Merging level.cc und level.hh.
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commit
198f8054b7
@ -12879,7 +12879,7 @@
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<zPosition>34</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>10</distance>
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<distance>2</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>sunStart.lua</luaScript>
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@ -12891,11 +12891,11 @@
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<name>sunUpdate</name>
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<undo>false</undo>
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<xPosition>-216</xPosition>
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<yPosition>20</yPosition>
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<yPosition>27.5</yPosition>
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<zPosition>34</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>10</distance>
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<distance>12</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>sunUpdate.lua</luaScript>
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@ -13088,7 +13088,7 @@
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</skydome>
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<waterPlane>
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<yPosition>15</yPosition>
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<yPosition>14.5</yPosition>
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<texture>skydomeNew.png</texture>
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</waterPlane>
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@ -13,12 +13,12 @@ function trigger(objectToChange)
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if(global.triggeredOpenFirstDoor == true) then
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if(global.openedSecondDoor == true) then
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if(global.triggeredOpenThirdDoor == true) then
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level:movePlayer(-169.5,22.5,58.5)
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level:movePlayer(-169.5,21.5,58.5)
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else
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level:movePlayer(-78.5,22.5,4.5)
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level:movePlayer(-78.5,21.75,4.5)
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end
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else
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level:movePlayer(17.5,22.5,87.0)
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level:movePlayer(17.5,21.0,87.0)
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end
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else
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level:resetPlayer()
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@ -13,7 +13,7 @@ function trigger(objectToChange)
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local time = os.clock()
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global.sunStartTime = time
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global.triggeredSunStart = true
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level:activateEndgame()
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print("sunStart")
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end
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end
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@ -7,7 +7,7 @@ function trigger(objectToChange)
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return
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end
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local maxTimeDiff = 5
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local maxTimeDiff = 20
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local timeDiff = os.clock()- global.sunStartTime
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if(timeDiff > maxTimeDiff)then
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timeDiff = maxTimeDiff
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@ -14,7 +14,7 @@ uniform vec3 cameraCenter;
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uniform vec3 sunColor;
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uniform vec3 directionalVector;
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const float sunSize = 40.0;
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const float sunSize = 20.0;
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void main() {
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vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
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@ -17,6 +17,6 @@ out vec4 sunPosition;
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void main() {
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vTexCoord = aTexCoord;
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sunPosition = (normalize(vec4(directionalVector, 0.0)) * skydomeSize) + vec4(cameraCenter, 1.0);
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sunPosition = (normalize(vec4(directionalVector, 0.0)) * skydomeSize) + vec4(cameraCenter.x, 0, cameraCenter.z, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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5
level.cc
5
level.cc
@ -42,6 +42,7 @@ void Level::load() {
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.addFunction("movePlayer", &Level::movePlayer)
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.addFunction("setSunDirection", &Level::setSunDirection)
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.addFunction("forceMove", &Level::forceMove)
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.addFunction("activateEndgame", &Level::activateEndgame)
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.endClass();
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//Push the level to Lua as a global variable
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luabridge::push(luaState, this);
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@ -278,3 +279,7 @@ void Level::forceMove(float x, float y, float z, unsigned indice){
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glm::vec3 position = glm::vec3(x,y,z);
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physics.forceMove(position, indice);
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}
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void Level::activateEndgame(){
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physics.activateEndgame();
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}
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1
level.hh
1
level.hh
@ -62,6 +62,7 @@ class Level {
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void movePlayer(float xPosition, float yPosition, float zPosition);
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void setPlayerIndex(int index);
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void forceMove(float x, float y, float z, unsigned indice);
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void activateEndgame();
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private:
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lua_State* luaState=nullptr;
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std::vector<Object*> objects;
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41
physics.cc
41
physics.cc
@ -44,15 +44,18 @@ void Physics::takeUpdateStep(float timeDiff)
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}
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}
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if(endgame)
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{
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currentDirection = playerBall->getCenterOfMassPosition();
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currentDirection.setY(0);
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currentDirection.normalize();
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}
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btVector3 position = currentDirection;
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btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera
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position = currentDirection;
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position.normalize();
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position *= cameraDistance;
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position += playerBall->getCenterOfMassPosition(); //is the position cameraDistance away from the player in the direction of the camera
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//prevent the camera from being dragged along on the ground
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btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
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float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
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@ -66,6 +69,9 @@ void Physics::takeUpdateStep(float timeDiff)
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cameraBody->clearForces();
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cameraBody->applyCentralForce(currentForce*1.0/force);
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}
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world->stepSimulation(timeDiff);
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}
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else
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@ -75,12 +81,14 @@ void Physics::takeUpdateStep(float timeDiff)
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos -= btVector3(0,0.005f,0);
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playerBall->setCenterOfMassTransform(btTransform(playerBall->getOrientation(),currentPos));
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if(playerBall->getCenterOfMassPosition().y() < resetHight - 3)
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if(playerBall->getCenterOfMassPosition().y() < resetHight - 1.5f)
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{
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playerBall->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(startPosition.x(),startPosition.y() - 3,startPosition.z())));
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playerBall->setLinearVelocity(btVector3(0,0,0));
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playerBall->setAngularVelocity(btVector3(0,0,0));
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forceMoveCamera(startPosition + btVector3(currentDirection.x()*cameraDistance,currentDirection.y()*cameraDistance,currentDirection.z()*cameraDistance));
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currentDirection = btVector3(1,1,1);
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currentDirection.normalize();
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forceMoveCamera(startPosition + currentDirection*cameraDistance);
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sinking = false;
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}
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}
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@ -557,6 +565,8 @@ void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength, float dis
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//use the crossproduct to correctly apply a torque to the palyer if function called
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void Physics::rollForward(glm::vec3 camPos,float strength)
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{
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if(!simulationActive)
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return;
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btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
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pos.setY(0);
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pos.normalize();
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@ -567,6 +577,8 @@ void Physics::rollForward(glm::vec3 camPos,float strength)
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void Physics::rollBack(glm::vec3 camPos,float strength)
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{
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if(!simulationActive)
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return;
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btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
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pos.setY(0);
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pos.normalize();
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@ -577,6 +589,8 @@ void Physics::rollBack(glm::vec3 camPos,float strength)
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void Physics::rollLeft(glm::vec3 camPos,float strength)
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{
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if(!simulationActive)
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return;
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btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
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pos.setY(0);
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pos.normalize();
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@ -586,6 +600,8 @@ void Physics::rollLeft(glm::vec3 camPos,float strength)
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void Physics::rollRight(glm::vec3 camPos,float strength)
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{
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if(!simulationActive)
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return;
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btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
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pos.setY(0);
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pos.normalize();
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@ -630,6 +646,19 @@ void Physics::forceMoveCamera(btVector3 newPosition)
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cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),newPosition));
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}
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void Physics::activateEndgame()
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{
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if(endgame)
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return;
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endgame = true;
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positionConstraint cons;
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cons.body = playerBall;
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cons.strength = 1;
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cons.position = playerBall->getCenterOfMassPosition() + btVector3(0,15,0);
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playerBall->setGravity(btVector3(0,0,0));
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allPositionConstraints.push_back(cons);
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}
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void Physics::kill() //delete dynamically allocated memory
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{
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if (world == NULL) {
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@ -77,6 +77,7 @@ class Physics {
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void prepareCollisionDetection();
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bool playerWithGround();
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bool playerWithObject();
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void activateEndgame();
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void forcePlayer(glm::vec3 newPosition);
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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@ -86,6 +87,7 @@ class Physics {
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float resetHight = 0;
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bool simulationActive = true;
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bool sinking = true;
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bool endgame = false;
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btVector3 currentDirection = btVector3(1,1,1);
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btRigidBody* playerBall; //allows for easier access to the ball
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btRigidBody* terrainBody; //duh
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