Vehicle component based, wheel rotation and position not working.
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+22
-5
@@ -41,10 +41,11 @@ void GameWorld::Initialize()
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}
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for (int i = 0; i < 1; i++)
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{
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auto car = CreateEntity();
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auto transform = AddComponent<Components::Transform>(car, "Transform");
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transform->Position = glm::vec3(0, 5, 0);
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transform->Position = glm::vec3(0, (i+1)*5, 0);
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transform->Scale = glm::vec3(3, 1, 5);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(car, "Model");
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@@ -56,58 +57,74 @@ void GameWorld::Initialize()
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box->Height = 0.5f;
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box->Depth = 2.5f;
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auto vehicle = AddComponent<Components::Vehicle>(car, "Vehicle");
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vehicle->TopSpeed = 500.f;
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vehicle->MaxTorque = 1000.f;
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AddComponent<Components::Input>(car, "Input");
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{
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// Front Right Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(1.1f, -0.5f, -1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(1.1f, 0.f, -1.3f);// HACK: make into component
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Wheel->AxleID = 0;
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Wheel->Mass = 10;
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Wheel->Radius = 0.6f;
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Wheel->Radius = 0.5f;
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Wheel->Steering = true;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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{
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// Front Left Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(-1.1f, -0.5f, -1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, -1.3f);
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Wheel->AxleID = 0;
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Wheel->Mass = 10;
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Wheel->Radius = 0.6f;
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Wheel->Radius = 0.5f;
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Wheel->Steering = true;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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{
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// Back Right Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(1.1f, -0.5f, 1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(1.1f, 0.f, 1.3f);
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Wheel->AxleID = 1;
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Wheel->Mass = 10;
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Wheel->Radius = 0.6f;
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Wheel->Radius = 0.5f;
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Wheel->Steering = false;
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Wheel->ConnectedToHandbrake = true;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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{
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// Back Left Wheel
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auto ent = CreateEntity(car);
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
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transform->Position = glm::vec3(-1.1f, -0.5f, 1.3f);
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auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
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Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, 1.3f);
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Wheel->AxleID = 1;
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Wheel->Mass = 10;
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Wheel->Radius = 0.6f;
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Wheel->Radius = 0.5f;
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Wheel->Steering = false;
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Wheel->ConnectedToHandbrake = true;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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CommitEntity(ent);
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}
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