GL - added error checking
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6e0dd63d64
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@ -140,8 +140,17 @@ void Object::BeginFrame()
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// update physic
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// update physic
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void Object::EndFrame()
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void Object::EndFrame()
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{
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{
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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this->currPhysicsState = this->rigidBody->GetState();
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this->currPhysicsState = this->rigidBody->GetState();
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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if(currPhysicsState.GetGravityNormal() !=currPhysicsState.GetGravityNormal())
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if(currPhysicsState.GetGravityNormal() !=currPhysicsState.GetGravityNormal())
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{
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{
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//error
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//error
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@ -163,6 +172,11 @@ void Object::EndFrame()
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}
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}
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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this->newPhysicsState = this->currPhysicsState;
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this->newPhysicsState = this->currPhysicsState;
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}
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}
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@ -6,7 +6,7 @@
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using namespace GameLogic;
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Oyster::Physics;
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const int MOVE_FORCE = 50000;
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const int MOVE_FORCE = 5000;
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Player::Player()
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Player::Player()
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:DynamicObject()
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:DynamicObject()
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{
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{
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@ -73,7 +73,6 @@ void Player::EndFrame()
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Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
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Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
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Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
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Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
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Oyster::Math::Float3 oldOrt = currPhysicsState.GetRotation();
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currPhysicsState.AddRotation(deltaAxis);
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currPhysicsState.AddRotation(deltaAxis);
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dx = 0;
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dx = 0;
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