GL - testing physics
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6e9423670f
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@ -85,6 +85,9 @@ namespace DanBias
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float dt = (float)m_data->timer.getElapsedSeconds();
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m_data->timer.reset();
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if(m_data->recieverObj->IsConnected())
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m_data->recieverObj->Update();
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capFrame += dt;
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if(capFrame > 0.03)
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{
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@ -130,8 +133,7 @@ namespace DanBias
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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if(m_data->recieverObj->IsConnected())
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m_data->recieverObj->Update();
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m_data->inputObj->Update();
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@ -378,7 +378,7 @@ void GameState::Protocol( ObjPos* pos )
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{
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world[i] = pos->worldPos[i];
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}
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//printf("pos for obj %d, ",pos->object_ID );
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == pos->object_ID)
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@ -389,10 +389,10 @@ void GameState::Protocol( ObjPos* pos )
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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if(i == myId) // playerobj
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{
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Oyster::Math::Float3 up = (Oyster::Math::Float3(world[4], world[5]+2, world[6]));
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Oyster::Math::Float3 up = (Oyster::Math::Float3(world[4], world[5], world[6]));
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Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13]+2, world[14]);
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Oyster::Math::Float3 cameraPos = up + pos;
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camera->SetPosition(pos);
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camera->SetPosition(cameraPos);
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camera->UpdateViewMatrix();
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}
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}
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@ -27,7 +27,8 @@ void Level::InitiateLevel(float radius)
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 300;
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sbDesc.mass = 10e12f;
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sbDesc.frictionCoeff_Static = 0;
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sbDesc.frictionCoeff_Dynamic = 0;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody::State state;
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@ -61,7 +62,7 @@ void Level::InitiateLevel(float radius)
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// add gravitation
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 1e15f;
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gravityWell.well.mass = 1e18f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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}
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@ -118,9 +118,9 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
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void Object::BeginFrame()
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{
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this->rigidBody->SetState(this->newPhysicsState);
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this->rigidBody->GetState(this->newPhysicsState);
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//newPhysicsState.SetAngularMomentum(Float3::null);
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//this->rigidBody->SetState(this->newPhysicsState);
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//this->rigidBody->GetState(this->newPhysicsState);
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Oyster::Math::Float4 axis;
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if(newPhysicsState.GetGravityNormal()!= Float3::null)
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@ -131,7 +131,7 @@ void Object::BeginFrame()
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//error
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int i =0 ;
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}
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newPhysicsState.SetRotation(axis.xyz);
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//newPhysicsState.SetRotation(axis.xyz);
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newPhysicsState.SetAngularMomentum(Float3::null);
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Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
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debug += newPhysicsState.GetGravityNormal();
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@ -98,28 +98,32 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
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void Player::MoveForward()
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{
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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newPhysicsState.ApplyLinearImpulse(forward * (2000 * this->gameInstance->GetFrameTime()));
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//Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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Oyster::Math::Float3 forward = lookDir;
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newPhysicsState.ApplyLinearImpulse(forward * (30000 * this->gameInstance->GetFrameTime()));
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}
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void Player::MoveBackwards()
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{
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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newPhysicsState.ApplyLinearImpulse(-forward * 2000 * this->gameInstance->GetFrameTime());
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//Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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Oyster::Math::Float3 forward = lookDir;
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newPhysicsState.ApplyLinearImpulse(-forward * 30000 * this->gameInstance->GetFrameTime());
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}
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void Player::MoveRight()
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{
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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//Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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Oyster::Math::Float3 forward = lookDir;
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Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
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newPhysicsState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime());
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newPhysicsState.ApplyLinearImpulse(-r * 30000 * this->gameInstance->GetFrameTime());
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}
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void Player::MoveLeft()
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{
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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//Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
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Oyster::Math::Float3 forward = lookDir;
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Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
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newPhysicsState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime());
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newPhysicsState.ApplyLinearImpulse(r * 30000 * this->gameInstance->GetFrameTime());
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}
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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@ -138,8 +142,10 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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{
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Oyster::Math::Float dx = lookDir.w;
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Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
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Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
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newPhysicsState.AddRotation(deltaAxis);
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Oyster::Math::Float3 deltaAxis = up * (-dx * 0.2) ;
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Oyster::Math::Float3 oldOrt = currPhysicsState.GetRotation();
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//newPhysicsState.SetRotation(oldOrt + deltaAxis);
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this->lookDir = lookDir.xyz;
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}
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@ -147,7 +153,7 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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void Player::Jump()
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{
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Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
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newPhysicsState.ApplyLinearImpulse(up * 2000 * this->gameInstance->GetFrameTime());
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newPhysicsState.ApplyLinearImpulse(up * 30000 * this->gameInstance->GetFrameTime());
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}
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bool Player::IsWalking()
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@ -106,7 +106,7 @@ namespace DanBias
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Oyster::Math::Float4x4 world =obj->GetOrientation();
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Protocol_ObjectPosition p(world, id);
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GameSession::gameSession->Send(*p.GetProtocol());
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//GameSession::gameSession->Send(*p.GetProtocol());
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}
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}
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@ -51,8 +51,8 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
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// updating the linear
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//Decrease momentum with 1% as "fall-off"
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//! HACK: @todo Add real solution with fluid drag
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this->momentum_Linear = this->momentum_Linear*0.99f;
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this->momentum_Angular = this->momentum_Angular*0.99f;
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this->momentum_Linear = this->momentum_Linear*0.9999f;
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this->momentum_Angular = this->momentum_Angular*0.9999f;
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// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
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this->centerPos += ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
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