GL - test this robin
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@ -46,7 +46,11 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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{
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//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float3 look = owner->GetLookDir();
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Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal();
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Oyster::Math::Float3 pos = owner->GetPosition();
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Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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int arg = 0;
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int arg = 0;
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@ -20,7 +20,6 @@ using namespace GameLogic;
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Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
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Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
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Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
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Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
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return;
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switch (realObj->GetObjectType())
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switch (realObj->GetObjectType())
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{
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{
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case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
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case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
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@ -69,6 +68,10 @@ using namespace GameLogic;
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{
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{
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return Physics::ICustomBody::SubscriptMessage_none;
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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}
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Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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//Oyster::Physics::ICustomBody::SubscriptMessage
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//Oyster::Physics::ICustomBody::SubscriptMessage
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Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
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Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
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{
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{
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@ -7,9 +7,9 @@ Game::PlayerData::PlayerData()
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{
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{
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//set some stats that are appropriate to a player
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//set some stats that are appropriate to a player
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
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sbDesc.centerPosition = Oyster::Math::Float3(10,350,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 10;
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sbDesc.mass = 70;
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//create rigid body
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -41,18 +41,18 @@ void Level::InitiateLevel(float radius)
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// add box
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// add box
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API::SimpleBodyDescription sbDesc_TestBox;
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0);
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 10;
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sbDesc_TestBox.mass = 50;
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sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
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sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
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testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
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rigidBody_TestBox->SetCustomTag(testBox);
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rigidBody_TestBox->SetCustomTag(testBox);
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rigidBody_TestBox->GetState(state);
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rigidBody_TestBox->GetState(state);
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state.ApplyLinearImpulse(Oyster::Math::Float3(0,20,0));
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state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
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rigidBody_TestBox->SetState(state);
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rigidBody_TestBox->SetState(state);
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@ -42,6 +42,7 @@ namespace GameLogic
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void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
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void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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private:
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private:
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OBJECT_TYPE type;
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OBJECT_TYPE type;
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int objectID;
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int objectID;
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@ -26,7 +26,7 @@ namespace
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ICustomBody::State protoState; proto->GetState( protoState );
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ICustomBody::State protoState; proto->GetState( protoState );
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ICustomBody::State deuterState; deuter->GetState( deuterState );
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ICustomBody::State deuterState; deuter->GetState( deuterState );
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Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ),
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Float4 protoG = protoState.GetLinearMomentum(worldPointOfContact.xyz ),
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deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
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deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
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// calc from perspective of deuter
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// calc from perspective of deuter
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