Proper rotation of child physics objects

This commit is contained in:
ViktorLjung
2014-04-28 19:51:13 +02:00
parent 55059c05fe
commit ed1df6dc60
8 changed files with 166 additions and 67 deletions
+83 -40
View File
@@ -64,37 +64,46 @@ void GameWorld::Initialize()
auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
auto light = AddComponent<Components::PointLight>(jeep, "PointLight");
light->Diffuse = glm::vec3(0, 1, 0);
light->constantAttenuation = 0.0005f;
light->linearAttenuation = 0.001f;
light->quadraticAttenuation = 0.001f;
AddComponent<Components::Input>(jeep, "Input");
{
auto chassis = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(chassis, "Transform");
transform->Position = glm::vec3(0, -0.6577f, 0);
transform->Position = glm::vec3(0, 0, 0); // 0.6577f
auto model = AddComponent<Components::Model>(chassis, "Model");
model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
}
{
auto lightentity = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(lightentity, "Transform");
transform->Position = glm::vec3(0, 15, 0);
auto light = AddComponent<Components::PointLight>(lightentity, "PointLight");
light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
light->Specular = glm::vec3(1.f);
light->constantAttenuation = 0.3f;
light->linearAttenuation = 0.003f;
light->quadraticAttenuation = 0.002f;
}
float wheelOffset = -0.2f;
float hardPointOffset = 0.0f;
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
transform->Position = glm::vec3(1.9f, 0.5546f - 0.2 + wheelOffset, -0.9242f);
transform->Scale = glm::vec3(1.0f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
Wheel->AxleID = 0;
Wheel->Mass = 50;
Wheel->Radius = 0.837f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 40.f;
Wheel->Friction = 3.0f;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 3.5f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
@@ -102,19 +111,19 @@ void GameWorld::Initialize()
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
transform->Position = glm::vec3(-1.9f, 0.5546f - 0.2 + wheelOffset, -0.9242f);
transform->Scale = glm::vec3(1.0f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
Wheel->AxleID = 0;
Wheel->Mass = 50;
Wheel->Radius = 0.837f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 40.f;
Wheel->Friction = 3.0f;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 3.5f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
@@ -122,17 +131,17 @@ void GameWorld::Initialize()
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f);
transform->Position = glm::vec3(0.2726f, 0.2805f + wheelOffset, 1.9307f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Mass = 50;
Wheel->Radius = 0.737f;
Wheel->Steering = false;
Wheel->SuspensionStrength = 20.f;
Wheel->Friction = 3.0f;
Wheel->SuspensionStrength = 40.f;
Wheel->Friction = 3.5f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
@@ -140,44 +149,78 @@ void GameWorld::Initialize()
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f);
transform->Position = glm::vec3(-0.2726f, 0.2805f + wheelOffset, 1.9307f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f - hardPointOffset, 0.f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Mass = 50;
Wheel->Radius = 0.737f;
Wheel->Steering = false;
Wheel->SuspensionStrength = 20.f;
Wheel->Friction = 3.0f;
Wheel->SuspensionStrength = 40.f;
Wheel->Friction = 3.5f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
CommitEntity(jeep);
}
for (int x = 0; x < 5; x++)
for (int y = 0; y < 5; y++)
/*
for(int i = 0; i < 10; i++)
{
auto cube = CreateEntity();
auto transform = AddComponent<Components::Transform>(cube, "Transform");
transform->Position = glm::vec3(3 * x + 0.1f + 20.f, 3 * y + 0.1f + 1.f, 0);
transform->Scale = glm::vec3(3);
auto entity = CreateEntity();
auto transform = AddComponent<Components::Transform>(entity, "Transform");
transform->Position = glm::vec3(30 + i*0.1f, 0 + i*0.1f, 10 + i*0.1f);
transform->Scale = glm::vec3(0);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(cube, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
std::stringstream ss;
ss << "Models/Placeholders/ShatterTest/" << i+1 << ".obj";
auto physics = AddComponent<Components::Physics>(cube, "Physics");
auto model = AddComponent<Components::Model>(entity, "Model");
model->ModelFile = ss.str();
auto physics = AddComponent<Components::Physics>(entity, "Physics");
physics->Mass = 100;
auto box = AddComponent<Components::BoxShape>(cube, "BoxShape");
box->Width = 1.5f;
box->Height = 1.5f;
box->Depth = 1.5f;
CommitEntity(cube);
physics->Static = true;
auto meshShape = AddComponent<Components::MeshShape>(entity, "MeshShape");
meshShape->ResourceName = ss.str();
CommitEntity(entity);
}*/
{
auto wall = CreateEntity();
auto transform = AddComponent<Components::Transform>(wall, "Transform");
transform->Position = glm::vec3(10, 0, -20);
transform->Orientation = glm::angleAxis(glm::pi<float>()/2.f, glm::vec3(0, 1, 0));
for (int y = 0; y < 10; y++)
{
for (int x = -5; x < 5; x++)
{
auto brick = CreateEntity(wall);
auto transform = AddComponent<Components::Transform>(brick, "Transform");
transform->Position = glm::vec3(x + 0.01f, y*0.3f + 0.01f, 0);
transform->Position.x += (y % 2)*0.5f;
transform->Scale = glm::vec3(1, 0.3f, 0.6f);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(brick, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
auto physics = AddComponent<Components::Physics>(brick, "Physics");
physics->Mass = 1;
auto box = AddComponent<Components::BoxShape>(brick, "BoxShape");
box->Width = 0.5f;
box->Height = 0.15f;
box->Depth = 0.3f;
CommitEntity(brick);
}
}
CommitEntity(wall);
}
/*for (int x = 0; x < 5; x++)
for (int y = 0; y < 5; y++)