Merge branch 'GamePhysics' of https://github.com/dean11/Danbias into GameLogic
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commit
f9a4fce5aa
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@ -139,6 +139,12 @@ void SimpleRigidBody::SetAngularFactor(Float factor)
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this->rigidBody->setAngularFactor(factor);
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}
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void SimpleRigidBody::SetGravity(Float3 gravity)
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{
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this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z));
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this->gravity = gravity;
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}
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void SimpleRigidBody::SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right)
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{
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btTransform trans;
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@ -167,7 +173,6 @@ void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math:
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rotation[1] = upVector.normalized();
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rotation[2] = forwardVector.normalized();
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rotation[0] = forwardVector.cross(upVector).normalized();
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trans = this->rigidBody->getWorldTransform();
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trans.setBasis(rotation);
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this->rigidBody->setWorldTransform(trans);
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@ -32,6 +32,8 @@ namespace Oyster
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void SetRotation(Math::Float3 eulerAngles);
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void SetAngularFactor(Math::Float factor);
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void SetGravity(Math::Float3 gravity);
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void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right);
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void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward);
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@ -51,6 +53,7 @@ namespace Oyster
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void* GetCustomTag() const;
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private:
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btCollisionShape* collisionShape;
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btDefaultMotionState* motionState;
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btRigidBody* rigidBody;
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@ -61,6 +64,8 @@ namespace Oyster
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EventAction_Move onMovement;
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void *customTag;
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::Oyster::Math::Float3 gravity;
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};
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}
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}
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@ -139,6 +139,8 @@ namespace Oyster
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virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0;
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virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0;
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virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0;
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virtual void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) = 0;
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virtual void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) = 0;
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