Merge branch 'havok'
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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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