Merge branch 'havok'
This commit is contained in:
@@ -38,10 +38,3 @@ private:
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}
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#endif // Components_Wheel_h__
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/*
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m_currentSuspensionLength
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m_suspension
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m_steeringOrientationChassisSpace
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m_spinAngle
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*/
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+23
-20
@@ -10,18 +10,7 @@ void GameWorld::Initialize()
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RegisterComponents();
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{
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auto camera = CreateEntity();
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auto transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 20.f;
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transform->Position.y = 20.f;
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transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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cameraComp->FarClip = 2000.f;
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AddComponent(camera, "Input");
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auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
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CommitEntity(camera);
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}
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{
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@@ -57,16 +46,30 @@ void GameWorld::Initialize()
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box->Height = 0.727f;
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box->Depth = 2.594f;
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auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
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vehicle->TopSpeed = 500.f;
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vehicle->MaxTorque = 1000.f;
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AddComponent<Components::Input>(jeep, "Input");
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{
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auto camera = CreateEntity();
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auto transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 20.f;
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transform->Position.y = 10.f;
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transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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cameraComp->FarClip = 2000.f;
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AddComponent(camera, "Input");
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auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
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CommitEntity(camera);
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}
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{
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auto chassis = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(chassis, "Transform");
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transform->Position = glm::vec3(0, -0.6577f, 0);
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auto model = AddComponent<Components::Model>(chassis, "Model");
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model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
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}
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{
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@@ -79,10 +82,10 @@ void GameWorld::Initialize()
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
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Wheel->AxleID = 0;
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Wheel->Mass = 10;
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Wheel->Mass = 50;
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Wheel->Radius = 0.837f;
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Wheel->Steering = true;
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Wheel->SuspensionStrength = 50.f;
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Wheel->SuspensionStrength = 40.f;
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Wheel->Friction = 4.0f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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@@ -99,10 +102,10 @@ void GameWorld::Initialize()
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
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Wheel->AxleID = 0;
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Wheel->Mass = 10;
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Wheel->Mass = 50;
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Wheel->Radius = 0.837f;
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Wheel->Steering = true;
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Wheel->SuspensionStrength = 50.f;
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Wheel->SuspensionStrength = 40.f;
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Wheel->Friction = 4.0f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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@@ -243,7 +246,7 @@ void GameWorld::Initialize()
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CommitEntity(cube);
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}
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{
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/*{
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auto entity = CreateEntity();
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AddComponent(entity, "Transform");
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auto emitter = AddComponent<Components::SoundEmitter>(entity, "SoundEmitter");
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@@ -251,7 +254,7 @@ void GameWorld::Initialize()
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emitter->Loop = true;
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GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(emitter);
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CommitEntity(entity);
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}
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}*/
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}
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void GameWorld::Update(double dt)
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@@ -20,8 +20,8 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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glm::vec3 Camera_Right = glm::vec3(transform->Orientation * glm::vec4(1, 0, 0, 0));
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glm::vec3 Camera_Forward = glm::vec3(transform->Orientation * glm::vec4(0, 0, -1, 0));
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float speed = steering->Speed;
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if (input->KeyState[GLFW_KEY_LEFT_SHIFT])
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@@ -42,11 +42,11 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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}
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if (input->KeyState[GLFW_KEY_W])
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{
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transform->Position -= Camera_Forward * (float)dt * speed;
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transform->Position += Camera_Forward * (float)dt * speed;
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}
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if (input->KeyState[GLFW_KEY_S])
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{
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transform->Position += Camera_Forward * (float)dt * speed;
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transform->Position -= Camera_Forward * (float)dt * speed;
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}
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if (input->KeyState[GLFW_KEY_SPACE])
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{
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@@ -61,9 +61,9 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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{
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// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // spelling tobias :3
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY / 300.f, glm::vec3(1, 0, 0)) * transform->Orientation;
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transform->Orientation = glm::angleAxis<float>(input->dX / 300.f, glm::vec3(0, -1, 0)) * transform->Orientation;
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dY / 300.f, glm::vec3(-1, 0, 0));
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX / 300.f, glm::vec3(0, 1, 0));
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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}
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@@ -133,17 +133,22 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
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}
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}
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else
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else if(m_Vehicles.find(entity) != m_Vehicles.end())
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{
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if(m_Vehicles.find(entity) != m_Vehicles.end())
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hkVector4 position = m_RigidBodies[entity]->getPosition();
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transformComponent->Position = glm::vec3(position(0), position(1), position(2));
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hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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}
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else if(m_RigidBodies.find(entity) != m_RigidBodies.end())
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{
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if(m_RigidBodies[entity]->isActive())
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{
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if(m_RigidBodies[entity]->isActive())
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{
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hkVector4 position = m_RigidBodies[entity]->getPosition();
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transformComponent->Position = glm::vec3(position(0), position(1), position(2));
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hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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}
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hkVector4 position = m_RigidBodies[entity]->getPosition();
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transformComponent->Position = glm::vec3(position(0), position(1), position(2));
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hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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}
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}
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