Changed toolset to vs11, for future Havok implementation.

This commit is contained in:
ViktorLjung
2014-04-12 01:44:35 +02:00
parent 3470a80f40
commit 04fff4a27b
828 changed files with 80880 additions and 157684 deletions
-19
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@@ -1,19 +0,0 @@
#ifndef Components_BallSocketConstraint_h__
#define Components_BallSocketConstraint_h__
#include "Component.h"
namespace Components
{
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct BallSocketConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
// The pivot point in local coordinates
glm::vec3 PivotA;
glm::vec3 PivotB;
};
}
#endif // Components_BallSocketConstraint_h__
-17
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@@ -1,17 +0,0 @@
#ifndef Components_Bounds_h__
#define Components_Bounds_h__
#include "Component.h"
namespace Components
{
struct Bounds : Component
{
//Axis Aligned Bounding Box
glm::vec3 Origin;
glm::vec3 VolumeVector; //The vector that defines the volume of the BB, it goes from one corner to the opposite one
};
}
#endif // !Components_Bounds_h__
-18
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@@ -1,18 +0,0 @@
#ifndef Components_BoxShape_h__
#define Components_BoxShape_h__
#include "Component.h"
namespace Components
{
struct BoxShape : Component
{
float Height;
float Width;
float Depth;
};
}
#endif // !Components_BoxShape_h__
-21
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@@ -1,21 +0,0 @@
#ifndef Components_Collision_h__
#define Components_Collision_h__
#include "Entity.h"
#include "Component.h"
#include <vector>
namespace Components
{
struct Collision : Component
{
Collision() : Phantom(false), Interested(false) { }
bool Phantom;
bool Interested;
std::vector<EntityID> CollidingEntities;
};
}
#endif // !Components_Collision_h__
-14
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@@ -1,14 +0,0 @@
#ifndef Components_CompoundShape_h__
#define Components_CompoundShape_h__
#include "Component.h"
namespace Components
{
struct CompoundShape : Component
{
};
}
#endif // Components_CompoundShape_h__
-17
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@@ -1,17 +0,0 @@
#ifndef Components_CustomShape_h__
#define Components_CustomShape_h__
#include "Component.h"
#include <string>
namespace Components
{
struct CustomShape : Component
{
std::string fileName;
};
}
#endif // !Components_CustomShape_h__
+2 -1
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@@ -7,7 +7,8 @@ namespace Components
{
struct FreeSteering : Component
{
float Speed = 35;
FreeSteering() : Speed(35) { }
float Speed;
};
}
-35
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@@ -1,35 +0,0 @@
#ifndef Components_HingeConstraint_h__
#define Components_HingeConstraint_h__
#include "Component.h"
namespace Components
{
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct HingeConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
// The pivot point in local coordinates
glm::vec3 PivotA;
glm::vec3 PivotB;
// The axis to rotate around
glm::vec3 AxisA;
glm::vec3 AxisB;
/*
void setLimit(btScalar low,
btScalar high,
btScalar softness = 0.9f,
btScalar_biasFactor = 0.3f,
btScalar relaxationFactor = 1.0f)
*/
float LowLimit;
float HighLimit;
float Softness = 0.9f;
float BiasFactor = 0.3f;
float RelaxationFactor = 1.0f;
};
}
#endif // Components_HingeConstraint_h__
-14
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@@ -1,14 +0,0 @@
#ifndef Components_MeshShape_h__
#define Components_MeshShape_h__
#include "Component.h"
namespace Components
{
struct MeshShape : Component
{
std::string Filename;
};
}
#endif // Components_MeshShape_h__
-18
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@@ -1,18 +0,0 @@
#ifndef Components_Physics_h__
#define Components_Physics_h__
#include "Component.h"
namespace Components
{
struct Physics : Component
{
float Mass = 0;
float Friction = 0;
glm::vec3 Gravity = glm::vec3(0, -9.82f, 0);
};
}
#endif // !Components_Physics_h__
-15
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@@ -1,15 +0,0 @@
#ifndef Components_PowerUp_h__
#define Components_PowerUp_h__
#include "Component.h"
namespace Components
{
struct PowerUp : Component
{
float Speed;
};
}
#endif // !Components_PowerUp_h__
-16
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@@ -1,16 +0,0 @@
#ifndef Components_SliderConstraint_h__
#define Components_SliderConstraint_h__
#include "Component.h"
namespace Components
{
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct SliderConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
};
}
#endif // Components_SliderConstraint_h__
+6 -5
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@@ -10,11 +10,12 @@ namespace Components
struct SoundEmitter : Component
{
float Gain = 1.f;
float MaxDistance = 1.f;
float ReferenceDistance = 1.f;
float Pitch = 1.f;
bool Loop = false;
SoundEmitter() : Gain(1.f), MaxDistance(1.f), ReferenceDistance(1.f), Pitch(1.f), Loop(false) {}
float Gain;
float MaxDistance;
float ReferenceDistance;
float Pitch;
bool Loop;
std::string Path;
};
-17
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@@ -1,17 +0,0 @@
#ifndef Components_SphereShape_h__
#define Components_SphereShape_h__
#include "Component.h"
namespace Components
{
struct SphereShape : Component
{
float Radius;
float RollingFriction;
};
}
#endif // !Components_SphereShape_h__
-14
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@@ -1,14 +0,0 @@
#ifndef Components_StaticMeshShape_h__
#define Components_StaticMeshShape_h__
#include "Component.h"
namespace Components
{
struct StaticMeshShape : Component
{
std::string Filename;
};
}
#endif // Components_StaticMeshShape_h__
-18
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@@ -1,18 +0,0 @@
#ifndef Components_Vehicle_h__
#define Components_Vehicle_h__
#include "Component.h"
namespace Components
{
struct Vehicle : Component
{
};
}
#endif // Components_Vehicle_h__
-31
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@@ -1,31 +0,0 @@
#ifndef Components_Wheel_h__
#define Components_Wheel_h__
#include "Component.h"
namespace Components
{
struct Wheel : Component
{
EntityID CarID;
glm::vec3 ConnectionPoint;
glm::vec3 Direction;
glm::vec3 Axle;
float SuspensionRestLength;
float Radius;
bool IsFrontWheel;
float SuspensionStiffness;
float SuspensionCompression;
float SuspensionDamping;
float MaxSuspensionTravelCm;
float FrictionSlip;
float MaxSuspensionForce;
};
}
#endif // Components_Wheel_h__