GL - trying to make walking nice
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@ -81,9 +81,10 @@ bool GameState::LoadModels(std::wstring mapFile)
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C_Object* obj;
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C_Object* obj;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
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scale.v[0].x = 8;
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scale.v[0].x = 0.2;
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scale.v[1].y = 8;
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scale.v[1].y = 0.2;
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scale.v[2].z = 8;
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scale.v[2].z = 0.2;
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scale.v[3].w = 1;
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modelData.world = translate ;//modelData.world * translate
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modelData.world = translate ;//modelData.world * translate
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modelData.modelPath = L"world_earth.dan";
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modelData.modelPath = L"world_earth.dan";
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modelData.id = 0;
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modelData.id = 0;
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@ -94,7 +95,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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// add box model
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// add box model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,175,0));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,15,0));
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modelData.world = modelData.world * translate;
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"box.dan";
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modelData.modelPath = L"box.dan";
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modelData.id = 1;
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modelData.id = 1;
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@ -132,7 +133,7 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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camera->LookAt(pos, dir, up);
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
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camera->UpdateViewMatrix();
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@ -81,8 +81,11 @@ using namespace GameLogic;
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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{
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{
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (1);
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
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Oyster::Physics::ICustomBody::State state;
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Oyster::Physics::ICustomBody::State state;
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Object *realObj = (Object*)obj->GetCustomTag();
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if(realObj->GetType() == OBJECT_TYPE_PLAYER || realObj->GetType() == OBJECT_TYPE_WORLD)
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return;
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state = obj->GetState();
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state = obj->GetState();
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state.ApplyLinearImpulse(pushForce);
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state.ApplyLinearImpulse(pushForce);
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obj->SetState(state);
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obj->SetState(state);
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@ -7,9 +7,9 @@ Game::PlayerData::PlayerData()
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{
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{
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//set some stats that are appropriate to a player
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//set some stats that are appropriate to a player
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,165,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,350,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 10;
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//create rigid body
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -25,7 +25,7 @@ void Level::InitiateLevel(float radius)
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API::SphericalBodyDescription sbDesc;
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 150;
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sbDesc.radius = 300;
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sbDesc.mass = 10e12f;
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sbDesc.mass = 10e12f;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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@ -59,7 +59,7 @@ void Level::InitiateLevel(float radius)
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// add gravitation
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// add gravitation
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API::Gravity gravityWell;
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 10e16f;
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gravityWell.well.mass = 1e15f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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API::Instance().AddGravity(gravityWell);
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}
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}
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@ -86,24 +86,24 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
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void Player::MoveForward()
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void Player::MoveForward()
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{
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{
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setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime()));
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setState.ApplyLinearImpulse(this->lookDir * (2000 * this->gameInstance->GetFrameTime()));
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}
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}
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void Player::MoveBackwards()
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void Player::MoveBackwards()
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{
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{
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setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime());
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setState.ApplyLinearImpulse(-this->lookDir * 2000 * this->gameInstance->GetFrameTime());
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}
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}
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void Player::MoveRight()
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void Player::MoveRight()
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{
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{
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//Do cross product with forward vector and negative gravity vector
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
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Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
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setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
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setState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime());
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}
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}
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void Player::MoveLeft()
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void Player::MoveLeft()
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{
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{
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//Do cross product with forward vector and negative gravity vector
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
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Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
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setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
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setState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime());
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}
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}
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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@ -123,7 +123,7 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
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{
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{
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this->lookDir = lookDir;
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this->lookDir = lookDir;
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Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
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Oyster::Math::Float4 up = -setState.GetGravityNormal();
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Oyster::Math::Float4 pos = setState.GetCenterPosition();
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Oyster::Math::Float4 pos = setState.GetCenterPosition();
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Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
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Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
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// cant set rotation
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// cant set rotation
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@ -27,7 +27,9 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
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Shaded.Specular += light.Specular;
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Shaded.Specular += light.Specular;
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}
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}
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Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
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//Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
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Diffuse[DTid.xy] = float4(DiffuseGlow[DTid.xy].xyz,1);
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Specular[DTid.xy] = float4(Shaded.Specular, 1);
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Specular[DTid.xy] = float4(Shaded.Specular, 1);
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@ -8,5 +8,7 @@ RWTexture2D<float4> Output;
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void main( uint3 DTid : SV_DispatchThreadID )
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void main( uint3 DTid : SV_DispatchThreadID )
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{
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{
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Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
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Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
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//Output[DTid.xy] = Diffuse[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
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//Output[DTid.xy] = Diffuse[DTid.xy];
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//Output[DTid.xy] = Diffuse[DTid.xy];
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}
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}
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