Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic

This commit is contained in:
Pontus Fransson 2014-01-31 11:11:48 +01:00
commit e3376eba7c
6 changed files with 18 additions and 10 deletions

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@ -46,7 +46,11 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
{ {
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); //Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float3 look = owner->GetLookDir();
Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal();
Oyster::Math::Float3 pos = owner->GetPosition();
Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
int arg = 0; int arg = 0;

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@ -20,7 +20,6 @@ using namespace GameLogic;
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player; Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
return;
switch (realObj->GetObjectType()) switch (realObj->GetObjectType())
{ {
case OBJECT_TYPE::OBJECT_TYPE_GENERIC: case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
@ -69,6 +68,10 @@ using namespace GameLogic;
{ {
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
} }
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
}
//Oyster::Physics::ICustomBody::SubscriptMessage //Oyster::Physics::ICustomBody::SubscriptMessage
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{ {

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@ -7,9 +7,9 @@ Game::PlayerData::PlayerData()
{ {
//set some stats that are appropriate to a player //set some stats that are appropriate to a player
Oyster::Physics::API::SimpleBodyDescription sbDesc; Oyster::Physics::API::SimpleBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float3(0,320,0); sbDesc.centerPosition = Oyster::Math::Float3(10,350,0);
sbDesc.size = Oyster::Math::Float3(4,7,4); sbDesc.size = Oyster::Math::Float3(4,7,4);
sbDesc.mass = 10; sbDesc.mass = 70;
//create rigid body //create rigid body
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release(); Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();

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@ -41,18 +41,18 @@ void Level::InitiateLevel(float radius)
// add box // add box
API::SimpleBodyDescription sbDesc_TestBox; API::SimpleBodyDescription sbDesc_TestBox;
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0); sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
sbDesc_TestBox.ignoreGravity = false; sbDesc_TestBox.ignoreGravity = false;
sbDesc_TestBox.mass = 10; sbDesc_TestBox.mass = 50;
sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0); sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX); testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
rigidBody_TestBox->SetCustomTag(testBox); rigidBody_TestBox->SetCustomTag(testBox);
rigidBody_TestBox->GetState(state); rigidBody_TestBox->GetState(state);
state.ApplyLinearImpulse(Oyster::Math::Float3(0,20,0)); state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
rigidBody_TestBox->SetState(state); rigidBody_TestBox->SetState(state);

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@ -42,6 +42,7 @@ namespace GameLogic
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)); void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj); static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private: private:
OBJECT_TYPE type; OBJECT_TYPE type;
int objectID; int objectID;

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@ -26,7 +26,7 @@ namespace
ICustomBody::State protoState; proto->GetState( protoState ); ICustomBody::State protoState; proto->GetState( protoState );
ICustomBody::State deuterState; deuter->GetState( deuterState ); ICustomBody::State deuterState; deuter->GetState( deuterState );
Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ), Float4 protoG = protoState.GetLinearMomentum(worldPointOfContact.xyz ),
deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz ); deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
// calc from perspective of deuter // calc from perspective of deuter