook();
|
||||
Oyster::Math::Float4 look = camera->GetRight();
|
||||
playerLookDir.lookDirX = look.x;
|
||||
playerLookDir.lookDirY = look.y;
|
||||
playerLookDir.lookDirZ = look.z;
|
||||
|
@ -565,9 +565,8 @@ void GameState::Protocol( ObjPos* pos )
|
|||
{
|
||||
if(dynamicObjects[i]->GetId() == pos->object_ID)
|
||||
{
|
||||
|
||||
dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
|
||||
|
||||
//dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
|
||||
dynamicObjects[i]->setWorld(world);
|
||||
|
||||
if(dynamicObjects[i]->GetId() == myId) // playerobj
|
||||
{
|
||||
|
@ -591,10 +590,10 @@ void GameState::Protocol( ObjPos* pos )
|
|||
//camera->setUp(up);
|
||||
//camera->setLook(objForward);
|
||||
|
||||
up *= 1;
|
||||
up *= 2;
|
||||
objForward *= -2;
|
||||
Oyster::Math::Float3 cameraPos = pos + up + objForward;
|
||||
//camera->SetPosition(cameraPos);
|
||||
camera->SetPosition(cameraPos);
|
||||
//camera->UpdateViewMatrix();
|
||||
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ Game::PlayerData::PlayerData()
|
|||
//set some stats that are appropriate to a player
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,608,-5);
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
|
||||
Oyster::Math::Float mass = 15;
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5;
|
||||
Oyster::Math::Float frictionCoeff_Static = 0.4;
|
||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
|
||||
|
@ -16,7 +16,7 @@ Game::PlayerData::PlayerData()
|
|||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody,Level::LevelCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||
this->player->GetRigidBody()->SetCustomTag(this);
|
||||
|
|
|
@ -112,36 +112,8 @@ void Level::InitiateLevel(std::string levelPath)
|
|||
}
|
||||
void Level::InitiateLevel(float radius)
|
||||
{
|
||||
float heading = Utility::Value::Radian(180.0f);
|
||||
float attitude = Utility::Value::Radian(0.0f);
|
||||
float bank = Utility::Value::Radian(0);
|
||||
|
||||
double c1 = cos(heading/2);
|
||||
double s1 = sin(heading/2);
|
||||
double c2 = cos(attitude/2);
|
||||
double s2 = sin(attitude/2);
|
||||
double c3 = cos(bank/2);
|
||||
double s3 = sin(bank/2);
|
||||
double c1c2 = c1*c2;
|
||||
double s1s2 = s1*s2;
|
||||
double w =c1c2*c3 - s1s2*s3;
|
||||
double x =c1c2*s3 + s1s2*c3;
|
||||
double y =s1*c2*c3 + c1*s2*s3;
|
||||
double z =c1*s2*c3 - s1*c2*s3;
|
||||
double angle = 2 * acos(w);
|
||||
|
||||
double norm = x*x+y*y+z*z;
|
||||
if (norm < 0.001) { // when all euler angles are zero angle =0 so
|
||||
// we can set axis to anything to avoid divide by zero
|
||||
x=1;
|
||||
y=z=0;
|
||||
} else {
|
||||
norm = sqrt(norm);
|
||||
x /= norm;
|
||||
y /= norm;
|
||||
z /= norm;
|
||||
}
|
||||
|
||||
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
|
||||
API::Instance().SetGravity(50);
|
||||
int idCount = 100;
|
||||
// add level sphere
|
||||
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
||||
|
|
|
@ -20,8 +20,6 @@ Object::Object()
|
|||
|
||||
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
|
||||
this->objectID = GID();
|
||||
this->currPhysicsState = this->rigidBody->GetState();
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
}
|
||||
|
||||
Object::Object(OBJECT_TYPE type)
|
||||
|
@ -29,8 +27,6 @@ Object::Object(OBJECT_TYPE type)
|
|||
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->currPhysicsState = this->rigidBody->GetState();
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
}
|
||||
|
||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
||||
|
@ -38,8 +34,6 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
|||
this->rigidBody = rigidBody;
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->currPhysicsState = this->rigidBody->GetState();
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
}
|
||||
|
||||
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
|
@ -48,8 +42,6 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
|
|||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->currPhysicsState = this->rigidBody->GetState();
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
}
|
||||
|
||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
|
@ -58,19 +50,14 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
|
|||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
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)
|
||||
{
|
||||
this->rigidBody = rigidBody;
|
||||
|
||||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
this->currPhysicsState = this->rigidBody->GetState();
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
}
|
||||
|
||||
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
|
||||
|
@ -102,12 +89,11 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
|||
void Object::BeginFrame()
|
||||
{
|
||||
|
||||
this->rigidBody->SetState(this->newPhysicsState);
|
||||
}
|
||||
// update physic
|
||||
void Object::EndFrame()
|
||||
{
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
|
||||
}
|
||||
|
||||
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
|
||||
|
@ -119,15 +105,37 @@ void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage
|
|||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Object::GetPosition()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.centerPos;
|
||||
}
|
||||
|
||||
Oyster::Math::Float4x4 Object::GetOrientation()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.GetOrientation();
|
||||
}
|
||||
|
||||
|
||||
Oyster::Math::Float3 Object::GetPosition()
|
||||
{
|
||||
return this->position;
|
||||
}
|
||||
Oyster::Math::Float3 Object::GetRotation()
|
||||
{
|
||||
return this->rotation;
|
||||
}
|
||||
Oyster::Math::Float3 Object::GetScaling()
|
||||
{
|
||||
return this->scale;
|
||||
}
|
||||
|
||||
void Object::SetPosition(Oyster::Math::Float3 position)
|
||||
{
|
||||
this->position = position;
|
||||
}
|
||||
void Object::SetRotation(Oyster::Math::Float3 rotation)
|
||||
{
|
||||
this->rotation = rotation;
|
||||
}
|
||||
void Object::SetScaling(Oyster::Math::Float3 scale)
|
||||
{
|
||||
this->scale = scale;
|
||||
}
|
|
@ -29,10 +29,17 @@ namespace GameLogic
|
|||
OBJECT_TYPE GetObjectType() const;
|
||||
void setID(int id);
|
||||
int GetID() const;
|
||||
Oyster::Math::Float3 GetPosition();
|
||||
Oyster::Math::Float4x4 GetOrientation();
|
||||
|
||||
|
||||
Oyster::Math::Float3 GetPosition();
|
||||
Oyster::Math::Float3 GetRotation();
|
||||
Oyster::Math::Float3 GetScaling();
|
||||
|
||||
void SetPosition(Oyster::Math::Float3 position);
|
||||
void SetRotation(Oyster::Math::Float3 rotation);
|
||||
void SetScaling(Oyster::Math::Float3 scale);
|
||||
|
||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
||||
void ApplyLinearImpulse(Oyster::Math::Float3 force);
|
||||
|
||||
|
@ -51,12 +58,15 @@ namespace GameLogic
|
|||
|
||||
protected:
|
||||
Oyster::Physics::ICustomBody *rigidBody;
|
||||
Oyster::Physics::ICustomBody::State newPhysicsState;
|
||||
Oyster::Physics::ICustomBody::State currPhysicsState;
|
||||
|
||||
static const Game* gameInstance;
|
||||
Oyster::Math::Float3 currLook;
|
||||
Oyster::Math::Float3 newLook;
|
||||
|
||||
Oyster::Math::Float3 position;
|
||||
Oyster::Math::Float3 rotation;
|
||||
Oyster::Math::Float3 scale;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Physics;
|
||||
const int MOVE_FORCE = 500;
|
||||
const int MOVE_FORCE = 30;
|
||||
Player::Player()
|
||||
:DynamicObject()
|
||||
{
|
||||
|
@ -22,7 +22,6 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
|||
{
|
||||
InitPlayer();
|
||||
}
|
||||
|
||||
Player::Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
:DynamicObject(collisionFuncBefore,collisionFuncAfter,type)
|
||||
{
|
||||
|
@ -60,22 +59,16 @@ Player::~Player(void)
|
|||
|
||||
void Player::BeginFrame()
|
||||
{
|
||||
weapon->Update(0.002f);
|
||||
//weapon->Update(0.002f);
|
||||
Object::BeginFrame();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Player::EndFrame()
|
||||
{
|
||||
// snap to axis
|
||||
Object::EndFrame();
|
||||
// rotate
|
||||
|
||||
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
||||
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
|
||||
|
||||
//currPhysicsState.AddRotation(deltaAxis);
|
||||
dx = 0;
|
||||
this->newPhysicsState = this->currPhysicsState;
|
||||
}
|
||||
|
||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||
|
@ -106,33 +99,27 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
|
|||
|
||||
void Player::MoveForward()
|
||||
{
|
||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||
//Oyster::Math::Float3 forward = lookDir;
|
||||
//newPhysicsState.ApplyLinearImpulse(forward * (MOVE_FORCE * this->gameInstance->GetFrameTime()));
|
||||
//rigidBody->SetLinearVelocity( 10 * this->gameInstance->GetFrameTime() );
|
||||
Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2];
|
||||
rigidBody->SetLinearVelocity( MOVE_FORCE * forward.GetNormalized() );
|
||||
}
|
||||
void Player::MoveBackwards()
|
||||
{
|
||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||
//Oyster::Math::Float3 forward = lookDir;
|
||||
//newPhysicsState.ApplyLinearImpulse(-forward * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||
Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2];
|
||||
rigidBody->SetLinearVelocity( MOVE_FORCE * -forward.GetNormalized() );
|
||||
}
|
||||
void Player::MoveRight()
|
||||
{
|
||||
//Do cross product with forward vector and negative gravity vector
|
||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||
|
||||
//Oyster::Math::Float3 forward = lookDir;
|
||||
Oyster::Math::Float3 r = (-currPhysicsState.centerPos.Normalize()).Cross(forward);
|
||||
//rigidBody->SetLinearVelocity(-r * 10 * this->gameInstance->GetFrameTime() );
|
||||
Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2];
|
||||
Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward);
|
||||
rigidBody->SetLinearVelocity(r * MOVE_FORCE);
|
||||
}
|
||||
void Player::MoveLeft()
|
||||
{
|
||||
//Do cross product with forward vector and negative gravity vector
|
||||
Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
|
||||
//Oyster::Math::Float3 forward = lookDir;
|
||||
//Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
|
||||
//newPhysicsState.ApplyLinearImpulse(r * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||
Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2];
|
||||
Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward);
|
||||
rigidBody->SetLinearVelocity(-r * MOVE_FORCE);
|
||||
}
|
||||
|
||||
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
||||
|
@ -145,11 +132,12 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|||
this->life = 100;
|
||||
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
this->lookDir = Oyster::Math::Float4(1,0,0);
|
||||
this->newPhysicsState.centerPos = spawnPoint;
|
||||
this->rigidBody->SetPosition(spawnPoint);
|
||||
}
|
||||
|
||||
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
|
||||
{
|
||||
// right
|
||||
Oyster::Math::Float dx = lookDir.w;
|
||||
if(dx > 0.0f)
|
||||
{
|
||||
|
@ -158,12 +146,18 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
|
|||
|
||||
this->lookDir = lookDir.xyz;
|
||||
this->dx = lookDir.w;
|
||||
|
||||
|
||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
|
||||
this->rigidBody->SetUpAndRight(up, lookDir.xyz);
|
||||
this->rigidBody->SetUpAndRight(this->rigidBody->GetState().centerPos.GetNormalized(), this->rigidBody->GetState().GetOrientation().v[0].xyz.GetNormalized());
|
||||
|
||||
}
|
||||
|
||||
void Player::Jump()
|
||||
{
|
||||
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
|
||||
//newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime());
|
||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
|
||||
//this->rigidBody->GetState().SetLinearVelocity(up *10);
|
||||
}
|
||||
|
||||
bool Player::IsWalking()
|
||||
|
@ -181,11 +175,11 @@ bool Player::IsIdle()
|
|||
|
||||
Oyster::Math::Float3 Player::GetPosition() const
|
||||
{
|
||||
return (Oyster::Math::Float3)currPhysicsState.centerPos;
|
||||
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
|
||||
}
|
||||
Oyster::Math::Float4x4 Player::GetOrientation() const
|
||||
{
|
||||
return this->currPhysicsState.GetOrientation();
|
||||
return this->rigidBody->GetState().GetOrientation();
|
||||
}
|
||||
Oyster::Math::Float3 Player::GetLookDir() const
|
||||
{
|
||||
|
|
|
@ -97,59 +97,10 @@ namespace DanBias
|
|||
GameSession::gameSession->networkTimer.reset();
|
||||
|
||||
GameLogic::IObjectData* obj = movedObject;
|
||||
if(movedObject->GetID() == testID) //TODO: TEST
|
||||
{
|
||||
float sec = (float)testTimer.getElapsedSeconds();
|
||||
sec = 0;
|
||||
}
|
||||
|
||||
int id = obj->GetID();
|
||||
Protocol_ObjectPosition p(obj->GetOrientation(), id);
|
||||
//if(id != 1)
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
|
||||
|
||||
/*
|
||||
if(dynamic_cast<GameLogic::ILevelData*>(obj))
|
||||
{
|
||||
obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||
{
|
||||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world =obj->GetOrientation();
|
||||
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(1);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(2);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -136,7 +136,7 @@ namespace DanBias
|
|||
}
|
||||
else
|
||||
{
|
||||
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
|
||||
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_temporary.dan", readyList[i]->GetPlayer()->GetOrientation());
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
|
@ -156,7 +156,7 @@ namespace DanBias
|
|||
{
|
||||
if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
|
||||
{
|
||||
Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
|
||||
Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_temporary.dan"); //The model name will be custom later..
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,6 +24,11 @@ API_Impl::API_Impl()
|
|||
this->dispatcher = NULL;
|
||||
this->solver = NULL;
|
||||
this->dynamicsWorld = NULL;
|
||||
|
||||
this->timeStep = 1.0f/120.0f;
|
||||
|
||||
this->gravityPoint = Float3(0.0f, 0.0f, 0.0f);
|
||||
this->gravity = 10.0f;
|
||||
}
|
||||
|
||||
API_Impl::~API_Impl()
|
||||
|
@ -39,13 +44,23 @@ API_Impl::~API_Impl()
|
|||
delete this->broadphase;
|
||||
this->broadphase = NULL;
|
||||
|
||||
for(int i = 0; i < this->customBodies.size(); i++)
|
||||
for(unsigned int i = 0; i < this->customBodies.size(); i++)
|
||||
{
|
||||
delete this->customBodies[i];
|
||||
this->customBodies[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void API_Impl::SetGravityPoint(::Oyster::Math::Float3 gravityPoint)
|
||||
{
|
||||
this->gravityPoint = gravityPoint;
|
||||
}
|
||||
|
||||
void API_Impl::SetGravity(float gravity)
|
||||
{
|
||||
this->gravity = gravity;
|
||||
}
|
||||
|
||||
// Bullet physics
|
||||
ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction)
|
||||
{
|
||||
|
@ -164,22 +179,33 @@ ICustomBody* API_Impl::AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::O
|
|||
return body;
|
||||
}
|
||||
|
||||
void API_Impl::SetTimeStep(float timeStep)
|
||||
{
|
||||
this->timeStep = timeStep;
|
||||
}
|
||||
|
||||
void API_Impl::UpdateWorld()
|
||||
{
|
||||
this->dynamicsWorld->stepSimulation(1.0f/60.0f, 1.0f, 1.0f/60.0f);
|
||||
for(unsigned int i = 0; i < this->customBodies.size(); i++ )
|
||||
{
|
||||
this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity);
|
||||
}
|
||||
|
||||
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
|
||||
|
||||
ICustomBody::State state;
|
||||
|
||||
for(unsigned int i = 0; i < this->customBodies.size(); i++ )
|
||||
{
|
||||
SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]);
|
||||
btTransform trans;
|
||||
dynamic_cast<SimpleRigidBody*>(this->customBodies[i])->GetMotionState()->getWorldTransform(trans);
|
||||
simpleBody->GetMotionState()->getWorldTransform(trans);
|
||||
this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z()));
|
||||
this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()));
|
||||
|
||||
if(dynamic_cast<SimpleRigidBody*>(this->customBodies[i])->GetRigidBody()->getActivationState() == ACTIVE_TAG)
|
||||
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
|
||||
{
|
||||
dynamic_cast<SimpleRigidBody*>(this->customBodies[i])->CallSubscription_Move();
|
||||
simpleBody->CallSubscription_Move();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -195,18 +221,6 @@ void API_Impl::UpdateWorld()
|
|||
|
||||
dynamic_cast<SimpleRigidBody*>(bodyA)->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
|
||||
dynamic_cast<SimpleRigidBody*>(bodyB)->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
|
||||
|
||||
int numContacts = contactManifold->getNumContacts();
|
||||
for (int j=0;j<numContacts;j++)
|
||||
{
|
||||
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
||||
if (pt.getDistance()<0.f)
|
||||
{
|
||||
const btVector3& ptA = pt.getPositionWorldOnA();
|
||||
const btVector3& ptB = pt.getPositionWorldOnB();
|
||||
const btVector3& normalOnB = pt.m_normalWorldOnB;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -257,9 +271,7 @@ namespace Oyster
|
|||
}
|
||||
|
||||
void EventAction_AfterCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss )
|
||||
{ /* Do nothing except returning business as usual. */
|
||||
|
||||
}
|
||||
{ /* Do nothing except returning business as usual. */ }
|
||||
|
||||
void EventAction_Move( const ::Oyster::Physics::ICustomBody *object )
|
||||
{ /* Do nothing. */ }
|
||||
|
|
|
@ -21,11 +21,16 @@ namespace Oyster
|
|||
void MoveToLimbo( const ICustomBody* objRef );
|
||||
void ReleaseFromLimbo( const ICustomBody* objRef );
|
||||
|
||||
void SetGravityPoint(::Oyster::Math::Float3 gravityPoint);
|
||||
void SetGravity(float gravity);
|
||||
|
||||
// Bullet physics
|
||||
ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
|
||||
ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
|
||||
ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
|
||||
|
||||
void SetTimeStep(float timeStep);
|
||||
|
||||
void UpdateWorld();
|
||||
|
||||
void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) );
|
||||
|
@ -37,6 +42,11 @@ namespace Oyster
|
|||
btSequentialImpulseConstraintSolver* solver;
|
||||
btDiscreteDynamicsWorld* dynamicsWorld;
|
||||
std::vector<ICustomBody*> customBodies;
|
||||
|
||||
float timeStep;
|
||||
|
||||
::Oyster::Math::Float3 gravityPoint;
|
||||
float gravity;
|
||||
};
|
||||
|
||||
namespace Default
|
||||
|
|
|
@ -134,6 +134,54 @@ void SimpleRigidBody::SetRotation(Float3 eulerAngles)
|
|||
this->state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w());
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetAngularFactor(Float factor)
|
||||
{
|
||||
this->rigidBody->setAngularFactor(factor);
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetGravity(Float3 gravity)
|
||||
{
|
||||
this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z));
|
||||
this->gravity = gravity;
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right)
|
||||
{
|
||||
btTransform trans;
|
||||
btMatrix3x3 rotation;
|
||||
btVector3 upVector(up.x, up.y, up.z);
|
||||
btVector3 rightVector(right.x, right.y, right.z);
|
||||
rotation[1] = upVector.normalized();
|
||||
rotation[0] = rightVector.normalized();
|
||||
rotation[2] = rightVector.cross(upVector).normalized();
|
||||
|
||||
trans = this->rigidBody->getWorldTransform();
|
||||
trans.setBasis(rotation);
|
||||
this->rigidBody->setWorldTransform(trans);
|
||||
|
||||
btQuaternion quaternion;
|
||||
quaternion = trans.getRotation();
|
||||
this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w());
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward)
|
||||
{
|
||||
btTransform trans;
|
||||
btMatrix3x3 rotation;
|
||||
btVector3 upVector(up.x, up.y, up.z);
|
||||
btVector3 forwardVector(forward.x, forward.y, forward.z);
|
||||
rotation[1] = upVector.normalized();
|
||||
rotation[2] = forwardVector.normalized();
|
||||
rotation[0] = forwardVector.cross(upVector).normalized();
|
||||
trans = this->rigidBody->getWorldTransform();
|
||||
trans.setBasis(rotation);
|
||||
this->rigidBody->setWorldTransform(trans);
|
||||
|
||||
btQuaternion quaternion;
|
||||
quaternion = trans.getRotation();
|
||||
this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w());
|
||||
}
|
||||
|
||||
Float4x4 SimpleRigidBody::GetRotation() const
|
||||
{
|
||||
return this->state.GetRotation();
|
||||
|
|
|
@ -26,10 +26,16 @@ namespace Oyster
|
|||
void SetSubscription(EventAction_Move function);
|
||||
|
||||
void SetLinearVelocity(Math::Float3 velocity);
|
||||
void SetPosition(::Oyster::Math::Float3 position);
|
||||
void SetPosition(Math::Float3 position);
|
||||
void SetRotation(Math::Float4 quaternion);
|
||||
void SetRotation(::Oyster::Math::Quaternion quaternion);
|
||||
void SetRotation(Math::Quaternion quaternion);
|
||||
void SetRotation(Math::Float3 eulerAngles);
|
||||
void SetAngularFactor(Math::Float factor);
|
||||
|
||||
void SetGravity(Math::Float3 gravity);
|
||||
|
||||
void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right);
|
||||
void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward);
|
||||
|
||||
Math::Float4x4 GetRotation() const;
|
||||
Math::Float4x4 GetOrientation() const;
|
||||
|
@ -47,6 +53,7 @@ namespace Oyster
|
|||
void* GetCustomTag() const;
|
||||
|
||||
private:
|
||||
|
||||
btCollisionShape* collisionShape;
|
||||
btDefaultMotionState* motionState;
|
||||
btRigidBody* rigidBody;
|
||||
|
@ -57,6 +64,8 @@ namespace Oyster
|
|||
EventAction_Move onMovement;
|
||||
|
||||
void *customTag;
|
||||
|
||||
::Oyster::Math::Float3 gravity;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -78,12 +78,16 @@ namespace Oyster
|
|||
********************************************************/
|
||||
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
|
||||
|
||||
virtual void SetGravityPoint(::Oyster::Math::Float3 gravityPoint) = 0;
|
||||
virtual void SetGravity(float gravity) = 0;
|
||||
|
||||
// Bullet physics
|
||||
virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
|
||||
virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
|
||||
virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
|
||||
|
||||
virtual void SetTimeStep(float timeStep) = 0;
|
||||
|
||||
virtual void UpdateWorld() = 0;
|
||||
|
||||
|
||||
|
@ -135,6 +139,12 @@ namespace Oyster
|
|||
virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0;
|
||||
virtual void SetRotation(::Oyster::Math::Quaternion quaternion) = 0;
|
||||
virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0;
|
||||
virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0;
|
||||
|
||||
virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0;
|
||||
|
||||
virtual void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) = 0;
|
||||
virtual void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) = 0;
|
||||
|
||||
::Oyster::Math::Float4x4 GetRotation() const;
|
||||
::Oyster::Math::Float4x4 GetOrientation() const;
|
||||
|
|
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Reference in New Issue