some fixing
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@ -131,7 +131,6 @@ void Camera::Pitch(float angle)
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Oyster::Math::Float4x4 R;
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Oyster::Math::Float4x4 R;
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//D3DXMatrixRotationAxis(&R, &-mRight, radians);
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Oyster::Math3D::RotationMatrix(radians,-mRight,R);
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Oyster::Math3D::RotationMatrix(radians,-mRight,R);
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this->mUp = CrossMatrix(this->mUp, R);
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this->mUp = CrossMatrix(this->mUp, R);
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this->mLook = CrossMatrix(this->mLook, R);
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this->mLook = CrossMatrix(this->mLook, R);
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@ -144,7 +143,6 @@ void Camera::Yaw(float angle)
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Oyster::Math::Float4x4 R;
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Oyster::Math::Float4x4 R;
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Oyster::Math::Float3 up(0,1,0);
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Oyster::Math::Float3 up(0,1,0);
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//D3DXMatrixRotationAxis(&R, &-up, radians);
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Oyster::Math3D::RotationMatrix(radians,-up,R);
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Oyster::Math3D::RotationMatrix(radians,-up,R);
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this->mRight = CrossMatrix(this->mRight, R);
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this->mRight = CrossMatrix(this->mRight, R);
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@ -163,41 +161,24 @@ void Camera::UpdateViewMatrix()
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float y = -m_position.Dot(mUp);
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float y = -m_position.Dot(mUp);
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float z = -m_position.Dot(mLook);
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float z = -m_position.Dot(mLook);
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//this->mView(0, 0) = this->mRight.x;
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mView.m11 = mRight.x;
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mView.m11 = mRight.x;
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//this->mView(1, 0) = this->mRight.y;
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mView.m21 = mRight.y;
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mView.m21 = mRight.y;
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//this->mView(2, 0) = this->mRight.z;
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mView.m31 = mRight.z;
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mView.m31 = mRight.z;
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//this->mView(3, 0) = x;
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mView.m41 = x;
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mView.m41 = x;
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//this->mView(0, 1) = this->mUp.x;
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mView.m12 = mUp.x;
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mView.m12 = mUp.x;
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//this->mView(1, 1) = this->mUp.y;
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mView.m22 = mUp.y;
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mView.m22 = mUp.y;
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//this->mView(2, 1) = this->mUp.z;
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mView.m32 = mUp.z;
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mView.m32 = mUp.z;
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//this->mView(3, 1) = y;
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mView.m42 = y;
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mView.m42 = y;
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//this->mView(0, 2) = this->mLook.x;
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mView.m13 = mLook.x;
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mView.m13 = mLook.x;
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//this->mView(1, 2) = this->mLook.y;
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mView.m23 = mLook.y;
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mView.m23 = mLook.y;
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//this->mView(2, 2) = this->mLook.z;
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mView.m33 = mLook.z;
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mView.m33 = mLook.z;
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//this->mView(3, 2) = z;
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mView.m43 = z;
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mView.m43 = z;
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//this->mView(0, 3) = 0.0f;
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mView.m14 = 0.0f;
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mView.m14 = 0.0f;
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//this->mView(1, 3) = 0.0f;
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mView.m24 = 0.0f;
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mView.m24 = 0.0f;
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//this->mView(2, 3) = 0.0f;
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mView.m34 = 0.0f;
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mView.m34 = 0.0f;
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//this->mView(3, 3) = 1.0f;
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mView.m44 = 1.0f;
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mView.m44 = 1.0f;
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mView.Transpose();
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mView.Transpose();
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@ -8,38 +8,6 @@ namespace GameLogic
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namespace CollisionManager
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namespace CollisionManager
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{
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{
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void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
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{
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//Object *realObj1 = refManager.GetMap(obj1);
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//Object *realObj2 = refManager.GetMap(obj2);
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//
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//switch(realObj1->GetType())
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//{
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//case Object::OBJECT_TYPE_PLAYER:
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// if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
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// {
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//CollisionManager::PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
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// }
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// break;
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//case Object::OBJECT_TYPE_BOX:
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// if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
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// {
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// CollisionManager::PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
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// }
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// break;
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//}
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}
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void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
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void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
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{
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{
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Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
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Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
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@ -12,11 +12,11 @@ namespace GameLogic
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namespace CollisionManager
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namespace CollisionManager
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{
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{
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//these are the main collision functions
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void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
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void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
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void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
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void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
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//these are the specific collision case functions
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void PlayerVBox(Player &player, DynamicObject &box);
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void PlayerVBox(Player &player, DynamicObject &box);
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void BoxVBox(DynamicObject &box1, DynamicObject &box2);
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void BoxVBox(DynamicObject &box1, DynamicObject &box2);
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