Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
0c4184477b
18
camera.cc
18
camera.cc
@ -19,6 +19,7 @@ float Camera::getDistance() {
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void Camera::setDistance(float distance) {
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this->distance = distance;
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updatePosition();
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}
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glm::vec2 Camera::getRotation() {
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@ -27,9 +28,11 @@ glm::vec2 Camera::getRotation() {
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void Camera::setRotation(glm::vec2 rotation) {
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this->rotation = rotation;
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updatePosition();
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}
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void Camera::updateRotation(glm::vec2 rotation) {
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this->rotation += rotation;
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if((this->rotation.x + rotation.x) >= 1.57f) {
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this->rotation.x = 1.57;
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this->rotation.y += rotation.y;
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@ -41,6 +44,7 @@ void Camera::updateRotation(glm::vec2 rotation) {
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else {
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this-> rotation += rotation;
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}
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updatePosition();
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}
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void Camera:: updateDistance(float distance) {
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@ -53,4 +57,18 @@ void Camera:: updateDistance(float distance) {
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else {
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this->distance += distance;
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}
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updatePosition();
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}
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void Camera::updatePosition() {
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, distance, 0.0f);
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// rotate vector
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glm::mat4 rotationMatrix =
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glm::rotate<float>(rotation[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(rotation[0], glm::vec3(1.0f, 0.0f, 0.0f));
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this->vector = glm::vec3(rotationMatrix * cameraVector);
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}
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glm::vec3 Camera::getVector() {
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return vector;
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}
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@ -14,9 +14,12 @@ class Camera {
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glm::vec2 getRotation();
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void setRotation(glm::vec2 rotation);
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void updateRotation(glm::vec2 rotation); //adds to current rotation
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glm::vec3 getVector();
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private:
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void updatePosition();
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float distance;
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glm::vec2 rotation;
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glm::vec3 vector;
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};
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#endif
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@ -154,11 +154,7 @@ glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, fl
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}
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level->getCamera()->getDistance(), 0.0f);
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// rotate vector
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glm::mat4 rotationMatrix =
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glm::rotate<float>(level->getCamera()->getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) *glm::rotate<float>(level->getCamera()->getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f));
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cameraVector = rotationMatrix * cameraVector;
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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return glm::lookAt(level->getCameraCenter()->getPosition() + glm::vec3(cameraVector), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
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level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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26
level.cc
26
level.cc
@ -1,5 +1,7 @@
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#include "level.hh"
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Level::Level(std::string filePath){
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this->filePath = filePath;
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this->terrain = Terrain(filePath + "/terrain");
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@ -12,6 +14,10 @@ Level::~Level() {
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}
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void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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this->physics = Physics();
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this->physics.init();
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// currently hard coded should later read this stuff out of a file
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this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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// load the geometry of the stanford bunny and build a VAO:
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@ -19,9 +25,14 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// load a texture:
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Material material = Material("stoneTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 7.0f, -2.0f),
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Object object = Object(model, material, glm::vec3(0.0f, 5.0f, 0.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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//add player to phy
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this->physics.addPlayer(0.75f,0.0f,5.0f,0.0f,1.0f,0);
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physics.addStaticGroundPlane();
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//set lighting parameters
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@ -53,7 +64,7 @@ void Level::render() {
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}
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}
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void Level::update(float runTime, glm::vec2 mouseDelta) {
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void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool dPressed, bool sPressed) {
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// rotate bunny
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//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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// Ignore first two mouse updates, because they are incorrect
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@ -63,7 +74,18 @@ void Level::update(float runTime, glm::vec2 mouseDelta) {
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}
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else {
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camera.updateRotation(mouseDelta/100.0f);
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}
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if(wPressed)
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{
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//physics.rollForward(camera.getRotation);
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}
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physics.takeUpdateStep(runTime);
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objects[0].setPosition(physics.getPos(0));
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}
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glm::vec3 Level::getAmbientLight() {
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4
level.hh
4
level.hh
@ -8,6 +8,7 @@
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#include "terrain.hh"
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#include "material.hh"
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#include "camera.hh"
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#include "physics.hh"
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class Level {
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public:
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@ -15,7 +16,7 @@ class Level {
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Level();
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~Level();
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void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
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void update(float runTime, glm::vec2 mouseDelta);
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void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
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void render();
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glm::vec3 getAmbientLight();
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std::vector<Light> getLights();
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@ -27,6 +28,7 @@ class Level {
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std::vector<Light> lights;
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glm::vec3 ambientLight;
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Object* cameraCenter;
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Physics physics;
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Camera camera;
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Terrain terrain;
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};
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19
main.cc
19
main.cc
@ -119,10 +119,18 @@ int main( int argc, char *argv[] )
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const double FPSdelay = 2.0;
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double startTimeInSeconds = glfwGetTime();
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double showNextFPS = startTimeInSeconds + FPSdelay;
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double lastUpdate=0.0f;
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int stateW = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_W);
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int stateA = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_A);
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int stateS = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_S);
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int stateD = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_D);
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do {
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double now = glfwGetTime();
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double now = glfwGetTime()- startTimeInSeconds;
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if (showNextFPS <= now) {
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std::stringstream sstream (std::stringstream::in | std::stringstream::out);
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sstream << std::setprecision(1) << std::fixed
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@ -136,10 +144,13 @@ int main( int argc, char *argv[] )
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glfwGetCursorPos(app.getGraphics()->getWindow(), &xpos, &ypos);
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glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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app.getLevel()->update(now - startTimeInSeconds, glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2));
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app.getLevel()->update(now - lastUpdate,
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glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2),
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stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS);
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lastUpdate = now;
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app.getGraphics()->render(app.getLevel(), app.getShader());
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openGLCriticalError();
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// MacOS X will not swap correctly is another FBO is bound:
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50
physics.cc
50
physics.cc
@ -1,7 +1,5 @@
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#include "physics.hh"
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#include <vector>
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btDynamicsWorld* world; //contains physical attributes of the world.
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btDispatcher* dispatcher; //
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@ -12,8 +10,16 @@ btConstraintSolver* solver; //solver for forces and impulses.
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std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
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btRigidBody* playerBall;
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btRigidBody* terrainBody;
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btRigidBody* staticGroundBody;
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void init()
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Physics::Physics() {
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}
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Physics::~Physics() {
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}
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void Physics::init()
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{
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colConfig = new btDefaultCollisionConfiguration();
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dispatcher = new btCollisionDispatcher(colConfig);
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@ -21,17 +27,15 @@ void init()
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solver = new btSequentialImpulseConstraintSolver();
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world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
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world->setGravity(btVector3(0,-10,-0));
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world->setGravity(btVector3(0,-10,-0));
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}
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void takeUpdateStep(float timeDiff)
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void Physics::takeUpdateStep(float timeDiff)
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{
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world->stepSimulation(timeDiff);
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}
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void addTerrain(int width, int length, float** heightData)
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void Physics::addTerrain(int width, int length, float** heightData)
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{
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float* heightfield = new float[width * length];
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int highest = -999999, j = 0, i = 0;
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@ -70,7 +74,17 @@ void addTerrain(int width, int length, float** heightData)
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}
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void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice)
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void Physics::addStaticGroundPlane()
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{
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btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 0);
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btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 0, 0)));
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btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
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staticGroundBody = new btRigidBody(groundRigidBodyCI);
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world->addRigidBody(staticGroundBody);
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}
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void Physics::addPlayer(float rad, float x, float y, float z, float mass, unsigned indice)
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{
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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@ -98,7 +112,7 @@ void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice
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}
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void addSphere(float rad, float x, float y, float z, float mass, unsigned indice)
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void Physics::addSphere(float rad, float x, float y, float z, float mass, unsigned indice)
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{
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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@ -126,30 +140,34 @@ void addSphere(float rad, float x, float y, float z, float mass, unsigned indice
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}
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glm::vec3 getPos(int i)
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glm::vec3 Physics::getPos(int i)
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{
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btVector3 origin = bodies[i]->getCenterOfMassPosition();
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glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
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return save;
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}
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glm::mat4 getRotation(int i)
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glm::mat4 Physics::getRotation(int i)
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{
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btQuaternion quat = bodies[i]->getOrientation();
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glm::mat4 matrix = glm::rotate(
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matrix,
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quat.getAngle(),
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glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
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);
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return matrix;
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}
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void rollForward(glm::mat3 rotCamera)
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void Physics::rollForward(glm::vec3 camPos)
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{
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glm::vec3 saveVector= glm::vec3(1,0,0) * rotCamera;
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btVector3 pos(camPos.x,camPos.y,camPos.z);
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pos -= playerBody->getCenterOfMassPosition();
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pos.cross(btVector3(0,1,0));
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playerBall->applyTorque(pos);
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/* glm::vec3 saveVector= glm::vec3(1,0,0) * rotCamera;
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saveVector = glm::cross(glm::vec3(0,1,0),saveVector);
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playerBall->applyTorque(btVector3(saveVector[0],saveVector[1],saveVector[2]));
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playerBall->applyTorque(btVector3(saveVector[0],saveVector[1],saveVector[2]));*/
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}
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/*
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@ -11,6 +11,7 @@
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btSphereShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btStaticPlaneShape.h"
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#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
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#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
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@ -31,14 +32,15 @@
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class Physics {
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public:
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Physics();
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Physics();
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~Physics();
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void init();
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void takeUpdateStep(float timeDiff);
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void rollForward(glm::vec3 camPos, float strength);
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glm::vec3 getPos(int i);
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glm::mat4 getRotation(int i);
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void rollForward(glm::mat3 rotCamera);
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void rollForward(glm::vec3 camPos);
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void addStaticGroundPlane();
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void addTerrain(int width, int length, float** heightData);
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void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice);
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void addSphere(float rad, float x, float y, float z, float mass, unsigned indice);
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@ -47,6 +49,7 @@ class Physics {
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btRigidBody* playerBody;
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btRigidBody* terrainBody;
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std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
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btRigidBody* staticGroundBody;
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btDynamicsWorld* world; //contains physical attributes of the world.
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|
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Block a user