GL - sending dir to server, forward and backward walking works

This commit is contained in:
lindaandersson 2014-01-23 14:28:53 +01:00
parent 07e5519850
commit fb2cf714c6
5 changed files with 31 additions and 17 deletions

View File

@ -273,8 +273,11 @@ void GameState::readKeyInput(InputClass* KeyInput)
camera->Pitch(KeyInput->GetPitch());
camera->UpdateViewMatrix();
GameLogic::Protocol_PlayerLook playerLookDir;
//deltaMouseMove.camera->GetLook();
//privData->nwClient->Send(playerLookDir);
Oyster::Math::Float3 look = camera->GetLook();
playerLookDir.lookDirX = look.x;
playerLookDir.lookDirY = look.y;
playerLookDir.lookDirZ = look.z;
privData->nwClient->Send(playerLookDir);
}
@ -313,12 +316,11 @@ void GameState::Protocol( ObjPos* pos )
if(privData->object[i]->GetId() == pos->object_ID)
{
privData->object[i]->setPos(world);
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
camera->UpdateViewMatrix();
//privData->view = world;
//privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
}
}

View File

@ -18,7 +18,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
DanBias::DanBiasGameDesc gameDesc;
gameDesc.port = 15151;
//gameDesc.port = 15152;
//gameDesc.IP = "193.11.184.196";
//gameDesc.IP = "193.11.184.109";
//gameDesc.IP = "193.11.184.31";
//gameDesc.IP = "194.47.150.56";
gameDesc.IP = "127.0.0.1";

View File

@ -29,7 +29,7 @@ void Level::InitiateLevel(float radius)
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
rigidBody->SetCustomTag(levelObj);
//rigidBody->SetCustomTag(levelObj);
ICustomBody::State state;
rigidBody->GetState(state);
@ -38,14 +38,14 @@ void Level::InitiateLevel(float radius)
levelObj = new StaticObject(rigidBody, LevelCollision, OBJECT_TYPE::OBJECT_TYPE_WORLD);
API::Gravity gravityWell;
/*API::Gravity gravityWell;
gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 10e12f;
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell);
*/
}
void Level::AddPlayerToTeam(Player *player, int teamID)

View File

@ -54,7 +54,7 @@ Object::Object(ICustomBody *rigidBody ,void* collisionFunc, OBJECT_TYPE type)
Oyster::Physics::API::Instance().AddObject(rigidBody);
rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
rigidBody->SetCustomTag(this);
this->objectID = GID();
this->type = type;
@ -98,9 +98,11 @@ void Object::EndFrame()
//Oyster::Math::Float rot = (setState.GetGravityNormal().xyz).Dot(getState.GetGravityNormal().xyz);
//Oyster::Math::Float3 axis = (setState.GetGravityNormal().xyz).Cross(getState.GetGravityNormal().xyz);
Oyster::Math::Float4x4 rotMatrix = setState.GetOrientation(); //Oyster::Math3D::RotationMatrix(rot, axis);
Oyster::Math3D::SnapAxisYToNormal_UsingNlerp(rotMatrix, -setState.GetGravityNormal());
setState.SetOrientation(rotMatrix);
// align with gravity normal
//Oyster::Math::Float4x4 rotMatrix = setState.GetOrientation(); //Oyster::Math3D::RotationMatrix(rot, axis);
//Oyster::Math3D::SnapAxisYToNormal_UsingNlerp(rotMatrix, -setState.GetGravityNormal());
//setState.SetOrientation(rotMatrix);
this->getState = this->rigidBody->GetState();

View File

@ -18,6 +18,7 @@ Player::Player()
lookDir = Oyster::Math::Float4(0,0,-1,0);
setState.SetCenterPosition(Oyster::Math::Float4(0,15,0,1));
setState.SetReach(Oyster::Math::Float4(2,3.5,2,0));
//setState.SetRotation(Oyster::Math::Float4(0,0,0,0).Normalize());
}
Player::~Player(void)
@ -64,6 +65,7 @@ void Player::MoveBackwards()
void Player::MoveRight()
{
//Do cross product with forward vector and negative gravity vector
// temp up vector
Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
//Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
@ -72,6 +74,7 @@ void Player::MoveRight()
void Player::MoveLeft()
{
//Do cross product with forward vector and negative gravity vector
// temp up vector
Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
//Oyster::Math::Float4 r1 = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
@ -93,7 +96,14 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
{
//this->lookDir = lookDir;
this->lookDir = lookDir;
Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
Oyster::Math::Float4 pos = setState.GetCenterPosition();
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
// cant set rotation
//setState.SetOrientation(world);
//this->lookDir = lookDir - up.xyz;
//this->setState.AddRotation(Oyster::Math::Float4(x, y));
//this->setState.SetRotation();