Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
f532514131
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@ -138,9 +138,9 @@ bool C_Object::InitRB(RBInitData RBInit)
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}
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}
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||||||
void C_Object::updateRBWorld()
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void C_Object::updateRBWorld()
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{
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{
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
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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->rotation);
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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->scale);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
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RBworld = translation * rot * scale;
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RBworld = translation * rot * scale;
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}
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}
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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@ -89,7 +89,9 @@ bool GameState::Init( SharedStateContent &shared )
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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gfxOp.AmbientValue = 1.0f;
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gfxOp.AmbientValue = 0.5f;
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gfxOp.GlobalGlowTint = Math::Float3(2,1,1);
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gfxOp.GlobalTint = Math::Float3(1,1,1);
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Graphics::API::SetOptions(gfxOp);
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Graphics::API::SetOptions(gfxOp);
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//tell server ready
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//tell server ready
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@ -140,8 +142,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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this->privData->camera.SetPosition( this->privData->player.getPos() );
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Float3 offset = Float3( 0.0f );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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// DEBUG position of camera so we can see the player model
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offset.y = this->privData->player.getScale().y * 5.0f;
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//offset.y = this->privData->player.getScale().y * 5.0f;
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offset.z = this->privData->player.getScale().z * -5.0f;
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//offset.z = this->privData->player.getScale().z * -5.0f;
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// !DEBUG
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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this->privData->camera.UpdateOrientation();
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@ -79,99 +79,133 @@ void Player::BeginFrame()
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float maxSpeed = 30;
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// Rotate player accordingly
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotation(secondTurn*firstUp);
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// Direction data
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Oyster::Math::Float4x4 xform;
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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xform = this->rigidBody->GetState().GetOrientation();
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/* Handle turning */
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/*if (left)
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m_turnAngle -= dt * m_turnVelocity;
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if (right)
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m_turnAngle += dt * m_turnVelocity;
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xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
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|
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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|
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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rightDir.Normalize();
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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|
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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|
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if (key_forward > 0.001)
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// Check for input
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if(key_forward > 0.001)
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{
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{
|
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key_forward -= gameInstance->GetFrameTime();
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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walkDirection += forwardDir;
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walkDirection.Normalize();
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|
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}
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}
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if (key_backward > 0.001)
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if(key_backward > 0.001)
|
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{
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{
|
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key_backward -= gameInstance->GetFrameTime();
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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walkDirection -= forwardDir;
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walkDirection.Normalize();
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|
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}
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}
|
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if (key_strafeRight > 0.001)
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if(key_strafeRight > 0.001)
|
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{
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{
|
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key_strafeRight -= gameInstance->GetFrameTime();
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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walkDirection += rightDir;
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walkDirection.Normalize();
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|
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}
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}
|
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if (key_strafeLeft > 0.001)
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if(key_strafeLeft > 0.001)
|
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{
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{
|
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key_strafeLeft -= gameInstance->GetFrameTime();
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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walkDirection -= rightDir;
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}
|
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|
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
|
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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}
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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{
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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}
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}
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|
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
|
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walkDirection.Normalize();
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walkDirection.Normalize();
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maxSpeed = 40;
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|
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}
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|
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|
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// If on the ground, accelerate normally
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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|
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/* Dampen when on the ground and not being moved by the player */
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|
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linearVelocity *= 0.2f;
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|
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this->rigidBody->SetLinearVelocity (linearVelocity);
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|
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}
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|
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else
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|
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{
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|
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if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
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|
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{
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{
|
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Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
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if(forwardSpeed < maxSpeed)
|
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this->rigidBody->SetLinearVelocity(velocity);
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{
|
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
|
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}
|
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if(rightSpeed < maxSpeed)
|
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{
|
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
|
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|
}
|
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}
|
}
|
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else if(speed < maxSpeed)
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// If in the air, accelerate slower
|
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|
if(this->rigidBody->GetLambda() >= 0.9f)
|
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{
|
{
|
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Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
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if(forwardSpeed < maxSpeed)
|
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this->rigidBody->SetLinearVelocity(velocity);
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{
|
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
|
||||||
|
}
|
||||||
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if(rightSpeed < maxSpeed)
|
||||||
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{
|
||||||
|
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (key_jump > 0.001)
|
// Adjust velocities so no squaring occurs
|
||||||
|
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
|
||||||
|
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
|
||||||
|
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
|
||||||
|
|
||||||
|
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
|
||||||
|
|
||||||
|
//Jump
|
||||||
|
if(key_jump > 0.001)
|
||||||
{
|
{
|
||||||
this->key_jump -= this->gameInstance->GetFrameTime();
|
this->key_jump -= this->gameInstance->GetFrameTime();
|
||||||
if(this->rigidBody->GetLambda() < 1.0f)
|
if(this->rigidBody->GetLambda() < 0.9f)
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
|
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
|
||||||
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
|
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
|
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
|
|
||||||
if(pos == Oyster::Math::Float3(0,0,0))
|
|
||||||
int i =0;
|
|
||||||
|
|
||||||
//this->weapon->Update(0.01f);
|
//this->weapon->Update(0.01f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::EndFrame()
|
void Player::EndFrame()
|
||||||
{
|
{
|
||||||
// snap to axis
|
|
||||||
Oyster::Math::Float4 rotation;
|
|
||||||
|
|
||||||
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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|
||||||
|
|
||||||
//Object::EndFrame();
|
//Object::EndFrame();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||||
|
@ -235,13 +269,10 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
|
||||||
// this is the camera right vector
|
// this is the camera right vector
|
||||||
this->lookDir = lookDir;
|
this->lookDir = lookDir;
|
||||||
|
|
||||||
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
|
|
||||||
//this->rigidBody->SetUpAndRight(up, right);
|
|
||||||
}
|
}
|
||||||
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
||||||
{
|
{
|
||||||
this->rotationUp += deltaRadians;
|
this->rotationUp += deltaRadians;
|
||||||
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Jump()
|
void Player::Jump()
|
||||||
|
|
|
@ -62,6 +62,9 @@ namespace Oyster
|
||||||
struct PostData
|
struct PostData
|
||||||
{
|
{
|
||||||
float Amb;
|
float Amb;
|
||||||
|
Math::Float3 Tint;
|
||||||
|
Math::Float3 GlowTint;
|
||||||
|
float PAD;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Text2D
|
struct Text2D
|
||||||
|
|
|
@ -123,6 +123,8 @@ namespace Oyster
|
||||||
|
|
||||||
Definitions::PostData pd;
|
Definitions::PostData pd;
|
||||||
pd.Amb = option.AmbientValue;
|
pd.Amb = option.AmbientValue;
|
||||||
|
pd.Tint = option.GlobalTint;
|
||||||
|
pd.GlowTint = option.GlobalGlowTint;
|
||||||
|
|
||||||
void* data = Render::Resources::Post::Data.Map();
|
void* data = Render::Resources::Post::Data.Map();
|
||||||
memcpy(data,&pd,sizeof(Definitions::PostData));
|
memcpy(data,&pd,sizeof(Definitions::PostData));
|
||||||
|
|
|
@ -30,6 +30,9 @@ namespace Oyster
|
||||||
//between 0-1
|
//between 0-1
|
||||||
float AmbientValue;
|
float AmbientValue;
|
||||||
|
|
||||||
|
Math::Float3 GlobalTint;
|
||||||
|
Math::Float3 GlobalGlowTint;
|
||||||
|
|
||||||
Math::Float2 Resolution;
|
Math::Float2 Resolution;
|
||||||
|
|
||||||
//Bytes on the GPU
|
//Bytes on the GPU
|
||||||
|
|
|
@ -41,8 +41,8 @@ PixelOut main(VertexOut input)
|
||||||
{
|
{
|
||||||
PixelOut output;
|
PixelOut output;
|
||||||
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
|
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
|
||||||
float3 tint = Color*(1-DiffGlow) + GlowColor * DiffGlow;
|
float3 tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
|
||||||
tint = tint / 2;
|
tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
|
||||||
output.DiffuseGlow = DiffGlow * float4(tint,1);
|
output.DiffuseGlow = DiffGlow * float4(tint,1);
|
||||||
|
|
||||||
//NORMALIZE
|
//NORMALIZE
|
||||||
|
|
|
@ -47,7 +47,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
||||||
DepthBase = DepthBase /4;
|
DepthBase = DepthBase /4;
|
||||||
Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
|
Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
|
||||||
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
|
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
|
||||||
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w * 10 /* * (2-DepthBase) */,1);
|
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w /* * (2-DepthBase) */,DiffBase.w);
|
||||||
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
|
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#include "Defines.hlsli"
|
#include "Defines.hlsli"
|
||||||
#include "PosManipulation.hlsli"
|
#include "PosManipulation.hlsli"
|
||||||
|
|
||||||
static float Radius = 10;
|
static float Radius = 1;
|
||||||
|
|
||||||
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||||
{
|
{
|
||||||
|
|
|
@ -9,6 +9,8 @@ SamplerState S1 : register(s0);
|
||||||
cbuffer Size : register(b0)
|
cbuffer Size : register(b0)
|
||||||
{
|
{
|
||||||
float AmbFactor;
|
float AmbFactor;
|
||||||
|
float3 Color;
|
||||||
|
float3 GlowColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
[numthreads(16, 16, 1)]
|
[numthreads(16, 16, 1)]
|
||||||
|
@ -26,9 +28,10 @@ void main( uint3 DTid : SV_DispatchThreadID )
|
||||||
SSAO = SSAO / 16;
|
SSAO = SSAO / 16;
|
||||||
|
|
||||||
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
|
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
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||||||
float3 Amb = Ambient[DTid.xy/2].xyz * SSAO;
|
float3 Amb = Ambient[DTid.xy/2].xyz * SSAO * Color;
|
||||||
|
|
||||||
float3 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)].xyz;
|
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
|
||||||
|
Glow = float4(Glow.xyz * GlowColor, 1);
|
||||||
|
|
||||||
float4 GUI;
|
float4 GUI;
|
||||||
uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
|
uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
|
||||||
|
|
|
@ -168,9 +168,15 @@ void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxi
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float s = sin(angularAxis.w/2);
|
||||||
|
float x = angularAxis.x * s;
|
||||||
|
float y = angularAxis.y * s;
|
||||||
|
float z = angularAxis.z * s;
|
||||||
|
float w = cos(angularAxis.w/2);
|
||||||
|
|
||||||
btTransform trans;
|
btTransform trans;
|
||||||
btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
|
btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
|
||||||
btQuaternion quaternion(vector, angularAxis.w);
|
btQuaternion quaternion(x,y,z,w);
|
||||||
|
|
||||||
trans = this->rigidBody->getWorldTransform();
|
trans = this->rigidBody->getWorldTransform();
|
||||||
trans.setRotation(quaternion);
|
trans.setRotation(quaternion);
|
||||||
|
@ -263,22 +269,11 @@ Float4x4 SimpleRigidBody::GetRotation() const
|
||||||
Float4 SimpleRigidBody::GetRotationAsAngularAxis()
|
Float4 SimpleRigidBody::GetRotationAsAngularAxis()
|
||||||
{
|
{
|
||||||
Float4 axis = Float4::null;
|
Float4 axis = Float4::null;
|
||||||
Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real);
|
btTransform trans;
|
||||||
|
|
||||||
axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real);
|
trans = this->rigidBody->getWorldTransform();
|
||||||
|
axis.xyz = trans.getRotation().getAxis();
|
||||||
if(1 - this->state.quaternion.real > 0.001f)
|
axis.w = trans.getRotation().getAngle();
|
||||||
{
|
|
||||||
axis.x = this->state.quaternion.imaginary.x/s;
|
|
||||||
axis.y = this->state.quaternion.imaginary.y/s;
|
|
||||||
axis.z = this->state.quaternion.imaginary.z/s;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
axis.x = this->state.quaternion.imaginary.x;
|
|
||||||
axis.y = this->state.quaternion.imaginary.y;
|
|
||||||
axis.z = this->state.quaternion.imaginary.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
return axis;
|
return axis;
|
||||||
}
|
}
|
||||||
|
@ -353,7 +348,8 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
{
|
{
|
||||||
btTransform xform;
|
btTransform xform;
|
||||||
xform = this->rigidBody->getWorldTransform ();
|
xform = this->rigidBody->getWorldTransform ();
|
||||||
btVector3 down = -xform.getBasis()[1];
|
Float3 normalDown = -this->state.centerPos.GetNormalized();
|
||||||
|
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
|
||||||
btVector3 forward = xform.getBasis()[2];
|
btVector3 forward = xform.getBasis()[2];
|
||||||
down.normalize ();
|
down.normalize ();
|
||||||
forward.normalize();
|
forward.normalize();
|
||||||
|
@ -361,12 +357,17 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
this->raySource[0] = xform.getOrigin();
|
this->raySource[0] = xform.getOrigin();
|
||||||
this->raySource[1] = xform.getOrigin();
|
this->raySource[1] = xform.getOrigin();
|
||||||
|
|
||||||
|
if(this->state.reach.y < 1.0f)
|
||||||
|
|
||||||
|
|
||||||
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
|
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
|
||||||
down.setZ(-down.z());
|
//down.setZ(-down.z());
|
||||||
down.setX(-down.x());
|
|
||||||
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
|
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
|
||||||
|
|
||||||
|
if(this->state.mass == 40)
|
||||||
|
{
|
||||||
|
const char* breakpoint = "STOP";
|
||||||
|
}
|
||||||
|
|
||||||
this->rayTarget[0] = this->raySource[0] + targetPlus;
|
this->rayTarget[0] = this->raySource[0] + targetPlus;
|
||||||
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
|
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
|
||||||
|
@ -383,7 +384,6 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
{
|
{
|
||||||
if (rayResult.m_collisionObject == m_me)
|
if (rayResult.m_collisionObject == m_me)
|
||||||
return 1.0;
|
return 1.0;
|
||||||
|
|
||||||
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
||||||
}
|
}
|
||||||
protected:
|
protected:
|
||||||
|
|
Loading…
Reference in New Issue