Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
b570ca895e
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@ -5,7 +5,7 @@ C_Object::C_Object()
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world = Oyster::Math::Float4x4::identity;
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position = Oyster::Math::Float3::null;
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rotation = Oyster::Math::Quaternion::identity;
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scale = Oyster::Math::Float3::null;
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scale = Oyster::Math::Float3(1);
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id = 0;
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model = NULL;
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@ -89,7 +89,10 @@ int C_Object::GetId() const
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}
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void C_Object::Render()
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{
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if( this->model )
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{
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Oyster::Graphics::API::RenderModel(model);
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}
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}
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void C_Object::Release()
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{
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@ -113,14 +116,16 @@ bool C_Object::InitRB(RBInitData RBInit)
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type = RBInit.type;
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return true;
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}
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void C_Object::updateRBWorld()
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{
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
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RBworld = translation * rot * scale;
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}
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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{
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
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Oyster::Math3D::Float4x4 world = translation * rot * scale;
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return world;
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return RBworld;
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}
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void C_Object::setRBPos(Oyster::Math::Float3 newPos)
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{
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@ -40,6 +40,7 @@ namespace DanBias
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Oyster::Math::Float3 scale;
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// RB DEBUG
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Oyster::Math::Float4x4 RBworld;
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Oyster::Math::Float3 RBposition;
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Oyster::Math::Quaternion RBrotation;
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Oyster::Math::Float3 RBscale;
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@ -67,6 +68,7 @@ namespace DanBias
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Oyster::Math::Float3 getScale() const;
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// RB DEBUG
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void updateRBWorld();
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bool InitRB(RBInitData modelInit);
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Oyster::Math::Float4x4 getRBWorld() const;
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void setRBPos(Oyster::Math::Float3 newPos);
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@ -328,7 +328,7 @@ void GameState::ReadKeyInput()
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static const float mouseSensitivity = Radian( 1.0f );
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this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
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float yaw = this->privData->input->GetYaw();
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if( yaw != 0.0f )
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//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
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{
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
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}
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@ -508,9 +508,11 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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object->setPos( position );
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object->setRot( rotation );
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object->updateWorld();
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// RB DEBUG
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object->setRBPos ( position );
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object->setRBRot ( rotation );
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object->updateRBWorld();
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// !RB DEBUG
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}
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}
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