Merge branch 'Camera' of https://github.com/dean11/Danbias into GameServer

This commit is contained in:
dean11 2014-02-17 09:11:08 +01:00
commit fb48b0b34c
1 changed files with 40 additions and 1 deletions

View File

@ -43,6 +43,7 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
@ -224,9 +225,39 @@ void Level::InitiateLevel(std::string levelPath)
staticObjData->ModelFile;
ICustomBody* rigidBody_Static = NULL;
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_Sky)
{
}
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World)
{
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = Oyster::Math::Float3(0,0,0);
//scales the position so the collision geomentry is in the right place
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = Oyster::Math::Float4(0,0,0,1);
//mass scaled
rigidBodyMass = 100;
//Radius scaled
rigidBodyRadius = 150;
//create the rigid body
rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, 1,1,1);
}
// collision shape
if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
rigidBody_Static = InitRigidBodySphere(staticObjData);
}
@ -289,6 +320,14 @@ void Level::InitiateLevel(std::string levelPath)
case ObjectType::ObjectType_Light:
// read on client
break;
case ObjectType::ObjectType_SpawnPoint:
{
Oyster::Math::Float3 pos;
pos.x = ((SpawnPointAttributes*)obj)->position[0];
pos.y = ((SpawnPointAttributes*)obj)->position[1];
pos.z = ((SpawnPointAttributes*)obj)->position[2];
spawnPoints.Push(pos);
}
default:
break;
}