Vehicle tuning
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+31
-27
@@ -20,10 +20,11 @@ void GameWorld::Initialize()
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//transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
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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>(ground, "Model");
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model->ModelFile = "Models/Placeholders/Terrain/Terrain.obj";
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model->ModelFile = "Models/TestScene/testScene.obj";
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//model->ModelFile = "Models/Placeholders/Terrain/Terrain.obj";
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auto meshShape = AddComponent<Components::MeshShape>(ground, "MeshShape");
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meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain.obj";
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//meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain.obj";
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meshShape->ResourceName = "Models/TestScene/testScene.obj";
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auto physics = AddComponent<Components::Physics>(ground, "Physics");
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physics->Mass = 10;
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@@ -86,24 +87,26 @@ void GameWorld::Initialize()
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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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//Create wheels
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float wheelOffset = 0.4f;
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float springLength = 0.3f;
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float suspensionStrength = 20.f;
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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(1.9f, 0.5546f - 0.2 + wheelOffset, -0.9242f);
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transform->Position = glm::vec3(1.9f, 0.5546f - 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 - hardPointOffset, 0.f);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 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 = 50.f;
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Wheel->Friction = 3.5f;
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Wheel->SuspensionStrength = suspensionStrength;
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Wheel->Friction = 4.f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -111,19 +114,19 @@ 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(-1.9f, 0.5546f - 0.2 + wheelOffset, -0.9242f);
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transform->Position = glm::vec3(-1.9f, 0.5546f - 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 - hardPointOffset, 0.f);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 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 = 50.f;
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Wheel->Friction = 3.5f;
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Wheel->SuspensionStrength = suspensionStrength;
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Wheel->Friction = 4.f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -131,17 +134,17 @@ 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 + wheelOffset, 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 - hardPointOffset, 0.f);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
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Wheel->AxleID = 1;
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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 = 40.f;
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Wheel->Friction = 3.5f;
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Wheel->SuspensionStrength = suspensionStrength;
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Wheel->Friction = 4.f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -149,18 +152,18 @@ 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 + wheelOffset, 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 - hardPointOffset, 0.f);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
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Wheel->AxleID = 1;
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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 = 40.f;
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Wheel->Friction = 3.5f;
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Wheel->SuspensionStrength = suspensionStrength;
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Wheel->Friction = 4.f;
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Wheel->ConnectedToHandbrake = true;
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CommitEntity(wheel);
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}
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@@ -191,27 +194,28 @@ void GameWorld::Initialize()
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CommitEntity(entity);
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}*/
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for(int i = 0; i < 0; i++)
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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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transform->Position = glm::vec3(10, 0, -20 + (-10 * i));
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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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for (int y = 0; y < 15; 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 = 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->Scale = glm::vec3(1, 0.3f, 0.4f);
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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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physics->Mass = 3;
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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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