Proper rotation of child physics objects
This commit is contained in:
@@ -10,7 +10,8 @@ namespace Components
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struct Vehicle : Component
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{
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Vehicle()
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: MaxTorque(500.0f), MinRPM(800.0f), OptimalRPM(4000.0f), MaxRPM(6000.0f), MaxSteeringAngle(35), TopSpeed(50.0f) { }
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: MaxTorque(1000.0f), MinRPM(1000.0f), OptimalRPM(3000.0f), MaxRPM(4000.0f), MaxSteeringAngle(35), TopSpeed(130.0f),
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MaxSpeedFullSteeringAngle(40.0f){ }
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float MaxTorque;
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float MinRPM;
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@@ -19,6 +20,7 @@ struct Vehicle : Component
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// Degrees
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float MaxSteeringAngle;
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float TopSpeed;
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float MaxSpeedFullSteeringAngle;
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};
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}
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+83
-40
@@ -64,37 +64,46 @@ void GameWorld::Initialize()
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auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
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auto light = AddComponent<Components::PointLight>(jeep, "PointLight");
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light->Diffuse = glm::vec3(0, 1, 0);
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light->constantAttenuation = 0.0005f;
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light->linearAttenuation = 0.001f;
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light->quadraticAttenuation = 0.001f;
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AddComponent<Components::Input>(jeep, "Input");
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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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transform->Position = glm::vec3(0, 0, 0); // 0.6577f
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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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auto lightentity = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(lightentity, "Transform");
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transform->Position = glm::vec3(0, 15, 0);
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auto light = AddComponent<Components::PointLight>(lightentity, "PointLight");
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light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
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light->Specular = glm::vec3(1.f);
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light->constantAttenuation = 0.3f;
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light->linearAttenuation = 0.003f;
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light->quadraticAttenuation = 0.002f;
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}
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float wheelOffset = -0.2f;
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float hardPointOffset = 0.0f;
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
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transform->Position = glm::vec3(1.9f, 0.5546f - 0.2 + wheelOffset, -0.9242f);
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transform->Scale = glm::vec3(1.0f);
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
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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->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
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Wheel->AxleID = 0;
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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 = 40.f;
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Wheel->Friction = 3.0f;
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Wheel->SuspensionStrength = 50.f;
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Wheel->Friction = 3.5f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -102,19 +111,19 @@ void GameWorld::Initialize()
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
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transform->Position = glm::vec3(-1.9f, 0.5546f - 0.2 + wheelOffset, -0.9242f);
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transform->Scale = glm::vec3(1.0f);
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transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
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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->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
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Wheel->AxleID = 0;
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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 = 40.f;
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Wheel->Friction = 3.0f;
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Wheel->SuspensionStrength = 50.f;
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Wheel->Friction = 3.5f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -122,17 +131,17 @@ void GameWorld::Initialize()
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f);
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transform->Position = glm::vec3(0.2726f, 0.2805f + wheelOffset, 1.9307f);
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
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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->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
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Wheel->AxleID = 1;
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Wheel->Mass = 10;
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Wheel->Mass = 50;
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Wheel->Radius = 0.737f;
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Wheel->Steering = false;
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Wheel->SuspensionStrength = 20.f;
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Wheel->Friction = 3.0f;
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Wheel->SuspensionStrength = 40.f;
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Wheel->Friction = 3.5f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -140,44 +149,78 @@ void GameWorld::Initialize()
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f);
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transform->Position = glm::vec3(-0.2726f, 0.2805f + wheelOffset, 1.9307f);
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transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
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auto model = AddComponent<Components::Model>(wheel, "Model");
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model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
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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->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
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Wheel->AxleID = 1;
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Wheel->Mass = 10;
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Wheel->Mass = 50;
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Wheel->Radius = 0.737f;
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Wheel->Steering = false;
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Wheel->SuspensionStrength = 20.f;
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Wheel->Friction = 3.0f;
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Wheel->SuspensionStrength = 40.f;
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Wheel->Friction = 3.5f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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CommitEntity(jeep);
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}
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for (int x = 0; x < 5; x++)
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for (int y = 0; y < 5; y++)
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/*
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for(int i = 0; i < 10; i++)
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{
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auto cube = CreateEntity();
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auto transform = AddComponent<Components::Transform>(cube, "Transform");
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transform->Position = glm::vec3(3 * x + 0.1f + 20.f, 3 * y + 0.1f + 1.f, 0);
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transform->Scale = glm::vec3(3);
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auto entity = CreateEntity();
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auto transform = AddComponent<Components::Transform>(entity, "Transform");
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transform->Position = glm::vec3(30 + i*0.1f, 0 + i*0.1f, 10 + i*0.1f);
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transform->Scale = glm::vec3(0);
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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>(cube, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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std::stringstream ss;
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ss << "Models/Placeholders/ShatterTest/" << i+1 << ".obj";
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auto physics = AddComponent<Components::Physics>(cube, "Physics");
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auto model = AddComponent<Components::Model>(entity, "Model");
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model->ModelFile = ss.str();
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auto physics = AddComponent<Components::Physics>(entity, "Physics");
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physics->Mass = 100;
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auto box = AddComponent<Components::BoxShape>(cube, "BoxShape");
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box->Width = 1.5f;
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box->Height = 1.5f;
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box->Depth = 1.5f;
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CommitEntity(cube);
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physics->Static = true;
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auto meshShape = AddComponent<Components::MeshShape>(entity, "MeshShape");
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meshShape->ResourceName = ss.str();
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CommitEntity(entity);
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}*/
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{
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auto wall = CreateEntity();
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auto transform = AddComponent<Components::Transform>(wall, "Transform");
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transform->Position = glm::vec3(10, 0, -20);
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transform->Orientation = glm::angleAxis(glm::pi<float>()/2.f, glm::vec3(0, 1, 0));
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for (int y = 0; y < 10; y++)
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{
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for (int x = -5; x < 5; x++)
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{
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auto brick = CreateEntity(wall);
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auto transform = AddComponent<Components::Transform>(brick, "Transform");
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transform->Position = glm::vec3(x + 0.01f, y*0.3f + 0.01f, 0);
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transform->Position.x += (y % 2)*0.5f;
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transform->Scale = glm::vec3(1, 0.3f, 0.6f);
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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>(brick, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
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auto physics = AddComponent<Components::Physics>(brick, "Physics");
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physics->Mass = 1;
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auto box = AddComponent<Components::BoxShape>(brick, "BoxShape");
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box->Width = 0.5f;
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box->Height = 0.15f;
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box->Depth = 0.3f;
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CommitEntity(brick);
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}
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}
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CommitEntity(wall);
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}
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/*for (int x = 0; x < 5; x++)
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for (int y = 0; y < 5; y++)
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@@ -165,7 +165,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultS
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// [mph/h] The steering angle decreases linearly
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// based on your overall max speed of the vehicle.
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steering.m_maxSpeedFullSteeringAngle = 70.0f * (1.605f / 3.6f); //MPH???!
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steering.m_maxSpeedFullSteeringAngle = vehicleComponent.MaxSpeedFullSteeringAngle; // * (1.605f / 3.6f); //MPH???!
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for (int i = 0; i < m_Wheels.size(); i++)
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{
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@@ -198,8 +198,8 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultT
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transmission.m_gearsRatio.setSize(numberOfGears);
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transmission.m_wheelsTorqueRatio.setSize(data.m_numWheels);
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transmission.m_downshiftRPM = 3500.0f;
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transmission.m_upshiftRPM = 6500.0f;
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transmission.m_downshiftRPM = 1500.0f;
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transmission.m_upshiftRPM = 3500.0f;
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transmission.m_clutchDelayTime = 0.0f;
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transmission.m_reverseGearRatio = 1.0f;
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@@ -267,7 +267,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultA
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aerodynamics.m_liftCoefficient = -0.3f;
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// Extra gavity applies in world space (independent of m_chassisCoordinateSystem).
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aerodynamics.m_extraGravityws.set(0.0f, -5.0f, 0.0f);
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aerodynamics.m_extraGravityws.set(0.0f, -0.982f, 0.0f); // fuck this shit
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}
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void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultVelocityDamper& velocityDamper, Components::Vehicle vehicleComponent)
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+1
-1
@@ -191,7 +191,7 @@ void Renderer::DrawSkybox()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ShaderProgramSkybox.Bind();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(m_Camera->Orientation());
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_Skybox->Draw();
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@@ -129,21 +129,21 @@ void Systems::PhysicsSystem::Update(double dt)
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continue;
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if(m_RigidBodies[entity]->isActive())
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/*if(m_RigidBodies[entity]->isActive())
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{
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m_PhysicsWorld->markForWrite();
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hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
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hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
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m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
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m_PhysicsWorld->unmarkForWrite();
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}
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}*/
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}
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static const double timestep = 1 / 30.0;
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static const double timestep = 1 / 60.0;
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m_Accumulator += dt;
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while (m_Accumulator >= timestep)
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{
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@@ -189,36 +189,84 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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m_PhysicsWorld->unmarkForWrite();
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}
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}
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else if(m_Vehicles.find(entity) != m_Vehicles.end())
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{
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m_PhysicsWorld->markForWrite();
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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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m_PhysicsWorld->unmarkForWrite();
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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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m_PhysicsWorld->markForWrite();
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auto transformComponentParent = m_World->GetComponent<Components::Transform>(parent, "Transform");
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//m_PhysicsWorld->markForWrite();
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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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if (transformComponentParent)
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{
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transformComponent->Position -= transformComponentParent->Position;
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transformComponent->Position = transformComponent->Position * transformComponentParent->Orientation;
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}
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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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m_PhysicsWorld->unmarkForWrite();
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if (transformComponentParent)
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{
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transformComponent->Orientation = transformComponent->Orientation * glm::inverse(transformComponentParent->Orientation);
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}
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//m_PhysicsWorld->unmarkForWrite();
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}
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// HACK: Vehicle test-controls
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auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
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auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
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if (vehicleComponent && inputComponent)
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if (vehicleComponent && inputComponent && m_Vehicles.find(entity) != m_Vehicles.end() && m_RigidBodies.find(entity) != m_RigidBodies.end())
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{
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m_PhysicsWorld->markForWrite();
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hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
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deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
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deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
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if(inputComponent->KeyState[GLFW_KEY_UP] != 0 || inputComponent->KeyState[GLFW_KEY_DOWN] != 0)
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{
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deviceStatus->m_positionY += inputComponent->KeyState[GLFW_KEY_UP] * -1 * 0.05f + inputComponent->KeyState[GLFW_KEY_DOWN] * 1 * 0.05f;
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}
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else
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{
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deviceStatus->m_positionY = 0;
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}
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if(deviceStatus->m_positionY > 1)
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deviceStatus->m_positionY = 1;
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else if(deviceStatus->m_positionY < -1)
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deviceStatus->m_positionY = -1;
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if(inputComponent->KeyState[GLFW_KEY_LEFT] != 0 || inputComponent->KeyState[GLFW_KEY_RIGHT] != 0)
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{
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deviceStatus->m_positionX += inputComponent->KeyState[GLFW_KEY_LEFT] * -1 * 0.01f + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1 * 0.01f;
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}
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else
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{
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if(deviceStatus->m_positionX > 0)
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{
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deviceStatus->m_positionX += -1 * 0.01f;
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}
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else if(deviceStatus->m_positionX < 0)
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{
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deviceStatus->m_positionX += 1 * 0.01f;
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}
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}
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if(deviceStatus->m_positionX > 1)
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deviceStatus->m_positionX = 1;
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else if(deviceStatus->m_positionX < -1)
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deviceStatus->m_positionX = -1;
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deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
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if(inputComponent->KeyState[GLFW_KEY_R])
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{
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transformComponent->Position = glm::vec3(0, 10, 0);
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transformComponent->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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m_RigidBodies[entity]->setLinearVelocity(hkVector4(0, 0, 0));
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m_RigidBodies[entity]->setAngularVelocity(hkVector4(0, 0, 0));
|
||||
}
|
||||
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
}
|
||||
@@ -322,8 +370,6 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
|
||||
part.m_stridingType = hkpExtendedMeshShape::INDICES_INT16;
|
||||
|
||||
|
||||
|
||||
mesh->addTrianglesSubpart(part);
|
||||
}
|
||||
|
||||
@@ -347,8 +393,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
rigidBodyInfo.m_position.set(absoluteTransform.Position.x, absoluteTransform.Position.y, absoluteTransform.Position.z);
|
||||
rigidBodyInfo.m_rotation.set(absoluteTransform.Orientation.x, absoluteTransform.Orientation.y, absoluteTransform.Orientation.z, absoluteTransform.Orientation.w);
|
||||
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
|
||||
//rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
|
||||
rigidBodyInfo.m_mass = massProperties.m_mass;
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#define PhysicsSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/BoxShape.h"
|
||||
|
||||
@@ -15,6 +15,9 @@ void Texture::Load(std::string path)
|
||||
}
|
||||
|
||||
m_Texture = m_TextureCache[path];
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
}
|
||||
|
||||
void Texture::Bind()
|
||||
|
||||
@@ -39,4 +39,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(Performance) = preSolution
|
||||
HasPerformanceSessions = true
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
||||
Reference in New Issue
Block a user